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Grenartia

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Everything posted by Grenartia

  1. So, I've noticed this issue persists in 1.12.4. I've also finally figured out how to do the log file thing (previous attempts resulted in pastebin yelling at me for going over the file size limits). Log file: https://pastebin.com/QRNenryR
  2. Also, I just tried my test craft again, and used time warp. I noticed no change whatsoever in Ap or Pe, even at max time warp. So, I feel confident in ruling out the time warp bug.
  3. I swear there used to be some kind of telemetry mod that would graph stuff like this for you. That would be really great to have purely for diagnostic reasons like this.
  4. Yeah, doing that now. I had hoped the video would show everything that's needed (craft construction, initial orbit, where in the orbit the changes happen, etc.), but youtube wouldn't accept it because its "too big" (???), despite 'only' being an hour long and at medium quality. As you can see, there is no part clipping, and the craft is as barebones as it gets. Also, I've never heard of this setting you're talking about, and I've been playing since before 1.0
  5. I was unable to do a video, unfortunately. But, I did run a mission for an hour, and recorded the Ap and Pe every 2 minutes.
  6. That's the thing. Literally none of that applies here. I didn't use time warp at all, it happens to basically any vessel, and there's no part clipping at all. When I first noticed the problem, it was gradual, a constant (slow, but still noticeable over a few seconds) change in Ap and Pe. But somewhere along the way, between nuking and reinstalling, it shifted to more discrete jumps (I never noticed when it changed, because it would always be significant fractions of an orbit, and would only happen when my attention got directed elsewhere, but I did notice a change in numbers), but again, not due to time warp, because I wasn't using it. I'll try to get a video up tomorrow or the day after.
  7. 1. Kerbin. I had been playing a 10% science career when I first noticed it, and I had no opportunity to try any other body. 2. Starting Ap was always ~100km in a circular orbit. I never let the craft long enough to get more than about 1km deviation above and below that figure, because by that point, it was already obvious that something weird was happening (though I did end up having something like a 150 x 69 km orbit in the first game I noticed the issue in, but that was after several hours of IRL play time). 3. I don't currently have any screenshots, but I'll try to recreate it for some screenshots later on.
  8. So, I first noticed this a few weeks ago in a modded copy of 1.12.3 I have. Essentially, anything I have in orbit has its Pe decrease and its Ap increase, with no discernable reason why. These were basic craft with no RCS at all, and I am absolutely certain the throttle was at 0. So I deleted that save file, made a new one, and tried again. I noticed the problem again. So then I nuked that copy, took my clean steam copy, and replaced it (and reinstalled all my mods). The problem persisted. I nuked the steam copy, and redownloaded it, and waited, then copied it and modded it, and tried again. Still the same issue. On a lark, I just tried playing from the clean copy, and noticed the issue is present, thus ruling out any mod causing it. I revalidated the game files, retried it, and its still acting up. If there's any specific files I need to include, let me know and I'll provide them.
  9. Fair enough. I'll wait until it hits CKAN, then. I know manual installation is technically possible (and I know how to do it), but I once manually installed some mods on a copy of the game that I had CKAN'd mods on, and it got so borked that I had to delete that copy of the game entirely and start over, and that's scared me away from repeating that mistake ever again.
  10. Out of curiosity, is this compatible with Snacks?
  11. Out of curiosity, are there any plans to list this on CKAN? In my experience, mixing manually installed mods and CKAN installed ones is asking for trouble.
  12. No, Vaos and his Solar Nations series. It was working for him in low minmus orbit, but he said he had to transition back to stock weapons based space combat because of similar problems to those shown in the screenshot.
  13. Yeah, a youtuber I'm subscribed to has indicated issues with it as well, but a previous video of his had it working just fine in 1.8.1
  14. I have the same problem, and do *NOT* have restock installed. What other mods do yall have? I've also noticed this, but its with every AP+ landing gear I've got in my career so far. Well, I wouldn't say it explodes, but for some reason, part of it loads just below the surface, and then pops out, forcing the plane to jump around. Seems to be a 50/50 chance that the plane will land correctly, or destroy some part of itself on impact. Stock gear have no issues, but I also only have the non-deployable stock gears available, which is a big hassle for my planes' performance.
  15. Out of curiosity, would it be possible to make a 0.625m inline version of this?
  16. @HebaruSan If there's any information you need that isn't in that screenshot, let me know.
  17. I don't know how to be more specific or clear about it. Here's a screenshot:
  18. I know there's not an official 1.5.X release yet, but does this work in 1.5.1?
  19. Snacks! has been updated for 1.5.X, but its still showing only the 1.5.0 version on CKAN.
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