Demuder
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Bottle Rocketeer
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Demuder replied to ferram4's topic in KSP1 Mod Releases
I started using FAR after 1.02, and stumbled on the same no-drag problem a couple of times - noone has succeeded in reproducing it on demand though. However, uninstalling FAR from CKAN and installing it manually (all my other mods are installed through CKAN) solved the problem for me - hadn't had an incident of no drag for the past month. Although this is by no means "proof" that the bug is in the CKAN installation, try installing FAR manually - something that ferram himself suggest anyway. -
Just dropping in to say thank you for this mod. Although I only started playing after the 1.0 release, I would have already stopped if I had to launch, circularize and rendezvous every single orbit and craft by hand - or to be more precise, the deprecated, simplistic MechJeb the vanilla KSP system actually is. Thank you for making and maintaining this mod and thus taking all the unnecessary tediousness out of the game.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Demuder replied to sirkut's topic in KSP1 Mod Releases
Ah, thank you very much for the clarification. I will certainly give this a try ! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Demuder replied to sirkut's topic in KSP1 Mod Releases
I am very intrigued by what this mod enables the player to do, but I am a bit confused by the "docking port warning". Does it mean that I shouldn't use IR parts on any craft that also has a docking port ? I can understand not sticking a dock port at the end of a robotic arm, but that "or indirectly" term in the warning can mean anything. A space station equipped a robotic arm loses much of its appeal if no other craft can dock with it. I mean the mod looks incredibly useful but if I have to give up docking my vessels altogether... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Demuder replied to ferram4's topic in KSP1 Mod Releases
If you read a few pages back, me and another player had a similar problem. We didn't do a proper bug hunt (you know, uninstalling all mods except FAR, reproduce the problem, etc) but we both used CKAN for FAR, and after people saying here that FAR doesn't play nice with CKAN, I just uninstalled FAR and installed it manually - aka copy FAR's folders to the game dir. Never had an issue again with reentry since - or any other issues that is. I am not saying it's CKAN's problem, but it could be worth a try. Don't get me wrong, I am not saying don't use CKAN - hell, if I had to give it up I would rather just play vanilla KSP, but since ferram himself says that it might have a problem with FAR, just install FAR manually and leave the rest of your mods on it. I hope that this fixes FAR for you, because honestly it's become one of my favorite mods. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Demuder replied to ferram4's topic in KSP1 Mod Releases
Just a quick update (for closure's sake) regarding the no-drag bug I had encountered. After several launches and re-entries of various shapes and sizes during the weekend, I didn't encounter the bug again. All I did was switch from the CKAN version to the manual installation and kept the FAR details window open all the time when in atmosphere to check on drag - I would have uninstalled all my other mods and do some proper bug hunting, but my game-time available was so little that it was either that or play at all, so I selfishly chose to just play :-) So, I can't say if CKAN is the culprit (it seems identical to the manual install) or if it's just too sporadic or if it's some other mod interacting, but I am pretty confident that if it is an actual bug with FAR, it is so sporadic that there's no real problem - in my book at least. I will try of course to hunt it down if it rears it's ugly head again. Once more, thanks for the wonderful mod, it adds so much to gameplay. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Demuder replied to ferram4's topic in KSP1 Mod Releases
Damn, that's sad news :-) I liked CKAN for all the utility it provides. Will try without though. You are right, of course. The main problem is that the nature of the bug seems to actually be, "launch stuff and at a point FAR will stop working" anyway so it would be difficult to reproduce. The interesting thing that me and WalterD only have AlarmClock and Toolbar in common, so I doubt it's a mod that we have that causes the issue. However, since I use CKAN and from what I saw in your patch notes this bug was "fixed" ("Fixed voxelization breaking after many voxelization events; this fixes no-drag situations") in the last version, maybe it's CKAN's fault as kcs123 suggests - if WalterB is also using CKAN that would almost certify it. So I will remove FAR from CKAN and install it outside it, if there's more occurrences, I think we got it. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Demuder replied to ferram4's topic in KSP1 Mod Releases
I am a new player and I installed FAR yesterday through CKAN (it looks like and excellent mod btw, thank you for making and maintaining this), the version reads 0.15.2_Ferri and I experienced the same bug as WalterB, above. After installing, I had to redesign all my craft since... well, not much could make it out of the atmosphere in one piece. After I got the hang of it, I launched two flights, one to rescue a Kerbal from Kerbin's orbit and one to rescue another Kerbal from moon orbit. Both craft experienced drag while getting into orbit. The first one (well, just the command capsule with the rescued Kerbal inside) experienced drag and heat while reentering, but the second one, simply went through the atmosphere as if it was vacuum, just with reentry heat visual effects but no actual heat (the shield didn't lose a single point) and no slowing down and accelerating normally under gravity (it hit the ground at about 3900 m/sec while it reentered from a nornal low orbit). The aerodynamics overlay also showed no drag during that second reentry. I also think that I opened the parachutes after the heat visuals went away and the parachutes deployed normally although at that point I was going over 3km/s. Loading the last quicksave fixed the problem and the pod reentered as expected. So no real harm done, more like a pretty funny inconvenience. I am posting a link to my dropbox with all the files WalterB suggests, please let me know if you need anything more about my setup. https://dl.dropboxusercontent.com/u/1385950/KSP/KSP.rar