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Vegetal

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Everything posted by Vegetal

  1. I don't know why you think only expansion parts cause this. I just replicated the error with any fuel tank here, even Mk3 tank fuselages. What I noticed: surface attaching a single tank doesn't seem to cause any trouble, console stays normal when I right click the tank. The problem arises when I try to use any level of symmetry. It looks like something in the code isn't prepared to handle copying the tank around the vessel. At least that's what I think with my limited knowledge of all this. And again, my pleasure to help. I already used this mod a lot. EDIT: Mega weird...if you place a tank below your capsule, and alt-copies it to place it radially with symmetry, nothing wrong happens. It only goes wrong when you pick a new tank on the parts list and try to surface attach it with symmetry. No hunch from me this time, I'm gonna let the professionals figure this one out
  2. A strange new behavior emerged. Installed the latest stuff (Recall 0.0.2.2, Tweak beta, NO api extensions) after deleting the old stuff. Tested loading a flight with scaled parts (except no radial attached ones) after coming back to the space center, as I encountered bugs in other mods when I did that before - parts out of alignment etc - but nothing wrong until that. Tried creating a ship with radial tanks for testing the same thing, this happened: https://imgur.com/JC7aOYJ As soon as I right clicked on the radial tanks to bring up the PAW, this happened, and the FPS tanked noticeably hard. After I clicked "new vessel", FPS came back to normal, but right click behavior didn't. Exited the game and came here to report on this. Forgot to get any logs though
  3. Well, I did some testing, and I think the results might point you in the right direction... https://imgur.com/tg80ZtQ https://imgur.com/kkH3RS3 Ok, so, the parts being displaced on revert, like what is shown in those pictures, you already knew. Thing is, I tested with a bunch of other stuff, and that didn't happen. I tested all the rover wheels, and the only affected is the one on this picture - the one that comes with the expansion, forgot the name. I tested engines, tanks, crew capsules, structural beams, most didn't suffer from this issue. The only culprits so far are this wheel, and LFO tanks. LF tanks didn't show this behavior, the foil tanks also didn't, and even the Twin Boar, which is half engine, half tank, didn't. It wasn't a complete test, I just had a hunch it was a type-specific issue and chose some parts to test. Hope this helps somewhat man! EDIT: On the rover picture you can even see scaled I-beams and solar panels, and they didn't have the same issue as the wheels.
  4. Hah, not at all man. I just barely know the basics in python, so I'm glad to help by at least testing stuff, as I don't have the knowledge to code like you guys. Btw, you rock
  5. Did a pure install, 1.9.1.2788, installed Recall and API extended, and the latest Tweakscale. Still no sauce: https://imgur.com/AbfjoXP On the pic you can see my Gamedata folder. Again, I alt-copied the fuel tank, and this was the result. I also changed the 999 on the Recall folder to 000.
  6. Quick stuff: Just installed KSP Recall, and it gave me a terrifying warning about it being installed wrong in a 999_ folder. Thing is, it already came like that inside the zip file. I will attempt to correct this and will update afterwards. Also, I'm gonna attempt to run this with Snark's Simple Fuel Switch, and see how it goes. EDIT: something went wrong: https://imgur.com/a/tV2YwRC (alt-copied the tank) I think I'm gonna have to test this with a pure install. Hang on...
  7. I don't know if it's the same issue, but here's my situation: Playing a modded game, having no problems while my probes fly around to survey planets. As soon as I send kerbals, the game runs fine for some minutes and then the frames get really bad. CPU also spikes to 100%, all the time, it gets unplayable. I had a suspicion it was Snacks causing this, so I backed up my save and deleted it. No more problems now. So, I'm pretty sure this problem is related to Snacks, I just don't know if I can help with anything. I tried resetting the simulator as well, to no avail. My guess is that it's related to the background processing itself, and that it's a leak of some kind, because I can run the game fine for a while, and then it gets really bad. When it gets to that point, it's still bad inside the VAB/SPH. Does Snacks run the background calculations while there? It's my understanding that the game is "paused" when building crafts....
  8. Hey there, great pack! I think I may have found a bug. I was testing a vehicle on atmospheric descent on duna, when my fps tanked HARD. Upon checking the console, I found this: https://imgur.com/ISk9a8D Kopernicus is spamming something. As I haven't seen this happen before with other Kopernicus mods, I thought I would post here. I'll gladly give more info if needed, see ya.
  9. Hey man, I tested the speed toggle, and it didn't work for me. I selected the desired speed in the VAB, but when launched, the speedometer reverts to default (limited to 1000), and the limit now becomes 1000m/s, as it's the highest. I think this could be a small fix on your part, but if you need screens, logs, mods, whatever, just ask and I'll post here.
  10. Well it's plenty for my uses. You, sir, are awesome.
  11. Switching engines and other shenanigans with spaceplanes. 1000 is slow for spaceplanes
  12. Is there a way to change this? I mean, 1000 is pretty low...
  13. Is the speed controller limited to 1000 m/s max? I can't seem to get it at a value greater that this...
  14. Hey, just noticed something: I think the radial container should have 0.015 dry mass, not 0.15, in order to stay on par with the standard containers. I changed it myself on the .cfg files, just a heads up.
  15. You have to change shape from cylinder to cone. There are other shapes as well.
  16. That's what I was thinking, I'm just not very familiar with module manager patches, I just made some reaaaally basic ones. I'll see if I get the mass ratios. Here's some data from the "resources" file on Snacks: RESOURCE_DEFINITION { name = Snacks density = 0.001 unitCost = .5 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true volume = 1 } RESOURCE_DEFINITION { name = Soil density = 0.001 unitCost = .5 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true volume = 1 } And from the SnackTin1500 (the 2.5m container), I see in the files 0.15 mass (I guess empty), and it carries 1500 Snack units. I dunno if you have enough info there, but I guess that knowing resource density, volume and amount is enough? Let me know if you need anything else. EDIT: The 2.5 container has 1.125m in height. Just measured it by putting a LFO procedural tank on it's side and tweaking the length.
  17. Hey, I use Snacks and was wondering, is there a way to include a procedural snacks tank in this mod? I mean, by myself actually, I'm not very used to tinkering with part modules and such, but if someone could give me a hand I could try that.
  18. Heeey that's a nice bonus feature there! Good work mate, will download now.
  19. Just tried out, it seems to be working as intended. One thing I noticed that I just remembered: Pressing plus to select the next camera, the game pops that message about no nearby vessels (but works anyway). When pressing minus, it works, doesn't pop the message, but the mouse pointer disappears and I usually bring it back by pressing ESC ang going to the menu and back again. Dunno if that's a feature I'm not aware of but.....
  20. To be fair, it's actually the Mk2 clamp-o-tron that has the "control from here" function upside down, at least if you compare it's exterior model to the other docking parts. No biggie actually, but these other issues on the most recent patch are quite game-breaking, so I'm reversing to the previous one. If I can help by posting logs or my mod list somehow, just say. Thanks for keeping all these mods active my man!
  21. Sooo, I decided to download the latest version at spacedock (1.9.10) but ran into some issues. First, the Mk2 clamp-o-tron is indeed upside down relative to the "control from here" function. I'ma show: https://imgur.com/YsAdcGN Here, you can see the navball orientation is upside down. Ok, cool. Another problem: Pressin plus or minus doesn't take me into the camera (says there are no active vessels nearby). I have to right click to go into the camera. https://imgur.com/kG2zG34 Now you see the camera is right side up, but navball is upside down. This leads to reverse controls when trying to dock. https://imgur.com/C5xyTVI Whoops. When I come out of camera view (via plus or minus, now they work), this happens. So yeah, my game is 1.5.1, I have some mods running as well. Dunno if anyone else ran into this, if not, then I'm gonna get suspicious. I have to say though, previous version of this mod ran fine, except for the Mk2 upside down thingy.
  22. Hey there, a small nuisance I've noticed: The Mk2 inline docking port seems to have it's camera upside down. Haven't tested the Mk1, but I think it's worth to take a look as well. I think it's just a matter of changing some numbers on the cfg files, I just don't know which.
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