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angrybold

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Everything posted by angrybold

  1. i encountered a problem, where adding ampyear to my mods will result in my command units not showing up in the VAB and SPH. Trying to run RO, RSS, RP-0, the latter fixed with a patched tree.cfg. Might this cause problems? the missing parts are missing in the RnD building aswell. Cheers
  2. so to get this straight: i simply need to install the master branch of rp-0(marked as 1.1.3) for my 1.2.2 install, then replace the tree.cfg? or am i missing out on a dev branch i just cannot find on github? if it is that easy, i shall use my last day of vacation to get up a running install of RSS/RO/RP-0 for 1.2.2. btw, i love you devs.
  3. Sorry i was busy with work. Will try it out and edit back.
  4. Nice to see the warping thing got fixed. Thank you westamastaflash. Now i found another little bug and i asume it is related to TC. Tried to replicate without TC ---> nothing happened. Similar to what Maltman said. Maybe even the same issue. Its not limited to SOI changes tho. When autowarping low over a planet(in this case eart from RSS) it will mess with the one conic it is on allready. As the maneuver that is planned changes the deltaV on start of the warp(the conic change happens there, instantly) i assumed it might be related to the game not coping well with the increased warprates. Set those back to vanilla, still had the issue.
  5. Now that the cfg works again Couldn't find appropriate planet/experiment! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Unpacking Satnet 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KSP Interstellar] GameEventSubscriber - detected OnVesselGoOffRails (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [7/26/2016 4:06:49 PM] [TimeControl(2.16048): ]: <Trace> (onVesselGoOffRails) - method start (event) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [7/26/2016 4:06:49 PM] [TimeControl(2.16048): ]: <Trace> (onVesselGoOffRails) - method end (event) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 7/26/2016 4:06:49 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Updating vessel voxel for Satnet 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Real-time resumed. Current UT is: 331911190.2. TgtUT Error is -510.48s. (Undershot) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 7/26/2016 4:06:49 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 7/26/2016 4:06:49 PM,KerbalAlarmClock,Skipping version check (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Std dev for smoothing: 0.5 voxel total vol: 64.5281750028285 filled vol: 0.352471932562636 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [7/26/2016 4:06:50 PM] [TimeControl(2.16048): ]: <Trace> (Settings.onShowUI) - method start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [7/26/2016 4:06:50 PM] [TimeControl(2.16048): ]: <Info> (Settings.onShowUI) - Unhiding GUI for Settings Lock (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [7/26/2016 4:06:50 PM] [TimeControl(2.16048): ]: <Trace> (Settings.onShowUI) - method end (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) UIMasterController: ShowUI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Game Paused! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [7/26/2016 4:06:50 PM] [TimeControl(2.16048): ]: <Trace> (TimeController.onGamePause) - method start (event) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [7/26/2016 4:06:50 PM] [TimeControl(2.16048): ]: <Trace> (TimeController.onGamePause) - method end (event) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Real-time resumed. Current UT is: 331911190.2. TgtUT Error is -510.48s. (Undershot) Well the game realizes that it fails there. No clue why TC causes it tho. Any ways, that undershot does not happen without TC.
  6. That warping to pointY - secondsX sure would be a cool feature. Keybindings could be cool aswell...however im not good with those. Should at least bind the hyperwarp to some keys, i guess. Concerning integration with kOS i am quiet sure that, in addition to the better timewarpto, there is a huge request for getting out of warp FAST. As many(myself included) tend to use responsive scripts, instead of precalculated math to figure the correct times, it would be awesome to have the possibility to get out of the 10k warp to a standstill without losing 5 minutes or so while the warp slows down. If there is a way to make that happen that would change a lot. Now i feel like i should not just be pitching ideas/work. Problem is i do not know excrements about coding mods and the infrastructure of the game. However if you you would like to work on this, i would like to help. Any ideas? I could learn, but to be productive would take a little time
  7. Rails mode. I warp towards a point, warp jumps to "cruise speed", then gets to the point were i would expect it to slow down as to be precise when ending the warp, however it just completely goes back to normal on that point. In this case it jumps to default warp 4, then ticks down until it shows about 8 minutes, then cuts out of warp. There is a lot of other mods on this install, i doubt however that any of them interferes with the time warping...will check that out by uninstalling them. Another idea: I will probably not tap into that new custom warprate when warping to a point on the rail by clicking that rail, will i? So i guess i am using the default warpto routine, which seems to have be bugged by the mod? My problem is that i use the default warpto via kOS. Its nothing gamebreaking, its just manual warping to the correct point of time when it doesnt work. Just annoying, no priority tho if you got stuff to do
  8. Thanks for updating. Yay for rates setting correctly now. Warpto is still going too short. Cfg for logs reset itself on startup?
  9. So the broken timewarp is the game cutting out of timewarp too early? If that is that, please do post the recompile, as i am too lazy to just quickly learn how recompiling works Devs are doing their great work, so if you post it, that might just keep the people having trouble with timewarp at bay.
  10. are you using kOS? possibly the new alpha version? they have had some problems with time. EDIT: Removing Time Control solves the issue. Sudden stop seems to happen when the warp is suppoes to slow down. Also: TC does not seem to accept change of settings. Tried to put warprate 2 back to 5x. Still went straight to 10x.
  11. Yes Blizzy's Toolbar is installed and running. It's not not working....it's just not showing up for some reason XmlException: Document element did not appear. file:///C:/games/Kerbal Space Program/GameData/Trajectories/Plugin/PluginData/Trajectories/config.xml Line 1, position 1. Maybe related to this? EDIT: pls respond?
  12. Just wanted to report that this is not playing well with WASDEditorCamera. As in it does not work when WASD is installed. In any case, thanks for maintaining the mod Im stoopid. Just needed to turn off the enforced boundaries in WASD. Welp
  13. Well it seems that my game tends to cut out warpto too soon. Might this be related to this awesome mod?
  14. Hmm i ran into trouble. The trouble being that the mod just doesn't pop a button anywhere, neither in the stock toolbar, nor in blizzy's. In the OP i read, it is supposed to be on by default, however i do not get any trajectories when going into athmosphere. Im using RSS, RO, FAR etc. Did it not load? Did i miss something? Helps plx
  15. Now i would love to use this so my craft wouldnt lose rotation when warping for my kOS scripts. However it seems when i let the script engage/disengage sas and rcs it will not snap back in the right direction upon ending warp. How is the mechanic here? Can i make that work?
  16. ahh well yes. to anyone wondering: ElWanderer_KSP pointed me to the idea of compensating a heading vector---> *heading(0,latitude):vector. Tried that and it works nicely for what is needed even tho its not the direct approach yet. Now back to the code
  17. As this is killing me, i shall ask here aswell. Im using body:position * north:vector to obtain my distance to the equator. The return, however is a useless number(too small, not realy changing). Where is my fault?
  18. Well Fwiffo is onto something here. That feature would be awesome. Just locking inividual axis to the nearest grid. Just using the same 3 keys, differentiated by rotation/translation mode. Another example: Being able to autoalign that hinge along the purple axis would totaly let my inner nerd sleep better. And before i forget: thanks so much for this mod...constructing just aint no fun without precision...might be a german thing? I neet ze acurate!
  19. just wanted to share some love. thank you so much for your dedication
  20. Its not about not having a connection. It is about that i cannot get the science of certain experiments back to ksc. It transmits as intended, then i get the messag "done", however the next message where it says "x science added" doesnt pop up. Happened mostly with scansat reports, but with an eva report aswell. Might be related to the kind of dish used, im going to try that out now. EDIT: To whom it might concern: What works for me is reloading the vessel end sending the report once or twice. Got 4 reports through like that that kinda bugged out before. thanks for the answers tho, lads
  21. guys im still at loss with the "science not being transmitted"-problem. any fixes or ideas where it come from? it seems few people do have this problem?
  22. anyone can give me an update on this? has it been adreesed/noted?
  23. I still cannot get this to work...anybody got an idea what is wrong and how to fix it?
  24. There ssems to be a problem in my install. That or i am stoopid. Probably stoopid. However, it seems to me that the communotron32 is a tad too powerfull. It says it is supposed to get up to 16mM of range. However right now my vessel is all the way out at the moon, only having the communotron32 activated. It still is connected to the ground station/s. Why is that? Maybe just wrong range in the description? i have not tried sending probes out furtzer than the moon so i do not know where the link breaks and if it breaks at all. And yes i am talking about RemoteTech restrictions here. But i figure it still should be asked here. EDIT: Found it. For Anyone looking for that answer: https://www.reddit.com/r/RealSolarSystem/comments/3hu5bo/is_there_a_guide_to_understanding_remote_tech_in/
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