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Posts posted by Skystorm
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@Farm Buyer They haven't forgotten you. From the weekly today...
"In other news, our friends at Blitworks are also hard at work on an upcoming patch for KSP Enhanced Edition. We will be revealing more information about this patch in the coming weeks, stay tuned."
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@allista One thing I have noticed is that Kit Res doesn't just appear conspicuously the same as the tonnage, but also that the kits required to build it always seems less than Kit Res suggests. There have even been times that Kit Res was more material kits than I had on-hand, and I was still able to finish building it with kits left over.
Could it be that it is showing the amount of material kits already packed inside the box rather than the amount needed to build it? That would explain it being so close to the tonnage and also why the kits required to build it are less than stated.
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1 hour ago, Tyko said:
Oh, but it is life critical - Jeb and Bob are trapped on the Mun with only 36 hours of Supplies left...
@Tyko I believe you can survive 15 days without Supplies so actually you have 21 days left. You can easily get to the Mun in about a day though.
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@FritzsFleas Yes. Quite a few times actually, and I've posted a patch to fix it until the next patch.
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Last time I looked the default is 2 hours.
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@papuchalk I've seen that happen before. Was the rover physically attached inside the cargo bay at launch? It probably was which makes it part of the vessel. However, when you put it back inside the service bay it wasn't attached to anything which means it was now a separate vessel.
I kinda of thought they had fixed that, for cargo bays at least, so that it auto-strutted stuff inside the bay. I could be wrong though.
I generally use KIS to attach it to something inside using a pipe, or you could use a docking port. Once it is part of the lander again that shouldn't happen.
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@steve_v Actually, you aren't sacrificing anything. Believe me they can still explode if you land hard, but they should behave more like normal until they can be fixed permanently.
The 10x number I came up with wasn't arbitrary. It was because the logs were showing an impact speed that was about 10 times the actually vertical speed. In my particular case, a little over 2.1 m/s touch down speed was registering as a 21+ m/s impact.
That is what is causing the landing legs to explode because all it takes for a 14 m/s crash tolerance is to land at 1.4 m/s or higher which is why they seem so sensitive.
In fact, I'm starting to think the notion that docking has become more difficult may not just be perception but rather related to the same bug. If it is applying the same effect to all impacts, then a 1 m/s docking approach would seem like 10 m/s and would certainly explain bouncing off and flying away at a relatively high speed with respect to the approach speed.
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Do you mean this?
To turn that on/off, click on the round radio button just to the left of the crew portraits. You need to move the mouse over the crew portraits area to see the additional controls.
This is a stock feature though not all parts necessarily support it.
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@steve_v Here is the module manager patch I used to fix some of the landing legs. Haven't had a single problem with them since.
@PART[landingLeg1] // LT-1 Landing Struts { @crashTolerance *= 10 } @PART[landingLeg1-2] // LT-2 Landing Strut { @crashTolerance *= 10 } @PART[miniLandingLeg] // LT-5 Micro Landing Strut { @crashTolerance *= 10 }
Paste that into a file with a *.cfg extension and put it in your gamedata directory.
And I'll go ahead and re-post the module manager patch for the 5m fairing sizing issues here as well.
@PART[fairingSize4] { @MODEL,1 { @scale = 4,4,4 } %rescaleFactor = 1 @node_stack_interstage01a = 0.0, 2.17, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_interstage01b = 0.0, 2.27, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_interstage02a = 0.0, 4.17, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_interstage02b = 0.0, 4.27, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_interstage03a = 0.0, 6.17, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_interstage03b = 0.0, 6.27, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_interstage04a = 0.0, 8.17, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_interstage04b = 0.0, 8.27, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_interstage05a = 0.0, 10.17, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_interstage05b = 0.0, 10.27, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_interstage06a = 0.0, 12.17, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_interstage06b = 0.0, 12.27, 0.0, 0.0, 1.0, 0.0, 2 }
Paste that into a file with a *.cfg extension and put it in your gamedata directory.
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@MAV3RICK Your engines require some form of ullage. Some form of forward thrust should stabilize it such as from an ullage motor or RCS until it says the propellant is "Stable", then ignite the engine(s). Engines that do not require ullage will say so in their descriptions.
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Also, if your engines are too powerful you can adjust their Thrust Limiters to reduce thrust for landing and give you more fine control over them.
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@Nataris @HebaruSan hit the nail on the head. The game is perfectly stable but it is not without bugs, and yes it does have exploding landing legs. However, the 5m fairing sizing issue is one I've been posting module manager patches to fix, and I have a patch for the landing legs as well though I haven't posted it on the forums.
I'm playing 6.4x scale and the fairing drag seems close enough to normal to not make a noticeable difference to me. Frankly, if someone hadn't mentioned the fairing drag issue I wouldn't have even realized there was a problem.
I'm not excusing the bugs but frankly I think in many cases people are making much ado about nothing. This was a major update, both in terms of the unity upgrade and Making History, and I think in part because it was a paid release they felt they couldn't really do their usual prerelease phase. I do however think that is why Squad released 1.4 a week before Making History as a quasi-prerelease and then 1.4.1 to fix those when Making History went live.
That being said, it has not gone unnoticed that several of those bugs should have been easily detected with some simple regression tests.
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The logic behind the max grab mass and pickup distance make perfect sense, but in practice I think it can be a bit more of a detriment to game play on the surface and a real nightmare trying to keep multiple kerbals stationary while floating in space. Fortunately, you can alter the KIS settings with a simple module manager patch.
@KISConfig:NEEDS[KIS]:FINAL { @EvaPickup { @maxDistance = 3 @grabMaxMass = 1 } }
The maxDistance is how far you can reach in meters and the grabMaxMass is the maximum weight of the part in tons. The numbers above are the current default values as of KIS verson 1.10. Feel free to adjust the numbers to your liking.
Place the above text into a file with a *.cfg extension and save it somewhere in your Gamedata directory. You must have Module Manager for this to work.
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@Zxy44 Not sure what is going on for you, but I can tell you that I'm running Windows 10 with KSP 1.4.2 + MH with 84 mods and the game is perfectly stable.
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Anyone have any experience running the 1.3.1 version of Real Fuels on KSP 1.4.x? Does it work ok?
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I'm a bit amazed that these are still popping up when I already posted a fix for this back on March 15th and again on March 28th.
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@Ahres That is a snippet from my current persistent.sfs file. Jeb and the other veterans are all heroes in my current game, and I suspect they are by default at least in sandbox mode. It appears that it was added in 1.4 and I suspect that it is related to Making History somehow.
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@Ahres Are you referring to the badS, veteran or hero flags? I think badS and veteran have been around a while but hero may be relatively new.
KERBAL { name = Jebediah Kerman badS = True veteran = True hero = True }
Most of the other attributes were omitted for clarity.
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Why do I get the feeling we're about to see someone create the Kerbal version of the "Titanic" at harbor with an anchor chain made from a bunch of linked toroidal fuel tanks just to make them "useful"?
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@Nataris Paste the contents into a text file with a *.cfg extension and place it in your Gamedata folder. I usually create a folder under Gamedata for all of my custom patch files and store it in there.
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@Nataris The missing drills are a known issue. You can use the following module manager patch to work around the problem until it is fixed.
Spoiler@PART[MKS_Drill_02] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_RD } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_02A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_GN } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_03] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_WT } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } } @PART[MKS_Drill_03A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } }
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I would tend to go with release them as they are ready. However, the current versions seem to work without issue, and I'm using pretty much all of them.
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@Mrcarrot If you use Module Manager, I posted a patch to fix the fairing right after the 1.4.2 release. I'm sure it was an honest mistake they will correct.
If you are still using 1.4.0 - 1.4.1 then look at my previous patch for the fairing.
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@Tewa I created the following module manager patch to address the missing drills and my heating issues with them. It know things are working for the MEU-500-A, but I haven't tested the other 3 drills. I can see all 6 drills now instead of just the two MEU-100's.
Spoiler@PART[MKS_Drill_02] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_RD } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_02A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_GN } @MODULE[ModuleCoreHeat] { @MaxCoolant = 300 } } @PART[MKS_Drill_03] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_WT } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } } @PART[MKS_Drill_03A] { @MODEL { @texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL } @MODULE[ModuleCoreHeat] { @MaxCoolant = 1000 } }
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
in KSP1 Mod Releases
Posted
@katateochi Very nice mod. Well done. I think the main thing I would like to see is your UI replace the one for the launchpad and runway. Currently I'm going to the VAB to launch all my craft because I prefer your UI. Very handy for my Mars mission as I have so many crafts, lifters, transfer stages, et. AL., and your mod makes it so much easier to keep it all organized.
One minor problem though, it seems your Settings.cfg is invalidating the Module Manager Cache. I believe the usual way to fix this would be to put it in a PluginData folder so that Module Manager will ignore it.
[LOG 11:00:24.215] [ModuleManager] Checking Cache [LOG 11:00:24.707] [ModuleManager] SHA generated in 0.484s [LOG 11:00:24.707] [ModuleManager] SHA = 16-14-C5-D7-F4-8A-24-F4-11-2C-A5-83-00-E0-4E-FA-F6-D5-95-16-38-0C-DF-9A-26-38-88-80-12-C3-0D-EF [LOG 11:00:24.892] [ModuleManager] Changes : Changed : CraftManager/settings.cfg [LOG 11:00:24.892] [ModuleManager] Cache SHA = 37-87-13-4F-7C-72-04-96-F8-94-16-81-70-64-F3-8A-69-67-42-0C-6E-1F-40-ED-47-B0-89-C4-AC-17-61-D3 [LOG 11:00:24.892] [ModuleManager] useCache = False
Keep up the good work!