Jump to content

IgorZ

Members
  • Posts

    1,967
  • Joined

  • Last visited

Reputation

2,498 Excellent

Profile Information

  • About me
    The best cat in the office
  • Location
    San Jose, CA
  • Interests
    Programming in space

Recent Profile Visitors

17,561 profile views
  1. As far as I can tell (from my experience of supporting this mod in the faaaar past), it's no about the Community Category Kit. However, my knowledge on this matter is rather rusty.
  2. They are not. Unity treats them as spearate, but on top of it KSP adds its logic to stabilize the vessel. Otherwise, you'd get the well know "wobbling" effect and issues with wheels and legs.
  3. It seems so to you, but under the hood there is a lot of logic, which takes into account the vessel as whole and each part in particular. KSP has extra logic around the normal Unity physics to remove physics simulation side effects. It's one reason why KSP2 had so many negative feedback at the start: they assumed Unity will do all the work for them, but nope - it won't. If you constantly see the issue, try swapping the RTS and JS parts. When doing the docking, the game has a thing: "the dominant vessel". I tried to address it in the RTS part, but who knows. Btw, did you try to use TJ-2 part? Physics wise, it's basically the same as RTS.
  4. If you need that functionality, then yes. When I was actively playing KSP, it was my "must have" mod.
  5. In the docked mode, the physics is applied differently. Even though it appears as two vessels to you, from the game's perspective there is only one long vessel with shifted center of gravity. Try placing your lander at different positions around the station. Also, there can be other mods that add extra physics on the vessels (like struts reinforcement) that can cause side effects.
  6. The video was taken with the ReStock mod. SurfaceLights mod doesn't affect pitching in any way.
  7. In the stock game, Mk1 & Mk2 lights are not configured for the pitch changing. IIRC, there is a mod that improves models of many parts, including the lights. There, the pitch is enabled. The SurfaceLights mod doesn't deal with this behavior.
  8. This is definitely an unexpected behavior, but Kraken can wake up at any moment in KSP. Can you reproduce this problem at launchpad on a clear game with the stock parts?
  9. I did several attempt to nail it, but haven't found an obvious reason. In fact, on my system in a clear game it's not repeatable at all. Only happens on some old saves. Sad to hear it's hitting you so bad, but tbh I have a long list of more priority stuff to do (e.g. KIS v2 that stuck in alpha with 4 months overdue). Thanks for the report, I've created an issue. It seems the eva propellant resource has been deprecated in the recent releases. Tbh, this part will not be present in the future version of KIS (v2), the stock one will replace it. What containers exactly do you mean and what's the change? There are stock containers that work with the stock inventory system, and there are original KIS containers that didn't change in the last 5 years or so. However, other mod developers can create their own part and make them KIS inventories.
  10. Thanks! I've created an issue. Will follow up on it when have time (not much of it last months).
  11. All (un)docking work in KAS is done via the stock game API. Tehcnically, it shouldn't break anything, but reality keeps surprising. When it happens again, please the logs in verbose mode. Ideally, I need a case that can be reproduced.
  12. The "hasn't hit anything" things in these cases is expected. It tells that no attaching conditions were detected. As for the other csases they looks suspicios. The logs say the dart hit surface and attaches to it, but it's obviously doesn't happen. May be a bug.
  13. Can you provide screenshots? Not sure if I understand what exactly happens and how bad it is. Can yopu reproduce it on Kerbin at launchpad or runaway? Please, provide a screenshot or may be a small video. In the game settings enable "verbose logging", then re-try. In the verbose mode dart always reports the outcome of the hit. Note that harpoon doesn't attach to parts by design, but you can change it via the part config. Thanks
  14. Did you check logs? If dart cannot attach, then there will be a record explaining why. If the attack angle was wihting the limit, but the attachment didn't happen, then it's likely a bug.
  15. Each parameter has a default value. If it's not lsited in CFG, then it will be dfeault. Just add a mising parameter and you'll be good. In this case it's module "KASModuleDart". You may alos find useful the debug abilities of KAS. Find file "KAS/settings.cfg" and change setting "partAlignToolKey" to a hot key (e.g. "&L" which is "Alt+L"). This way you'll be able to adjust parts values in the game time (not persisted though).
×
×
  • Create New...