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IgorZ

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Everything posted by IgorZ

  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).
  16. Definitley looks like a problem. Thanlks fop the log, it helps. I've created a bug.
  17. Right, in KIS you drag and drop items. Check out this guide: https://github.com/ihsoft/KIS/blob/master/User Guide.pdf
  18. KSP2 doesn't provide a convenient tool to access game's logs. Moreover, many events are filtered out even in the existing file log. This mod creates an in-game console as well as provides better features on persisting the logs. By default the new console is activated by pressing the Back Quote key, but it can be changed in the settings file. Features A full screen window mode improves visibility. An advanced system of logs filtering. You can blacklist the sources you don't want to see the logs from. The stack trace for any log record allows you figuring out the source module. Each log record has a "source" label, a short version of the full stack trace that says where this record came from (basically, the full method name). The log records have a timestamp which helps in the retrospective analysis of the events. The ability to save the logs into files for even better retrospective analysis. The logs don't get overwritten on game restart. A quick filter can be applied to see the logs of the specific types only: INFO, WARNING, ERROR or EXCEPTION. A quick filter by source, which is every handy when you need to see events from just one particular mod. A pause mode to freeze the view when the logs records are added too fast. Two special modes for handling the high frequency logs (e.g. when logging from Update() method). In Condensed and Smart modes multiple repeated records are collapsed into just one line. The console settings can be adjusted via settings.json file. Install Download and install BepInEx 5. Download and extract this mod into BepInEx plugins folder. Link on SpaceDock: https://spacedock.info/mod/3283/KSP2Dev LogConsole.
  19. Unity related work is certainly not a way to go. The Unity framework is great as it is, and I like it a lot. However, the entering level for it is a way too high. Most people would choose to give up. And those who left will unlikely be able to do the creative part of the work like models and parts.
  20. That's my point too. It's absolutely OK to keep parts (or whatever else resource in the game) in Unity bundles as long as there is an easy way to adjust them. If there is no such a way, then the game is not "modders friendly". Period. However, it doesn't mean the game cannot be modded at all.
  21. That was my case too! Thanks a lot. It's ridiculous that after so many year of using KSP1 such an obvious thing was not implemented in KSP2. It was a great surprise to me (and one of disappointments too).
  22. I don't mean to criticize, but "improving performance" by worsening the visual aspect is not exactly my sense of improving performance. After all, you can simply go to the setting and set everything to "low".
  23. It's just my humble opinion, but I'd say it's better to no create many mod managers unless we really have too. Bepinex gives a broad range capability: it let's running an arbitrary DLL within the game's bounds and tracks the dependencies, but doesn't care about the game specific logic (assets, bundles, etc.). Any more intelligent mod loading framework should be based on it instead of introducing an alternative branch. E.g. we can have a designated mod loader for the part only mods to simplify the part modders work.
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