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ThunderDH

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Everything posted by ThunderDH

  1. Just tested and it's working fine for me, the kit doesn't go through the ground when the time-warp is enabled as expected. But there's some other problem I noticed, one that I think is easy to fix. The kit, when deployed from above the ground detaches from anything that it is attached to and waits some time until it stops moving, the problem is that it can stop its movement while still accommodating itself to the landscape, and then it deploys and gets fixed to the ground in an odd angle, what can cause it to "Launch" with some parts under the landscape, and making the physics of KSP just eject the vessel violently into the air, and some parts can blow up due to impact with the ground or stand upside down, which is bad. And I tested it on Kerbin, on the runway, so the problem may get worst when trying to deploy the kit in this such way on a body with a lower gravity. So I think the mod should wait some seconds after the stop to verify again that there's no movement to then deploy the kit.
  2. I glad I helped! I'm not really playing KSP seriously right now, just testing some mods to make a mod list to then playthrough the career mode, so the mod list is pretty small: Procedural Wings v0.12 (the Procedural Dynamics version, from this forum post ); Ground Construction and all its dependencies. Sure! I'll test that right now.
  3. @allista I was just trying out this mod and I think I could reproduce TheKurgan's bug above. All I did was put a DIY kit above the Mobile Workshop (but it can be any vessel, I suppose) and deployed it from that place, and this resulted into the DIY kit ending its deployment not touching the ground, and it stayed that way, floating into the air. After I put it to build and time warped, the DIY kit just gone through the ground. So I think the deployment of the Kit in the case of TheKurgan was so fast that it jumped and completed deployment into the air and therefore making the bug happen. I hope this helps . And thank you very much for the mod!
  4. Hi guys, I ran into the same problem of the Fuel Switch, and after some tests, I've discovered the issue. It seems to need the Scale_Redist.dll (from the Interstellar Fuel Switch mod) into the "Plugins" folder, at least it works fine for me now. So I'm sending a link to it's download for those who don't want to install the IFS mod just for the dll. https://mega.nz/#!JpdmjJCB!9WbUHL_YGhPKeLSxlHlf7cVhd6pLjIMbObXEymB7uiM Also, thanks to the wonderful mod, @MatterBeam, that really gave me a lot of less RAM usage. (I just made this account to make this post, hope someone gets helped)
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