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KSP2 Release Notes
Everything posted by Anth
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First Forklift: This was the first one launched from the Runway and now keeps its programming Second Forklift: This was the second one launched from the Runway and now keeps its programming Third Forklift: This was the Third one launched from the Runway and now keeps its programming. I saw this post in the last few days and I do know of this bug. The 3 Screenshots are of my forklift that can fold up for transport in a shipping container via the kal controller. Bug #24428: KAL-1000 tracks vanish after a save-load on deployed craft - Kerbal Space Program - Squad Bugtracker This bug is fixed in 1.12.2. Old Post but people had been updated it again and again to indicate the issue was still there so I thought to update it one more time to show it is actually fixed now.
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Developer Insights #11 – Engine Exhaust Visual Effects
Anth replied to Intercept Games's topic in Dev Diaries
All great information. I love the diagrams of how it all works together. And the skill of the developers in regards to explaining how things work is amazing. I can understand a thing. But to explain it is another. Jon Cioletti great work. I have said this in previous developer insights...but keep these coming please. They are amazing! -
Good job guys. JPLRepo did a really good thing out of his own time and instead of people being thankful enough people gave really negative feedback to the point where if I was in his shoes I wouldn't help in the future, and I would avoid interacting with the community at all. I have seen people talking about how squad have gone silent. I wonder if we the community had it coming.
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Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
Anth replied to UomoCapra's topic in KSP1 Discussion
Drifting? No idea. Not 100% sure there is even going to be a 1.12.3... but try the link below. It works pretty well- 321 replies
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1.12's Rotating Docking Ports Cause Drift Similar to the Robotics
Anth replied to Anth's topic in KSP1 Discussion
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https://bugs.kerbalspaceprogram.com/issues/27395 @Gotmachine uhhh...well. I found the above bug about 5 months ago when investigating robotic drift. Parts can be twisted permanently from undocking/docking in regards to naming priority. Also it can happen when parts are twisted and then a part explodes somewhere on the craft
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There is one where a bigger space station wobbles badly which the only attempt to fix it is to timewarp. That causes parts to snap into a weird position. Then can explode as KSP tried to put the parts back in their correct places when timewarp disengages. That is the only one I know of pre 1.12. Docking port drift causes a completely different type of bending, because the snapping never happens. We are talking about a completely different issue here that never happened until 1.12 was released.
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Agreed.
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@Intercept Games Also...Lights should be able to cast shadows off their own craft parts and not have the lights pass through the craft. Definitely would prefer this to not happen in KSP2 Oh and by the way. Keep these posts coming. They are great!!
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What @krimsaltsaid is partially true. With the docking ports not passing through autostruts crafts would bend at the point of the docking ports more easily If the game is saved when they are severely bent, then on reloading they would be permanently out of position in a much more obvious way. That is a severe case of the docking port drift.
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[1.12.2] Fix Stock Docking Nodes (7th August 2021)
Anth replied to JPLRepo's topic in KSP1 Mod Releases
Ok docking port drift that affects the entire craft: 1. No Docking Port: This has no docking port and is in real time The following is the same craft using timewarp. Also note that KSP will also save it in this position. KSP snaps a craft without a docking port into this position when using timewarp as long has there's no robotics involved. This is what it would look like without any gravity affecting it. The reason this is necessary is because KSP doesn't save gravitational load on parts/crafts and also doesn't remembers the flex tolerances of attachment points. 2. Docking Port Attached in 1.12 Before Timewarp: Using Timewarp: So now this will save the craft with docking ports in 1.12 exactly like this. So when it reloads the scene now the side pieces are permanently bent like that. But its worse than that. Now the side pieces are permanently bent and now gravity is reapplying force and bends it even further. The following shows what happens after reloading the same craft again and again and again etc etc: Ok...lets take an even closer look: The girder segment attached to the tank is obviously bent, but even the girder segment which is attached beside is also bent partially. And this is a simple craft. More complicated crafts have issues with docking/undocking, whether the craft is slightly submerged on loading can cause permanent twisting to a craft with a 1.12 docking port attached to it. This docking port fix resolved all issues back to at least 1.11 levels maybe even better. Without this fix 1.12 was simply unplayable for the type of crafts I make. -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
Anth replied to JPLRepo's topic in KSP1 Mod Releases
I have seen others complain about docking ports doing that pre 1.12.2 @ElonsMusk So far I haven't had any issues with docking ports not wanting to dock unless they were undocked and then were too close to redock without moving further away first -
Thanks, anything would be appreciated.
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My coding is limited to creating a mod that can display parts coordinates. How I make the ModuleManager hook into the code I am not sure yet.
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Robotics are more complicated. I doubt it will work, but it will be fun to try
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I am sure its not that simple. But you have peaked my interest @dok_377 Let me see if I can make the code for the docking port drift work for robotics even in a limited form
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Temporary fix for docking port drift bug?
Anth replied to RealKerbal3x's topic in KSP1 Mods Discussions
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using UnityEngine; namespace FixDockingNodes { public class ModuleDockingNodeFixed : ModuleDockingNode { protected override void ApplyCoordsUpdate() { if (HighLogic.LoadedSceneIsFlight && canRotate && !nodeIsLocked && otherNode != null && vessel != null && part.vessel != null) { RecurseCoordUpdate(part.vessel.rootPart, part.vessel.rootPart); } } } } That's the code if you were wondering how it was fixed. -
Thank you so much @JPLRepo for fixing this bug.
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@Just Jim A work around with a old docking port variant (that uses the old code) is all that is needed in my opinion for KSP 1.12 to be viable, this bypasses the drift that is a lot harder to fix.
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Locking docking ports ONLY allows autostruts through, it was never made to fix the drift. Yep. Definitely an issue. Here's my bug report that I did for this on the 18th of July https://bugs.kerbalspaceprogram.com/issues/28311 1.11 and all previous versions crafts with docking ports and excluding robotics would snap back into position on timewarp/reloading scene. This doesn't happen in 1.12, the video in my bug report shows the test craft (with 1 docking port) giving a little each time timewarp is disengaged. In my opinion 1.12 is broken unless they give us at least a docking port variant that is using the old code. It confuses me why @SQUADare ignoring this issue. I love 1.12 except for the rotational docking ports causing drift.
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Also there is this bug report pointing to permanent twisting of crafts if they appear in the terrain or when docking has part of the craft under the ground. This had the ability to fully recover before 1.12 if no robotics was involved. https://bugs.kerbalspaceprogram.com/issues/28159 This mod was amazing in helping me with making a base. All the mod appears to do is rotate a craft in relation to the docking port verses the other docking port. Simple and effective and immune to any drift issues.
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Ouch I have proven that all parts on a craft with just 1 docking port cause drift with docking ports using a mod that I created. Link Below for the mod. It only works with fuel tanks and girder segments. https://bugs.kerbalspaceprogram.com/issues/28075 Docking port drift is less severe than robotic drift however there is also another bug which doesn't recover fully (there is some evidence that the parts do move back closer to their original position) now that the docking ports have drift built in https://bugs.kerbalspaceprogram.com/issues/28311
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The only thing that I care about is that the new docking ports cause drift similar to robotics. As long as docking port drift exists in 1.12 I consider it the worst version of KSP. I know of several consequences of how drift will ruin existing crafts when docking port drift can affect an entire craft Once I have played with 1.12.2 for a bit and see if I can get any more bug reports out of it I am going back to 1.11.2 with a modification to the part files to allow for eva construction on all parts that 1.12 allow. Then the next version of KSP that I will play will be 2.0