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Anth

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Everything posted by Anth

  1. In 1.11 and 1.12 so far you will have issues with attaching physical struts. [edit] Because they will detach on being reloaded If you attempt to do so: Put a physical strut into the container of the docked ship. This causes the physical strut to change its ID what the container's ID is Then when using EVA construction grab the physical strut from the container of the docked ship (don't put it into the Kerbal's container) Then place onto the station then back onto the ship Also. Keep the SAS of the station off. It causes the station to wobble, and if RCS is on at the same time its 10 times worse. If you need to keep SAS on to reorientate the craft keep using timewarp to stop the wobble. NOTE: DONT save the game if the craft is bent out of shape. Due to the Rotating Docking Drift that came with 1.12 if the station is bent and then saved, on reloading it will be permanently bent.
  2. Oh. By the way when I made the mod this year to show the part coordinates, I added some code that copied the crafts part coordinates on loading a scene. Then when it saved it rewrote that information back in. It worked reasonably well when it was at KSC on the ground. But was more warped in orbit. If it had been that easy I think Squad would have done that.
  3. The most I tried was just copying the old models folder from 1.11.2 into the new models folder of 1.12.1. It didnt work.
  4. There is no drift if there is no docking port or robotic part attached. If Squad never added the new docking ports then we would just have parts act like 1.11.2. My advice is to give up on thinking that the robotic drift will ever be fixed. I have been told its a bug that is extremely difficult to fix. Too difficult to be able to commit resources too. I will play 1.12.2 for doing bug reports and seeing how I can break the ground anchor. Then I am ditching 1.12 and going back to 1.11.2 1.12 is dud...get used to it.
  5. Bug #28207: If two crafts have the same persistent ID there is an AOORE for Maneuver Alarms. - Kerbal Space Program - Squad Bugtracker This is one of my bug reports. I changed the persistent ID from from 3140508223 to 3140508224 and the problem stopped
  6. I made a suggestion in the bug tracker to have 2 variants of the docking ports. The old docking ports and the new. https://bugs.kerbalspaceprogram.com/issues/28270 I don't think the robotic drift will ever be fixed, which means that the docking port drift will never be fixed, the easy fix is to have the older docking port as a variant. For me 1.12 is a write off if the rotational docking port drift isn't fixed. If it stays in the game then I am going back to 1.11.2 permanently. The biggest loss going back is eva construction not working for bigger parts
  7. Ok so this was about rotating docking ports causing drift. Here is what this craft looked like in the SPH Now what it looks like after Launching and then Quick Saving and Loading it again This is permanently like this now, but...here's one more picture to show that all the coordinates of this craft are changing This is worse than robotic drift because now all the parts are prone to the drift. Docking port drift isn't quite as extreme between parts that haven't got docking ports attached, but all parts are still affected. Eventually more complicated crafts are going to be affected.
  8. @KerikBalmI created a mod to prove drift with robotics. Look to orgPos/orgRot/servoTransformPos/servoTransformRot comparing the two pictures above. (these are coordinates of the parts within the craft) quicksave and the numbers update and save the updated values into the persistent file/quicksave if they are a part of a robotic branch (I know I went and looked to compare) The 2 Modular Girder Segment XL on the left do not change at all. The two 3PT Telescoping Hydraulic Cylinders and the Large Holding Tank ALL change their numbers. This is what causes the drift. NOTE: The two robotic parts are both locked. But the drift remains. Locking doesn't fix drift. It might reduce it but eventually this craft is going to start drooping more and more on the right side each time the scene is reloaded. Heres the same craft with QuickSaving/QuickLoading 5 or so times and the result with robotics Note how the numbers on the left for the Modular Girder Segment XL havent changed at all.
  9. @Marlus Now I am playing my old career save for standard KSP bug testing. Time to use your friction addition fix. Thanks
  10. Please keep these types of posts coming. They are awesome
  11. Rotation Docking Ports for 1.12 suffer from drift in a very similar way to robotic drift. For me that's unplayable But its not a simple parts mod either due to the docking code right? Anyway to hook into the old code or is it gone? Claws still dock without drift. All I need for 1.12 to be playable is to have the old docking ports back which don't suffer from drift and don't suffer from the lack of snap on saving.
  12. Didn't work on my first attempt but did on my second. Submit a bug report on the but tracker would be my advice.
  13. Its definitely a problem I tested it in 1.11.2, then I took that save into 1.12.1 and the rovers I tested instantly started sliding down the hill on all planets except for minmus. The only way to counter it for wheels currently is to up the friction until the rover/craft stops sliding. sfs files are save files, the persistent file is also a sfs file. If you are talking about 1121 Friction Bug.sfs that is in my bug report, create a new save, then put the file into the same folder as that save (where persistent.sfs is) then load it from the main menu Better to do this after the craft is 'launched' but you get the idea
  14. Registration is the only way now to see public bug reports. Squad have been tightening up security with the bug tracker for reasons I cant talk about.
  15. There's a definite problem with wheels and landing legs sliding. Friction setting isn't high enough. Easily fixed with manually setting friction for wheels but the legs dont have a friction setting so that might not be fixable until...its fixed. Bug #28108: Wheel's friction is too low on certain planets and crafts that didnt slide in 1.11 do slide in 1.12 - Kerbal Space Program - Squad Bugtracker
  16. [1.7.x] Transfer Window Planner v1.7.1.0 (August 19) - Add-on Releases - Kerbal Space Program Forums [1.8–1.11] Astrogator v0.10.2 - Add-on Releases - Kerbal Space Program Forums Try those. Astrogator seems more like the new transfer planner than the Transfer Window Planner to me. The new transfer planner shows potential to out do Astrogator for accuracy if they can tweak it some more It does straight to the encounter (when its working well) compared to Astrogator that does multiple maneuver nodes to the encounter.
  17. Its some sort of code that is supposed to ground the Kerbals to the ground. It takes a second or so for them to take off. Nothing to do with textures.
  18. I would have to see a craft file/video of it happening. I have no issues with struts unless pushing the limits of KSP but 1.12 rotating docking ports aren't allowing autostruts through which might be causing something similar to what you are talking about.
  19. @KaellenI did some testing. Testing in 1.7.3 and then testing in 1.12.1 shows the same amount. no difference. I did use a simple craft though. but with a SSTO using a Skipper and then Skiff I got very similar results
  20. In real life there are flaps on planes to slow them down for landing. They can be used for that
  21. That fixes it for me. Bug report below. I like its potential but its restricting turning too much when its working automatically Bug #28034: Steering Adjust isn't working correctly when set to Auto - Kerbal Space Program - Squad Bugtracker
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