Razorfang
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Everything posted by Razorfang
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I have the same problem. A quicksave/reload fixed the WASD problem, but still cannot grab ladders or enter pods. the F and B keys seem to not work. It started just after landing on the moon and using the F2 mode to take a screenshot. i9 10900k, RTX3080, 64GB RAM
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I'm getting the same NRE spam that @Apaseall is getting. Logs --> https://www.dropbox.com/s/59apmlkzi4aeh71/AmpYear Resource NRE Log.zip?dl=0 Reproduction Steps: 1. Create a vehicle with A Drill-o-Matic and a Convert-o-Tron 250. 2. Deploy drill and start LFO conversion. 3. Wait about 15-30 seconds. The second test took longer to start spamming. It began when I highlighted a different part of the vessel. I originally thought it was a glitch introduced by one of my many, many other add-ons, but it persists with a clean install with just AmpYear.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Razorfang replied to tomek.piotrowski's topic in KSP1 Mod Releases
@HunterForce You need to get the dev build. Any addons which change timewarp have to be fixed/recompiled. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Razorfang replied to erendrake's topic in KSP1 Mod Releases
Has anyone had issues with NRE spam when trying to adjust timewarp? I know other mods are having issues since 1.1.3, and I wonder if this one has the same problem. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Razorfang replied to tomek.piotrowski's topic in KSP1 Mod Releases
Getting NRE spam on 1.1.3. Same as what's happening on KAC. (Filename: Line: -1) MissingMethodException: Method not found: 'TimeWarp.SetRate'. at RemoteTech.FlightComputer.FlightComputer.OnUpdate () [0x00000] in <filename unknown>:0 at RemoteTech.Modules.ModuleSPU.Update () [0x00000] in <filename unknown>:0 -
@leomike Sad, but totally understandable. The power generation in KSPIe is horribly complex. Unfortunately that kills this mod for me in this playthru. I'll have to revisit it in my next one.
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I finally got to the point in my career save where I'm landing my first mining lander and I found that the KSPIe reactors are not generating any EC in the background. Is KSPIe supported?
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I absolutely love this mod, but I'm running into a problem that is quickly making it unplayable. The background processing does not seem to scale well with larger numbers of vessels. I have 44 flights in progress and I'm getting about a 2.5:1 slowdown. I'm not certain that it's just Kerbalism causing the problem, but I do see that the background processing loops through every part on every ship in every update. Is anyone else having similar problems, or is this just me?
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Razorfang replied to KospY's topic in KSP1 Mod Releases
The second one. I haven't encountered the mass increasing bug yet. That FAR problem was due to incorrect mass calculations. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Razorfang replied to KospY's topic in KSP1 Mod Releases
OK, thanks. I've run into this big with tweakscale and FAR recently so I was wondering if it was a problem with this addon as well. Thanks for all your hard work. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Razorfang replied to KospY's topic in KSP1 Mod Releases
Has the issue with modifying the part mass been fixed yet? Just wondering if it is still a problem. -
Another Idea perhaps is to cap the about they can change the lifespan based on research. Allow none at the start and then +-10% after x node and so forth. That way late game you could buy off the penalty after you've reached a point that you'll be launching decade+ missions.
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Perhaps an idea for the malfunction issue would be to add a tweakable that'd increase the lifespan of a part for a cost. You could even allow the player to shorten the lifespan from default to save money too. My opinion is that it shouldn't be a 1:1 scaling however. Like 3x the cost increases the lifespan 2x, and 1/2 the cost reduces the lifespan to 1/3. It'd be nice to allow short life probes and missions to cost less, but allow longer missions to avoid malfunctions for a cost.
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Does this release disable the signal mechanics with RemoteTech? I'll try that too.
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Since Deep freeze was mentioned, I need to ask. Does radiation exposure still accrue when a Kerbal is frozen by this mod? It would make the freezers even more useful if it did not.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Razorfang replied to ferram4's topic in KSP1 Mod Releases
@ferram4 Looking through all the stock wings, they all use quadratic scaling. Though I agree that default assuming this is a recipe for disaster. @pellinor I think it'd be best for everyone to make a way to return the mass scale since it can be set independent of the scale factor. Any other mods that change the mass values are at risk of this behavior.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Razorfang replied to ferram4's topic in KSP1 Mod Releases
@Svm420I think you hit the nail on the head. The control surfaces use free_square scale type, which sets the mass exponent to 2. I wonder if there's a way to query the mass exponent from TweakScale at runtime? The MassScale is a public variable, can you just check the value of massScale directly?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Razorfang replied to ferram4's topic in KSP1 Mod Releases
@Svm420 Try scaling it to 50% or less and see if it reoccurs. It did for me.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Razorfang replied to ferram4's topic in KSP1 Mod Releases
It made the problem not happen as often, but it still occurs on several parts. It seems that the heavier the part, the easier it is to cause. Is perhaps part of the problem that the mass gets doubly subtracted since Tweakscale changes the area supported as well as change the mass?- 14,073 replies
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- aerodynamics
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