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dok_377

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Everything posted by dok_377

  1. Yes, that is exactly what I'm experiencing when using this mod. I even deleted it, the input locks were so bad. They just engage randomly and lock the ability to change camera, turn on lights, god knows what else. And even that one old error that I was reporting earlier in this topic is still there. Too Many Orbits can just spontaneously break itself and not persist hidden orbits with NREs in the console every time you open and close the map.
  2. It starting to look like Squad basically doesn't care anymore. They are not even trying to fix any critical bugs. You can't walk on any sloped surface anymore because of this bug, but ain't nobody going to fix that. This bug is confirmed, so you can't just change the game version in the report, and if you're going to create a new report stating the same thing for the new version - they are just gonna close that report and mark it as duplicate. WHAT'S THE POINT THEN? How in the world are we supposed to get your attention if you just forget about stuff and not fix it? I don't get it.
  3. Yeah, I used trim and it flies surprisingly well even without SAS, you guys did a really great job in that regard. Trims are just not so convenient to use (because they need constant adjustments), and they are really slow to set up.
  4. I created a feedback report explaining the situation in detail. https://bugs.kerbalspaceprogram.com/issues/24853
  5. It looks like you guys missed a pretty essential part of helicopters that should be compensated for automatically: the dissymmetry of lift.
  6. Looks like the ultra shader for Kerbin kind of broke clouds. I'm getting some overlaying, it seems.
  7. I actually did the same, but I only exported one of the profiles after changing it.
  8. Fair enough. It is a loss (of a god maintainer) in my eyes, but I respect all the work you are doing for the whole community with all of the other mods. I cannot for the love of me ask for more from you.
  9. I also noticed when I launched an actual rocket with a landable first stage to test it further some time ago, the marker surprisingly didn't disappear all the way down to landing. It was working well in previous versions of the game and I didn't even think about checking it with a helicopter there. That's why I didn't know it disappeared in 1.7 also (and maybe even further back than that). So I guess this is somehow connected and you need to be at least suborbital with high altitude for it to show correctly. Don't know why I completely disregard that information until today. I have no idea when it started to disappear in the first place, but at least I have some understanding of this whole thing now, and the most important thing is - at least it works.
  10. It shows just fine in 1.7. I'm using a helicopter just for testing so I don't need to launch an actual rocket every time. It's quicker. Trajectories should show the landing marker in any circumstance, even without an orbit. Well, it did until 1.8 came out. Kerbal Engineer has a landing marker as well and it shows just fine, doesn't disappear. As far as I can guess, Trajectories and KER are using similar code for the landing marker. The difference here, I think, is the rendering method. Update: Well, I stand corrected. Just tried it with a helicopter in 1.7 and it disappeared again. So it's not the game that is responsible here. Very interesting. On the other hand, the landing marker from KER is working fine in 1.7 as well.
  11. No, it just happens. Without parachutes. Hiding the window doesn't matter. It's the same thing as in one of my previous posts, nothing has changed:
  12. I don't understand what's happening, but your build also has that disappearing in-flight landing marker. Freshly downloaded game from Steam, nothing is installed except Trajectories and Module Manager.
  13. @jrbudda Can this be addressed? The landing marker renders behind KSC buildings, making it invisible. This can be very annoying when you try to land the first stage of your rocket. Previously I was using Trajectories, but for whatever reason it refuses to work normally for me in 1.8.
  14. I'm so fed up with the Breaking Ground for 1.8.1 and its bugs. https://bugs.kerbalspaceprogram.com/issues/24416
  15. The one that I mentioned above is pretty serious. And you absolutely can't patch that yourself, it's in the code. I'm ready to move my career save to 1.8, it seems pretty stable and solid for what it is, but that one bug is stopping me like a brick wall. Just because I don't want all my crafts with servos to get screwed. The robotics are a big part of the game for me, but for now it's not worth it to just try to ignore the obvious. I can't play like that. Well, I never expect it to be polished, I just want the servos to work as they should and not like they behave now. I live with little things and inconsistencies no problem, but when a part of the game is out-right broken - that's beyond me and I'm expecting it to be fixed.
  16. Well, here's hoping there will be 1.8.2. I don't really want to resume playing until robotics are fixed, to be honest. Especially in my career save, where a bunch of crafts relies on robotics to work. I can temporarily not use it, but at the end of the day I'm not liking this feeling of "non-completeness" at the back of my mind. It bothers me.
  17. Works fine. Apart from the already known issues I stated earlier nothing has changed.
  18. I also just found a pretty severe bug with the robotics again: https://bugs.kerbalspaceprogram.com/issues/24334 They never stop appearing, do they?
  19. Deleted all the mods except Trajectories, same thing. Not a conflict. Tried changing the terrain shader quality and the render quality. Still nothing.
  20. In-flight landing marker acts kind of strange. It disappears at a certain angle. Sometimes it disappears completely. Also, in map mode it shows above the terrain. No better way to show it than in a video: https://youtu.be/Sl415AoBYGc
  21. No, it is due to In-Flight being enabled, actually. I just checked. Without it being enabled the mod doesn't throw a bunch of errors. It would be great if you or somebody else can fix this. This mod (as well as any other, probably) can't be considered fully operational if one of the core functions doesn't work properly. Update: Also, Trajectories WAS showing when I previously answered, I'm just a dummy who didn't even lower his periapsis into the atmosphere for it to appear properly. My apologies. @bigorangemachine
  22. I am on 1.8.1 and this is the same errors I was getting when trying to use Trajectories from 1.7 with a renamed .bin file. If you scroll up a few messages you will see it, though the images do not work anymore. ^ This. They were the same errors about matrix stack and some shader. I'm not sure if that's because I activated In-Flight mode, it happened as soon as I enabled Trajectories.
  23. Still getting a bunch of the same errors. But this time Trajectories is not even showing on the screen, only the GUI.
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