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Everything posted by Jognt
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[1.12.5] Restock - Revamping KSP's art (August 28)
Jognt replied to Nertea's topic in KSP1 Mod Releases
Hang on.. So you're telling me that the boattail should have a shroud if it's sandwiched in a stack? *scurries off to check in a clean install* *for science of course. You monster* -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Jognt replied to DMagic's topic in KSP1 Mod Releases
Universal Storage II has its own wedge science parts. The parts in Orbital Science are for Universal Storage (non 2, so the old one) and are set to be hidden and unresearchable. In short: If there's a bug, it's that you can see some old parts that you shouldn't be able to see. If the actual US2 wedges aren't working, you should bring that up with them. -
I've been using Patch Manager to apply personal tweaks and to make it easier for friends to do the same. While I really like PM's flexibility in managing tweaks/patches, I share the opinion of @zekew11 in that it bugs me that the default behavior is to store patches in PM's folder, since like he mentioned, users will remove a certain mod folder and expect all changes made by that folder to 'be gone'. Then again I appreciate the use case mentioned in the OP of ease of distributing a specific setup of tweaks to others. Here's my suggestion: - By default store patches in the mod folder; - Add a "Export current patches" button to the ingame UI that creates a folder containing all the currently active tweaks; That would appease both use cases since whoever 'installs' the exported folder will be able to make all the changes 'be gone' by simply removing the folder. It also makes it more user friendly for someone to share their current setup with friends without having to dig through PM's folders and see which parts need to be kept and which don't. Besides that I'd honestly prefer the stock KSP UI style and it'd be nice if the window didn't have a horizontal scrollbar all the time when it isn't needed.
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Thanks! Apology not at all needed, though it says a lot about you as a person. Thank you for that.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Jognt replied to Nertea's topic in KSP1 Mod Releases
You know.. before ReStock I did a lot to try and get all the Porkjet stuff in game myself. Now that I have ReStock I can’t help but notice how the porkjet parts feel out of place. Especially the boattail variants feel inferior to the quality and style of every other ReStock part due to their lack of shroud and matching colors. I realize PJ’s parts overhaul is popular, and they are good. But ReStock in general is just.. better! -
Would it help if I messaged you on discord to just read the few posts above yours? xD In general, when you’re asking someone to put in effort to let you know of a fix, at least put a teensy bit of effort in it yourself first
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Yes, me too. Then again, if everyone does that and nobody mentions the problem, you can’t blame the mod maintainer for not fixing that which he does not know is a problem. @Flupster is the issue such that a log would still help you in fixing it? If so, any specific steps you’d like me to follow to maximize the useful information in the log?
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I'm kinda glad I'm not the only one having trouble with US2 wedge experiments, for a while I figured I'd screwed something up! Problem: Clicking the experiment for US2 (and some DMagic) experiments will cause the US2 experiments to 'lock up' where you can no longer reset/review/conduct the experiment. For some DMagic experiments (Magnetometer Boom for example) clicking the experiment in X Science simply does nothing.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Jognt replied to girka2k's topic in KSP1 Mod Releases
Don't mind me. Just randomly reading stuff and I couldn't help but be reminded of this one XKCD when I read your post: https://xkcd.com/1172/ Moving along now.. o/ -
The evolution of how I thought about SFS: 1. Huh? Why does the fuel now show in mass instead of amount? How can I tell how much fuel is in there? EVERYTHING I know is based on amounts! 2. Hmm, I can adjust this CFG to show both the amount and mass.. Intredasting.. 3. *time gaming passes* 4. Why on Kerbin don't all the other tanks just show the mass?! Just realized this and thought it was a funny enough tidbit to share. Edit: With regards to choosing more fueltypes: Yes, there were a few times where I may have considered using it. No, I don't think it fits with the "Simple" bit. I like the simplicity and IMO it's better to KISS than to slowly bloat.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
Jognt replied to SpinkAkron's topic in KSP1 Mod Releases
Regardless, using FINAL should be a 'last resort' for stuff you definitely aren't going to distribute and don't want to tinker too much with. For most cases "AFTER[]" is good enough, for edge cases you can use "LAST[]", but FINAL? -
[Old Thread] KRE - Kerbal Reusability Expansion
Jognt replied to EmbersArc's topic in KSP1 Mod Releases
KRE is throwing minor warnings into output_log.txt: Texture 'KerbalReusabilityExpansion/AeroLandingLegs/AeroLandingLeg' not found! Texture 'KerbalReusabilityExpansion/StageLegs/StageLegTexture' not found! Texture 'KerbalReusabilityExpansion/StageLegs/StageLegTexture_BMP' not found! Works fine and it probably doesn't affect the game. It just keeps popping up onscreen when I start KSP (warnings and errors set to show onscreen for debugging other stuff). I'm guessing this happens to everyone, but just in case, here's the log: https://www.dropbox.com/s/jtpbt24qhdrimn1/output_logKRE.zip?dl=0 -
Using flaps to prevent spaceplane flipping
Jognt replied to Milesy's topic in KSP1 Gameplay Questions and Tutorials
If most of the craft is fuel (and the cargo is at CoM) it’s actually easier to balance it. You can pick one tank and empty it out (completely or partially) so the CoM is near dry-CoM. I doubt it’s all LFO, and most LF tanks carry more than you need. Try playing with the placement/filled capacity of LF/O tanks for future planes :). Remember, the more fuel you bring for “might be handy” cases, the more fuel you have to move even though it’s not helpful.- 21 replies
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Can you bring up the Bon Voyage window from the toolbar? If so, try clicking the "reset controllers" button in the top right and see if it then works properly. (Or switch back to the KSC after launching the rover, then switch back it it)
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Re: Clean environment - if it keeps acting up I'll do some checking. There are way too many mods throwing errors for me to do isolated testing on them all. Hence my posting here to see if perhaps there was a "duh, there's your problem" thing I missed. Re: Adding BV module to other parts and thus expanding on the mods functioning by user tweaking - Sure, I'm on my own on that. Though it's the exact same code that the mod itself uses to add the controller to several mod Rover parts so it's likely to cause problems with those as well. Hence my posting here since I'm not using code that is alien to the mod ;). Regardless, thanks for the reply.
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Anything I can do locally to help figuring out where it goes wrong?
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transfer calculator [1.12] Astrogator v1.0.1
Jognt replied to HebaruSan's topic in KSP1 Mod Releases
I experienced a node going *poof* on me earlier today too. It happened at about the same time Astrogator said I had to do a planechange burn (LKO>minmus) so I figured I either did something wrong (burn late?) or that this was intended behavior. The first burn disappeared when I still had 200m/s to go for it. Also running Precise Maneuver and noticed quite a few NullRefs from it that I mentioned in its thread. So: Node disappearing, +1 occurence. Is it Astrogator? No idea.. The amount of Nullrefs with mods at the moment is [insert meme here]/quite high. Edit: Precise Maneuver did show up normally as far as I can recall. Mostly I recall the insane amount of nullrefs and the game feeling noticeably less smooth.. Logfile if you want to compete for "most nullrefs in one session": https://www.dropbox.com/s/r61lgadiw8qalzm/output_log.zip?dl=0 -
The OP has this in the FaQ: I can't find this guide in the zip do you have a spare copy laying around by any chance?
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Yes, it would affect all other craft in the save file. However, like Schrödinger's cat, there's no effect unless you check. (like you say, there's the physics bubble, outside of that, there's no physics) I've also used it to get craft back to kerbin when it didn't work due to "not my fault" stuff (mod errors, inconsistencies, bugs, lazy moods) by setting its orbit to Kerbin and then increasing gravity until I had a suborbital trajectory . Edit: Bonus points if you can get a craft to the Mun (or even another planet) without touching its controls/throttle. Purely by influencing its orbit by hacking gravity
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I added the Bon Voyage module to the rovemate and landercan in KSP 1.7 using the following cfg: @PART[roverBody_v2|mk2LanderCabin_v2]:AFTER[BonVoyage] { MODULE { name = BonVoyageModule } } After deploying a rovemate-based Rover I get the BV buttons added, but it keeps appearing and disappearing as a valid controller in the BV main screen. I also noticed a flood of the below message in the Output log. Any idea on how I can fix this? Output log: https://www.dropbox.com/s/r61lgadiw8qalzm/output_log.zip?dl=0 (ignore the Precise Maneuver, Mandatory RCS, Basic dV, Strategia, and Waypoint Manager nullrefs, I've already reported those <_<) With regards to the BV controller window not showing up, I got that too. Seems that every time I press the "Show Controller" button it'll pop up slightly lower and to the right, until it's offscreen. Edit: Oh, one funny tidbit: I set one of my Kerbin rovers to return to KSC (selected KSC waypoint, then selected current waypoint in BV window). It arrived safely.... below the runway.
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@Morse Precise Maneuver appears to be nullreffing a lot sometimes: Not quite sure on the steps needed to reproduce it. I was messing with my MinMus transfer that was set by Astrogator and somewhere along the way the game started to 'have trouble' with running smoothly. If it matters, Output log: https://www.dropbox.com/s/r61lgadiw8qalzm/output_log.zip?dl=0 Edit: The flood of the above Nullref stopped once the game said "[Orbit Targeter]: Dropping target because it is the current main body". Maybe that's of use?
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Checking back in: Got another 10.000+ NullRefs during re-entry just now so the recompile didn't fix that one. I'm not sure of how to reproduce it since a probe I sent up and re-entered did so just fine. The only thing the two nullref floods had in common was staging multiple times and several probecores on board. Output log: https://www.dropbox.com/s/r61lgadiw8qalzm/output_log.zip?dl=0 (if it matters) I got several nullrefs before the re-entry as well, still looking what caused those, nullrefs are a bit of a common occurence for some reason..
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