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leatherneck6017

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Everything posted by leatherneck6017

  1. Thanks for taking on yet another one! This is indeed handy. Sucks to go to all the trouble setting up a fancy ComNet only to have their orbits change over time.
  2. If all you did was a recompile against 1.4.1 you should be fine. I did that a couple of weeks ago and have been using it in 1.4.1 and 1.4.2 with no issues.
  3. IMO this should be a required dependency for ANY mod that has an in-game GUI.
  4. If you added it mid game, you can go to /GameData/Kopernicus/Configs and rename SolarPanel.cfg to SolarPanel.cfgDISABLED.
  5. Unlike you, I don't make ASSumptions about people and their intentions. My inquiry was based on the lag/stutter frustrations that have been voiced here, and experienced by myself. And also to offer up an alternative.
  6. Oh so you think I'm one of those players that makes uneducated/un-researched comments? I asked a genuine question (ref: "I'm genuinely curious") knowing full well what this mod does. I used this exclusively before finding ScienceAlert. And you give me this snarky response? Mmk.
  7. I'm genuinely curious, why use this versus ScienceAlert? Sure it's been abandoned by @DennyTX, but @jefftimlin forked it (here) and fixed the scene change lag and the problem of not being able to save config files from the GUI. I don't see any reason to use this one, anymore.
  8. @linuxgurugamer Used the same vessel with these parts: I can not reproduce what happens with OctoSat parts.
  9. This is such a beautiful compilation. Seriously, the best I've used. I've gotten some really great screenshots.
  10. It's a known bug in 1.4.2, not MCE (or any other mod) related. Hopefully Squad gets a patch out soon.
  11. @linuxgurugamer Any idea why Octosat is affected by atmosphere while enclosed inside a fairing? It happens with stock and KW fairings. I'm not using any physics mods. See images of my rocket:
  12. Same is happening to me, but I can't for sure blame it on MCE. Looking at the log when it "completes" the contract parameter I don't see any reference to MCE, just [ContractParameter]:
  13. Really? I remember using it that way last year when I was still playing my 1.3 game (I took a long break between 1.3 and 1.4.1).
  14. Got it. I was misunderstanding how it was supposed to (or not supposed to) work. Now that I think about it, this mainly applies to my first stage which I try to separate somewhere in the upper atmo before circulization. In orbit I don't separate under thrust, so it's a non-issue to have a probe on it for the purpose of doing a manual pro-grade burn. I suppose if I'm required by Stage Recovery to have a working controller for powered recovery, I will just have to create an action group for the first stage separation that shuts down the engine and jettisons the stage. Stage Recovery should be able to re-ignite the engine, I hope.
  15. Haven't had a chance to try out the update, but you're saying it still won't work if I have a BOMP or some other controller on the separated stage?
  16. I should have said "required for my play style". I don't like driving up part count by putting enough parachutes on each discarded stage to ensure that Stage Recovery can recover it. Instead, I have it try to perform a powered recovery. I leave a little Dv and either separate while still on sub-orbital trajectory, or separate in orbit, have control, and establish sub-orbital trajectory and let Stage Recovery do it's thing while I go on with my mission. You're the man!
  17. @linuxgurugamer OK so now it seems that the actual problem is this: any jettisoned stage that has something (probe, etc) on it to control it (required for Stage Recovery) after stage separation prevents Sensible Pumps from functioning. Well, it actually may function (I think I see the engine shut down for a split second) but because the separated stage has control, it just kicks the engine back up to full throttle. Hope this makes sense the way I laid it out.
  18. @linuxgurugamer Found the culprit. Sorry to bug you about a self-inflicted problem.
  19. NB3mQuadEngine (3.75m Quad Cluster). It does have ModuleEnginesFX. I checked the log, and MM did apply the patch to that engine. Very strange. I'll test more later, this was my first play on 1.4.2. Edit: @linuxgurugamer Just tested the same engine in my bare bones "test" version and it functioned normally. Another mod could be interfering. More testing is in order.
  20. @linuxgurugamer Is there any reason that you can think of that this wouldn't work on an Modular Rocket System engine? Sensible Pumps is enabled in the VAB, but it fails to shut off the engine after stage separation. This is in 1.4.2, BTW.
  21. I have the same issue in the VAB. Figured it was a bug, but not mod breaking.
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