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Homozygote

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Posts posted by Homozygote

  1. On 11/10/2020 at 4:23 AM, roxik0 said:

    Generally :) It work's besides this strange behaviours with dv in VA and flowgraph spamming log. :) Btw it could be connected issue that when part is added twice it breaks flowgraph :)

    Interesting... You're saying it actually still basically works except for the dV bug? 

    Honestly I've had too many KSP savegames ruined by a bug that only appears 20+ hours in. I'm not going to start a new career save until I have no errors at all in my log lol. But this is good to hear.

  2. Hey, one more thing. I'm wondering if the interaction between the OSS experiments and the Science Lab is intended? The experiments generate a excrementsload of data which is just perfect for the lab, so no complaints there. If you do that, though, the original storage container for the finalized experiment becomes "inoperable," and can be "cleaned out" in a process that takes about 30 IRL minutes but doesn't seem to achieve anything.

  3. Hey everyone, just wondering if there's a way I can uninstall/disable this mod and use the default CommNet without killing all my existing ships? This mod seems to be costing me 15-20 FPS :(

     

    EDIT: Okay, so disabling the dll and deleting all .cfg s EXCEPT the settings file disables all remotetech antennae and reverts the stock antennae to stock behaviour. Why can't I delete the settings file - why is it even being accessed? And is this a safe configuration, can I leave it like this indefinitely? Sorry if this has been discussed before. Any help would be appreciated.

    Here's my mod list:

    000_ClickThroughBlocker
    000_Toolbar
    000_USITools
    001_ToolbarControl
    Astrogator
    B9PartSwitch
    BetterBurnTime
    BonVoyage
    Chatterer
    CommunityCategoryKit
    CommunityResourcePack
    CommunityTechTree
    CorrectCOL
    CrewRandR
    CrowdSourcedScience
    DeployableEngines
    DistantObject
    DMagicOrbitalScience
    DynamicBatteryStorage
    EasyVesselSwitch
    EditorExtensionsRedux
    EnvironmentalVisualEnhancements
    HideEmptyTechTreeNodes
    KAS
    KerbalAtomics
    KerbalChangelog
    KerbalConstructionTime
    KerbalEngineer
    KerbalJointReinforcement
    KIS
    kOS
    KSP-AVC
    MagiCore
    MemGraph
    ModularFlightIntegrator
    NavBallDockingAlignmentIndicatorCE
    NavHud
    NearFutureConstruction
    NearFutureElectrical
    NearFutureLaunchVehicles
    NearFutureProps
    NearFuturePropulsion
    NearFutureSolar
    NearFutureSpacecraft
    NehemiahInc
    Nereid
    PersistentRotation
    PlanetaryBaseInc
    PlanetShine
    PreciseNode
    ProbesBeforeCrew
    RealPlume
    RealPlume-Stock
    REPOSoftTech
    RT-Stub
    SCANsat
    ScrapYard
    Severedsolo
    SmokeScreen

    StageRecovery
    StationPartsExpansionRedux
    StockVisualEnhancements
    TacFuelBalancer
    TextureReplacer
    ThunderAerospace
    TriggerTech
    UmbraSpaceIndustries
    UniversalStorage2
    Wwwwwwwww
    XyphosAerospace

  4. Loving this mod. Takes all the downside away from having a long list of parts mods. Just wondering, is there a way to set it so it hides unpurchased parts by default? I'm playing with KCT and right now I have to click into the UI every time I enter the VAB.

    I'm also getting a NRE when I return to main menu from an existing save. KRASH also seems to be spitting out an identical error. No idea if it's mod related, I've just been ignoring it...

    Here's the log if you're interested.

  5. Slight update if anyone's interested, I've found that this only occurs if the truss part hits flat ground while completely vertical. If there's any sideways oscillation at all, it doesn't seem to get destroyed. So, deploying the parachute within ~200m of the ground seems to avoid this problem 100% of the time as the payload is still swinging when it lands.

  6. @New Horizons Your problem might be that you have one of the SRBs as your root part. They seem not to decouple when this is the case.

     

    I'm having some trouble recovering my mini payloads from this mod. If they land in the sea, they sink, and if they're on land the truss & everything on it explodes on impact, even at  <5m/s. Seems like it's just the sounding rocket parts, nothing else has this problem. The payload i'm using consists of the truss, nosecone parachute, avionics package and two of the SR experiment packages.

    I've also noticed that the fairings don't eject with any force, and when they do manage to break free of my craft they seem kind of weightless and fly around on their own. Don't know if it's normal/related.

     

    IuvpSRv.png

    Anyone got some ideas?

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