Homozygote
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Posts posted by Homozygote
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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. -
Can confirm the flowgraph errors. Is this mod still being worked on? Literally the only mod I'm waiting for in 1.10
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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.
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@atomontage Just in case you don't know, you may not have to remove it! Just disabling the dll will preserve the parts, they're non-functional but still there on your crafts so they don't get deleted. What I'm trying to figure out right now is whether doing that is a viable long-term solution.
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That was fast! Works like a chorm. Thanks!
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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
SmokeScreenStageRecovery
StationPartsExpansionRedux
StockVisualEnhancements
TacFuelBalancer
TextureReplacer
ThunderAerospace
TriggerTech
UmbraSpaceIndustries
UniversalStorage2
Wwwwwwwww
XyphosAerospace -
Just a heads up, the stock aerospike seems to have an offset plume these past 2 updates.
I dunno if it's a mod thing or not, I have a bunch installed. Let me know if you'd like my log or anything. Always been a big fan of this mod
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Hi
I'm getting a number of instances of this error as my game loads NF propulsion:
Quote[ERR 21:55:05.618] FloatCurve: Invalid line. Requires two values, 'time' and 'value'
Anything to worry about?
Here's my log:
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Not sure if it's worth mentioning here, but I'm getting an insane amount of influence for kemini contracts. Like 50 influence on success, 5x what I get for other contracts. Is this intended?
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Can anyone tell me if this is compatible with Breaking Ground? I know it comes up with warnings related to the new science experiments.
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It's a graphics glitch! Fantastic, I can ignore that. Thanks for your help!
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By the way - holy crap the models in this mod are gorgeous. And the ability to tweak them too. This is like the Lamborghini of parts mods.
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I'm getting a bug with just this mod installed, where switching fuels in any of the tanks doesn't remove the old fuel, meaning both fuel types are in the tank at once. I'm guessing this is a known bug? Can't find anyone talking about it on here.
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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...
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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.
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On 6/9/2019 at 5:54 PM, TopCatDk said:
@TopCatDk Hi there, Did you get an answer to your question about the breaking ground contracts?
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@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.
Anyone got some ideas?
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Thanks, good to know. Perfectly happy to do that. I still feel like compatibility shouldn't be explicitly mentioned in the OP....
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So am I right in my understand that, contrary to the information on the front page, this isn't actually compatible with RemoteTech? I feel like you should update that ASAP if that's the case.... Just wasted maybe an hour of my time setting up multiple experiments that apparently won't even work?
[1.12.4] ScrapYard (SYD) The Common Part Inventory - v2.2.99.0-prerelease `<Project Zelda II>` edition [08 Jan 2023]
in KSP1 Mod Releases
Posted
Am I missing something, has the mod been updated?