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Chris Solomon

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Everything posted by Chris Solomon

  1. Solved! for whatever reason, clearing the steam download cache fixed the issue. the steam restart following the cache clear saw steam downloading some files for KSP totaling a couple 100Mb's. I know I deleted the contents of '..\steamapps\downloads\2202200', so steam would download fresh files, so i don't know why clearing the cache worked, but clearing out the files downloaded in '..\steamapps\downloads' did not. Possibly some other file elsewhere in steam was causing the older files to be downloaded? Big thanks to Steam User "Happy Ant" for helping me solve this issue.
  2. I am seeing a message on startup saying the two DLC expansions have failed to load (see attached image). I have verified my files several times, uninstalled and reinstalled the DLC, but the same versions continue not to be updated. the steam servers seem to be serving up making history 1.11.0 not 1.11.1 and breaking ground 1.6.0, not 1.6.1. The readmes for the two expansions confirm they are 1.11.0 and 1.6.0. I have also tried switching steam download servers. I am stumped. Is my only choice to revert to KSP 1.10?
  3. issue seems to be with either servo node or ducted fan guard, or maybe both. I assembled a wheelsey engine and attached it to the servo in the same manner. but the servo and engine stayed properly attached to each other and servo was able to rotate the engine properly. I am guessing that the lack of a proper node from the ducted fan guard is the cause of the issue.
  4. I am having same issue with my build. trying to build a ducted fan craft that uses the servos for rotating the fans. when I attach the fans in the hangar (SPH) and test the rotation there, they rotate properly. but when I go to the runway, the fans are stuck in position, but the servo still turns. and when I go back into the hangar, the breakage follows me back into the editor. I can reset the pieces and so on. but the whole issue just repeats itself. thought maybe I was doing 'it' wrong. glad to know it was probably bug at work. https://steamcommunity.com/sharedfiles/filedetails/?id=1952439463 don't know if it's broken because the parts attached to the servo are not using symmetry, but the servos do (fans are configured for clockwise and counter clockwise rotation). will have to test to see what happens if I attach to both servos with symmetry configured parts update: nope, servos attach nodes are completely broken.
  5. it is listed as confirmed bug and fix is at 10% as of 2 months ago on ksp bug page. most everyone can do atm, is to upvote the issue on the page. https://bugs.kerbalspaceprogram.com/issues/23179 alternatively, someone could make a mod to add the sounds, as no mod for that exists yet
  6. issue is confirmed and supposedly they are working on it (as of 2 months ago) but with KSP2 now in the works, who knows if they will ever fix it. https://bugs.kerbalspaceprogram.com/issues/23179
  7. can someone make a mod that adds propeller and rotary engine sounds? it is definitely needed, at least until the devs fix the issue themselves. having my prop plane fly around in silence is boring. https://steamcommunity.com/sharedfiles/filedetails/?id=1912111485
  8. I was trying to mine some ore on Mun to refuel my lander. I would put KSP in to FF to get the sun to come out and charge the solar panels, but every time I did, during ff, the craft would suddenly plunge well into the terrain and explode spectacularly. It took me a bit to figure out what the F was going on. when using lander legs and as little as 5x FF, when you exit FF the craft will do a hop. if you leave the FF on for a period of time, the craft will be forced into the terrain and explode. the log will say the craft has collided with the mun.....but the craft is supposed to be landed and at a stand still. the engines are turned off, and SAS and RCS are turned off... there should be no movement of the craft. additionally the craft is sometimes out of power when this happens, which means the craft should not be capable of moving anywhere, much less hopping into the air, or forcing it self into the terrain. I have verified my files, and that's not the issue. I have no mods installed. only the two DLC. I know its the legs because when I raise them leaving the lander resting on the rocket nozzles, and perform a FF, there is no jumping when you return to normal speed.
  9. I am getting a null reference exception when I try and setup a maneuver node and and another planet is set as target *such as duna, or eve. the error does not appear too happen when mun or minimus is set as the target. the error appears to be preventing me from setting up a path to another planet (outside of kerbin, mun, and minimus). you can get the line for the escape path, but you can't get the intercept lines to appear, even when they should. https://steamcommunity.com/sharedfiles/filedetails/?id=1903610907
  10. here is the screenshot I took https://steamcommunity.com/sharedfiles/filedetails/?id=1903610907
  11. IDK..... it would be good if I could get some confirmation on this by having some one else say they see it too. on a side note, making a maneuver to another planetary body results in a null reference error when you got to set up the maneuver. I am not sure if I am doing something wrong, but I think the error is preventing me from setting up an approach to any planetary bodies out side kerbin, mun, and minimus. I go to create a maneuver with a planetary body like Duna, with the planet as the target of the craft, and a null error is thrown. I will post a screen shot of the error tomorrow, I am done playing today.
  12. I have done some further experimenting, and replacing the mk3 cockpit on an existing model reduces the bouncing by quite a bit. I need some help confirming this. I this can be confirmed, this could mean that every build that uses a mk3 cockpit will need to have that part removed and a new copy installed. I also discovered the new builds using the mk 3 cockpit experience the least amount of bouncing at launch. model (made by me) that I am using to test. ignore part not found error if you use this build. it only refers to the fact that you don't have the 'collision FX mod' installed. there are no actual missing parts.
  13. well the 1.8.1 update did fix the issue with the lights, but I am finding the mk 3 cockpit still is more bouncy than it should be when using retractable landing gear at launch.
  14. I managed to find the KSP bug tracker page, and it does list the mk3 cockpit light issue, but not the bouncy issue, and the bug is confirmed, but is listed as low priority. I would think a bug this obvious would have a higher priority. maybe those rascally kerbals exchanged the normal mk3 cockpit for a bounce house that looks like a mk3 cockpit.
  15. KSP version 1.8.0.2686 making history 1.8.0 Breaking ground 1.3.0 Windows 10 Pro x64 1909 (OS BUILD 18363.418) Steam version System: MSI GE73 Raider RGB 8RE i7 8750H 16Gb GTX 1060 6Gb i thought an issue i was having was due too a file corruption or something. but after running verify on ksp, the issue still is present. I am not running any mods, so that is ruled out as a cause as well. only addition to base KSP I have are the two DLC so what is the issue? well... using the mk.3 cockpit causes all lights not to come on/off when you try and toggle them with the interface or by pressing the 'o' key. also using the cockpit causes the whole craft to bounce up and down like it's doing a jig (dance). also when you look at the properties for the cockpit, the option where the option that should say toggle lights should be, it says say only toggle. the lights will also not come on for the cockpit. you can still manually toggle the lights for other parts (landing gear, spot lights, etc.) however. I checked the landing gear properties while the craft was 'dancing' and there was no weight stress being registered during the bouncing. also the bouncing disappears when the mk. 3 cockpit is removed from the craft. the light toggle buttons also work on other cockpits. This seems to be a major bug. I hope it gets fixed soon. images: https://steamcommunity.com/sharedfiles/filedetails/?id=1895432532 https://steamcommunity.com/sharedfiles/filedetails/?id=1895432635 https://steamcommunity.com/sharedfiles/filedetails/?id=1895432705 https://steamcommunity.com/sharedfiles/filedetails/?id=1895436295 logs: https://1drv.ms/f/s!AouWDY3RtbYPgfkOiRq4TifhBQ_BAw
  16. I am trying out this mod as KSP doesn't support all the buttons on my x-52 Pro natively. I was wondering if anyone is aware of any mods which would utilize the Saitek X-52 Pro's MFD. The x52 pro MFD (along with the Saitek (Logitech) lineup of flight sim MFD panels (sold separately)) are capable of displaying different data. in flight sims such as M$ flight Simulator or X-plane, the radio channel is displayed in the MFD. but what is displayed is dependant on the setup of the direct output setting file for the game. so for KSP, it could display speed, delta-V, altitude, or any of a number of various things. I have tried searching on my own, but I have yet to find anything that might do this for KSP. I am hoping someone here might know more than me.
  17. most appreciated. I should note, that after uninstalling blizzy toolbar and toolbar control, the chatterer mod icon (using the stock toolbar) stayed active. so, for whatever reason under ksp 1.6 the mod is defaulting to blizzy toolbar only, even if the blizzy toolbar had not ever been installed (yet)
  18. I on the other hand WANT this mod displayed using the stock toolbar. But it was not showing up until I installed the blizzy toolbar and associated toolbar control. I after telling toolbar control to show the button, I went into chatterer settings and turned off the blizzy toolbar only setting. the button immediately showed up in the interface. I had to change the settings twice. once for the third person (rocket) view and once more for the map view. afterwards I uninstalled the blizzy toolbar and toolbar control mods.
  19. Apologies, I have been running vanilla KSP up until short time ago, and Chatterer was the first mod I chose to install. Also, I was a bad KSP player and stopped playing for a while. during that time KSP apparently went to 1.6. I wasn't aware how long 1.6 had been out when I made my post. Once again, sorry for breaking etiquette rules.
  20. KSP 1.6 and ckan is flagging chatterer 0.9.96 mod as incompatible. any info on a updated version?
  21. latest versions of KSP and X-52 profiler software don't play well together (none of the axis work while profiler software is loaded into memory). but the lag problem is mostly solved. I did not notice any joystick lag when I tested out my X-52 Pro with KSP. My only issues with KSP and the X-52 Pro, were that not all the buttons were assignable leaving HAT 02 only partially assignable and the throttle hat and mouse stick and buttons unassignable. Don't know if that is a limitation of the Unity engine, or a limit set by SQUAD/TakeTwo. supposedly the fly by wire mod might fix that issue, but I am still at the point in learning the game where I am not ready for mods yet. Until the devs fix the availability of the H.O.T.A.S. profile that was supposedly added in the recent update, I will be stuck using keyboard/mouse. Directoutput SDK: https://1drv.ms/u/s!AouWDY3RtbYPga1YuIgq47aj45-a_A SDK.ZIP (240 KB)
  22. I just found a .net wrapper for the saitek directoutput, but it appears to be in an uncompiled state. I also don't know how to compile stuff.... but i am assuming anyone with C++ language abilities would also know how to compile stuff. i don't know if running directoutput through .net would make it easier to get the MFD's running in KSP easier or not. link : https://github.com/wegylexy/SaitekDirectOutput I will be extracting the SDK from my directoutput install and putting a link to it online soon.
  23. I don't know if those would work or not. If were that simple, I think we would have heard from other X-52 users by now saying that they could use the MFD one their flightstick.
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