Zah
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Release KSP2 Release Notes - Update v0.1.1.0
Zah replied to Intercept Games's topic in KSP2 Dev Updates
Joints weren't really fixed in this release, right? Nobody actually likes wobbly rockets and e.g. stacked batteries shouldn't be a bendy joint. -
Wasn't there also an issue with autostruts through docking ports?
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[1.12.x] GravityTurn continued - Automated Efficient Launches
Zah replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks so much for picking this up, it's been holding me back from upgrading... and now that I have time... -
[Most 1.12.x] Near Future Technologies (August 26)
Zah replied to Nertea's topic in KSP1 Mod Releases
Sweet! I can do the rest myself (: Your mods are the backbone of my space program, thanks so much! -
[Most 1.12.x] Near Future Technologies (August 26)
Zah replied to Nertea's topic in KSP1 Mod Releases
@Nertea I have a sort of silly request, but -- could you possibly add engine ThrustTransforms to the bottom thrusters in the RQ5 Heavy RCS Blocks to turn them into RCS/OMS (similar to the SpaceY OMS)? I'm quite fond of their shape (I did modify the texture quite a bit) and use them in a reusable capsule concept (this is heavily modded xD), but the SpaceY shape wouldn't do it here: I know I can "Fore by Throttle" but it makes for awkward dv calculations considering they're my main "engines". -
Do I get this right, I can't just turn one nozzle of an RCS block into an engine using config files because I'd have to add thrustTransform transform(or whatever, later named in thrustVectorTransformName) to the model in Unity? I know I can bind throttle control to RCS in game, but that's all based on the ModuleRCSFXand doesn't actually give me an "engine" (ModuleEnginesFX).
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Uh, sorry about your teeth! But don't worry, I understand you fine xD. Besides this point, I kinda wonder if there's a MM-browser for KSP. Just some simple Windows GUI that lists all game objects and their modules, even those that were deleted/overwritten/changed. I have way too many mods with way too many patches and sometimes a typo can ruin the entire thing. Being able to browse it without having to load KSP could make sense Oo.
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Gotcha, binary search on the parts. Shouldn't be hard, it's just 40 unique parts.
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For the static vessel deforming when coming out of warp? Like this -- it's static, stays like this.
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Can't reproduce the problem without KJR. Hm.
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It's not only KVV, it's a bunch of mods with off/on problems. But currently testing the warp bug, KJR/AS/no struts: KJR - craft messed up after time warp, normal autostruts to grandparent (no KJR installed) - no messed up craft after warp no struts at all (with that nearly 500t craft xD) - no problem, either. Hm... that would point to KJR being the issue, sort of?
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Not actively, I planned on copying this install once I got it working to make a MM3 welding KSP while playing on the other. Not sure if testing an experimental build on this behemoth installation is wise, but I'm not going to say "no". Yeah, BD Animation Modules is where I'm at right now, too. The files are indeed empty/commented out. The drive is a new Samsung SSD, so no worries. I do have a billion part mods in this. I guess I could just remove those empty files, haha. I removed some minor mods that threw exceptions (Janitor's Closet, [x]Science... but those were minor, really). When KER shoot itself the KER 'window' looks like this https://i.imgur.com/zCJFoHa.jpg xD Edit: I updated BD Animation Modules (and a few other random things) and the spam is gone/KER works. Maaaybe I can now finally go back to what I wanted to test in the first place. Oh KSP. Wait, no, I still need to figure out what borked up RCS Build Aid. Edit 2: Ah, glorious, at least that problem is still there /s. [ERR 16:56:40.750] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: KronalVesselViewer_NS, Kronal Vessel Viewer, button may not be registered properly [ERR 16:56:40.751] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: ABFW_NS, Advanced Fly-By-Wire, button may not be registered properly [ERR 16:56:40.753] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: Proximity_NS, Proximity, button may not be registered properly [LOG 16:56:40.888] [MechJeb2] Loading Shaders Bundles [LOG 16:56:40.890] Assembly : ModuleManager | Version : 4.0.2.0 found ! [LOG 16:56:40.890] Minimal version needed is : 2.8.0 [LOG 16:56:40.890] INT : 402/280 [LOG 16:56:40.890] Assembly : KIS | Version : 1.18.6971.42939 found ! [LOG 16:56:40.890] Minimal version needed is : 1.5.0 [LOG 16:56:40.890] INT : 7251/150 [ERR 16:56:40.890] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: PartAngleDisplay_NS, Part Angle Display, button may not be registered properly [ERR 16:56:40.891] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: PartCommander_NS, Part Commander, button may not be registered properly [ERR 16:56:40.999] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: RCSBuildAid_NS, RCS Build Aid, button may not be registered properly Edit3: And the timewarp-"warp" is also still present. https://imgur.com/a/NRO1E2t My list of things to fix is long.
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My KSP now keeps shooting itself, badly (I mean, it runs, but...). I'm getting random exception spamming (it doesn't have to be Snacks as in this case, it can also be KER). Log: https://mega.nz/#!h85wxKYR!ucza-loyTpsknQR6U7KsAUf0j6LZGlcjp-aEbHy9Ep0 I may have messed up a config file somewhere in there, but other than haven't really added anything new, so I don't understand why it got so bad all of a sudden. When KER shoots itself it spams like this(happens in a different "save"): A few Addon Binder problems in the log, and some weird exceptions. I updated to the newest Kopernicus Backport, no change. "ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null" is fascinating.
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Yes, but not the most current version of Tweakscale, it's on my update list. There's definitely something weird going on in this install though, RCSBuildAid fails to register the toolbar button when going back to the SPH/VAB after flight. I've spent the last days writing MM patches so I have to check if the problem persists, else the cache is going to be different. I saved the log though, will post it later.
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There's some exceptions but nothing bad IMO. What does this mean, though? That's just MM-based mods messing around with the order, right? So no bug?! "No KJRDecouplerReinforecementModule found..." is weird though.
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Eek, okay. I may be able to test some, but this build is a bit load-heavy. I'm using just about every parts mod, so just loading two games to compare may take an hour. I could post the 29MB logfile of that session though.
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Messed up but stiff. Didn't happen with 100x timewarp, but with e.g. 3000x time warp. It's straight during time warp, but back to warped again at 1x
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@Lisias Shouldn't KJR (using your version, logs looked fine so far) disable this problem with warping a craft when coming out of time warp? This is just a testing sandbox build so no problem, I also have it with smaller craft, sometimes. I don't use autostruts on this, either. Weird.
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Is anyone else's Wide Angle Camera without a texture? I've had this for a while now, on multiple installations, but it's always been low priority so I never got around to ask
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Zah replied to girka2k's topic in KSP1 Mod Releases
Let's say I use an installation with MM3 for just welding and then copied the weld files to an installation with MM4, would that work? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Zah replied to girka2k's topic in KSP1 Mod Releases
Doesn't work for me in 1.6.1. -
Creating a camera causes transparency
Zah replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Can confirm, fixed in all three mods. -
[1.12.x] PWB Fuel Balancer Restored & Resource Jettisoning
Zah replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you so much! I will check tomorrow, already in bed. -
Creating a camera causes transparency
Zah replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Kerbal Flight Indicators is a sort of alternative NavHud, I just pointed it out because it seems to have a different CameraClearFlags mode ("Nothing" instead of "Depth") but still has the transparency.