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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
OrbitalManeuvers replied to Poodmund's topic in KSP1 Mod Releases
I installed Calm Nebula tonight, and it's beautiful! Sci-fi sauce in the sky. Already downloaded the other two. Thanks for the great work! -
[KSP 1.9.X] CameraTools v1.14.0 (10 Mar 2020)
OrbitalManeuvers replied to jrodriguez's topic in KSP1 Mod Releases
I just noticed this the other day, too ... but for me the moment that the launch clamps release, the stationary camera shifts to some random position. It's usually close to the previous location, but the sudden move ruins the shot. -
Build 23. So far I have had good results with the JNSQ texture problems I've had on earlier versions. I am not quite at the exact same setup on 1.10 as I am on 1.8, but I think the texture problem is already better. About the linked video ... this is me using KRASH from the VAB to orbit Aden. The video starts in orbit, and you can see the disaster that the textures are, and also what fixes it. I have been suspicious of using KRASH lately since it's the only mod I use that deals with scene changes, and that's seemed to be when the texture problems would show up/get worse. Clearly there IS something going on with KRASH and textures, but I don't know enough to hazard any guesses, and the zoom thing is something I discovered just now, so I'll have to try that in the 1.8.1 installs that show texture issues, too. Importantly, launching a craft to the launch pad, and then cheating to orbit never shows these textures issues.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Hey! Good to see you up and running again. I've just worked out a pretty solid 1.10.1 install, so I'm at a good place to drop in a planet pack and check out your build, so I'll do that tonight. Thanks! -
Hi. Checking out this cool mod. Thanks for working on it. I find the SRM performance to be surprising. In screenshot one, notice TWR 1.34. I have the thrust limiter at 24.5. Next shot, literally one second later, the TWR has tripled after barely consuming any fuel. It seems to increase exponentially with every second that passes. Same test with a Hammer turned down to 36.5 will take over 5 seconds to increase TWR to 1.4. This is 1.10.1, latest MOLE from last night. Is this working as intended? Edit: i started looking into this after building a more reasonably scaled rocket with a few fuel segments. I started with a TWR on the pad of 1.36 and broke 300m/s before 100 meters alt as the TWR skyrocketed weeeeeee.
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ModuleScienceContainer: volume/mass/size?
OrbitalManeuvers replied to OrbitalManeuvers's topic in KSP1 Mods Discussions
Collecting science in KSP is a bit of a mixed bag, in terms of how to materialize it. Most science tends to be the results of measurements and readings and scans - data that is clearly electronic in nature, which would lead to the science container being a data storage device. But then there's talk about rocks and material you've collected, and so it's a thing that has a lot more in common with a fuel tank than a hard drive. Meh - enough overthinking Just didn't want to design something that seemed cheaty. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Very interesting observations. For sure scene changes have something to do with this, because I can see differences in the terrain textures between visits to the space center. It's entirely possible that the mod I removed was an innocent victim of timing or happenstance, but I did have immediate positive results in JNSQ, with that being the only mod I removed. Of course if it's a problem in the base game then I'm just seeing coincidences, which happens all the time with debugging, so that's definitely possible. I have two JNSQ installs - one for BDB/et all, and one for NF/et all. I've removed this mod from one but not the other ... so I'll have better info soon, hopefully. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Hmm, if it's the same thing in stock then I'm not sure what to think about my most recent test results ... I removed a beloved mod (it's in all my installs) that has everything to do with scene changes, and suddenly I'm not seeing it any more. In any event, it's not my JNSQ installation, so no need to drag this out here. I'll do some more testing and take this over to the mod forum if I can narrow it down enough. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Not quite sure I follow you ... those pictures were taken on Kerbin. Edit: However, one thing you're right about ... it happens in other packs. Here's GPP (little dark but you can see the farmland squares): So now I'm checking out what's common between these installs. Edit: It seems to be a problem when there's a scene change. On Gael, everything was fine until going back to the space center a few times, and then Gael textures were klonked, too - after having been fine at first. -
Disclaimer: I'm asking something that may be beyond my current understanding But let's boldly go ... Is there any sort of guideline or requirement or standard for a part that will contain ModuleScienceContainer? Asked in another way ... if I was dreaming of a part mod that would have that module in it, are there physics-types of constraints on the part design that I should keep in mind?
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
I have some terrain issues. I have no idea where to start but since I'm using JNSQ, thought I'd start here. Anyone know what I can do about the glitches shown below? -
It's probably super easy to understand how it works if you can read part CFG files, which I'm not so great at. But, I've never attached something directly to the fairing base without using a decoupler there. The PAW on items like this, and the way they behave in the VAB's staging area, is less than intuitive to me. But from what I can see, the only real decouple action is for the top node to decouple from whatever is above the fairings. The payload that sits on the fairing base itself needs a decoupler. The "decouple with fairings gone" only controls the top node.
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I feel like I'm losin it ... it still happens like the video with an install shown below. Firespitter has an empty Parts folder, but everything else the same as your release zip. Should I try eliminating something else from here? I've put my log and craft file on my gdrive below. I just loaded the lander, saved it as test, and this is that file. When I load it, the node is broken. If you had a free moment to look at the craft file I would really appreciate it! I don't know if anything can be learned from it, especially if I'm having some weird runtime problem where the craft gets corrupted on load. Surely that's a possibility too? https://drive.google.com/drive/folders/1gtPtFUSMldPWZwzfKyer2EivYPLbyVBn?usp=sharing edit: sorry, the dmagic folder is newer than your distribution, too. edit #2: ok through Steam I reinstalled 1.9.1 (diff version) and with only your 3 distribution folders and the 2 squad folders, same results. I'm so confused because I've used this part hundreds of times and this seems like it just started happening, which doesn't seem possible.
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Thank you so much for taking a look. I'm not sure yet if the problem happens in the saved file, or if it happens upon load. I guess the logical thing is to create a new 1.8.1 that's empty except P+ (and req) and make sure it's fine there, and then start adding in some of the other mods I update on a regular basis and see if anything happens.
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Gonna take a stab as asking for help here. Below is a video that shows how the surveyor probe is broken for me in multiple 1.8.1 installs, in a really weird way. Its attachment points seem to be corrupted upon saving/loading a craft file. I'm sort of stumped here ... not even sure how to investigate this, or where to look. This is the same Probes+ I've had installed forever (the most recent release), but something is causing problems with this part. I have multiple 1.8.1 installs, and though I haven't changed Probes+, I do update BDB and MLP regularly from the dev branches, but that's all that ever changes in these installs. A moving picture is worth 1000 words ... I don't know if this happens elsewhere yet, I figured I'd start with a 100% reproducible case and see what I can find. If you've read this far maybe you're a kind soul who would upload a craft file with only the core (with legs) part in it saved from your game, and then I'll compare your craft file to mine and see if there are any obvious differences. Idk what else to try!
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AA, as included with your mod, has an issue with radial attachments. The screenshots I added contain no MLP parts, and so your patches won't fix what I showed/gave steps for above. What fixes it is editing the AA cfg file, which you pointed out. So I'm fine with that personally ... it's a dev branch after all ... but I just want to be clear that saved craft can load incorrectly with this mod installed, whether you're using MLP parts or not (without the aa cfg edit).
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