Azic Minar
Members-
Posts
100 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Azic Minar
-
The only problem with TS and KF is the upscaling of durability, but since its in Beta, that is close to being solved, Thank you Lisias. The only other problem is what ever is causing problems with Kerbal Foundries is this: My extensive testing found that in a stock (+offical DLC + CTT + KSPwheel +KF +MM) game, I didn't have isuues. After adding in WBI, I had issues above 200m/s while moving through the air or space. In space its the least problematic, so I think that KSPWheelDustEffects is either the cause, or the Screaming Victim. This was back in 1.7.3 so I have no idea how it would act now if I put that back in. Additional Details: I had a slew of issues pop up in the debug menue when I brought it up and none after removing that module. Now I haven't gotten back to doing a fresh install to get the log for Shadowmage (Destiny 2 Shadowkeep and life are getting in the way of brain time needed for this level of figuring, sorry man. Still love the mod and the work you put in). But I do want to do a better testing job from the ground up.
-
One: Thank you. Two: The lack of scaling wheel strength goes along with other issues that pop up with tweaksale (scaling a module that holds kerbals doesn't increase or decrease how many you can have inside). But that doesn't mean there aren't other ways around that. I've created a few crafts ... needless to say, I have blown many treads out on crafts that should be light enough to not have that happen. Three: Yes, removing MechJeb allowed me to continue play with KF and TweakScale
-
This is why I created a new folder for my personal retooling mods I won't ever release. I do a full delete when updating
- 4,054 replies
-
- 2
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[WIP] KerbinRover Off-road vehicles
Azic Minar replied to TiktaalikDreaming's topic in KSP1 Mod Development
After seeing a post on Reddit, and thanks to this mod, I am pondering the dev dive into creating an RV mod because Space Balls. I don't know if I will be able to attempt that before Christmas. -
So why not code it so that it doesn't activate on a mod unless the author has the patch for it with in said mod folder? Or is that too complicated or already what you are suggesting and I'm not realizing it due to migraine?
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
This is why I never went into computer repair, even though I'm good at it
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Dude, I totally get that. I lose my social skills when I have a migraine
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Good luck! I was merely trying to suggest ideas to help
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
I think you are onto something, yet not the DLL makes me wonder now. I have found a few other mods don't play nice with each other and I've had to go in and remove a simple line from a part to get them working (A line for dust kick up in wheels) among others. Could one of the patches have the fix in it? Or, maybe the asset has a new frame for the interface when you right click on the part and that's the fix?
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Yeay! Now how to share this finding with other mod authors having issues?
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
I've been following this talk of what's going on because I find it fascinating (I've done some coding, but nothing crazy), but seeing the scaling made me wonder: The new expansion allowed users to hit the # and directly type in the wanted number (for angles or what not) and while I've not started up 1.8 yet to see if its still there, would you be able to implement that if the arrows to change size don't work out? ~~ Edit ~~ count_Zero, your post popped up after I hit post! HA, same idea, good show
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
Do you have any of the neat future mods or KSPI? I really want to say its just KSPI, but I do know that I had issues until I updated KSPI. Although that was an issue with parts being too buoyant to sink in the water when using WBI Guppy to make subs -
That looks correct unless I'm not looking at the formatting correctly. I've seen this before, and I think a few pages back its mentioned, but some mods have a copy of Tweak Scale included with them inside their folder. So you have GameData/TweakScale and then you probably also have GameData/RandomMod/TweakScale Now what random mod has it hiding inside of it is a good question. Until Lisias has been able to track down the exact cause and fix everything, Huston errors will still pop up. Lisias, Please keep up the good work, Thank you
- 4,054 replies
-
- 2
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[WIP] KerbinRover Off-road vehicles
Azic Minar replied to TiktaalikDreaming's topic in KSP1 Mod Development
So slightly modular? I love this idea. You could make the engine part slightly longer the more powerful it is. Maybe do a v12? I saw one on a sports car before, impressively long front end. Though 3 standard wheel bases? -
[WIP] KerbinRover Off-road vehicles
Azic Minar replied to TiktaalikDreaming's topic in KSP1 Mod Development
Yes, bringing that part of the conversation here, what variants were you thinking of? And I can help with Puns -
My Bad, I should have specified I was moving above the ground, not on the ground. Though that is a hilarious thought. I am guilty of rocketing rovers into the water for submersible testing and floatability for future trips to Eve After testing, I can say that the issue is not happening in stock + KF, at least for me. Maybe if I hadn't done the file integrity fix before stripping out all mods, it might have. TDLR: particle effects not playing well with other particle effects are the most likely culprit The long version: If you still want a vehicle file, I'll see about getting you two To help you test, what do I need to add to the smoke color config for space?
-
I get that, that's why I'm trying to figure out the exact cause to help others. Is it too many mods, or incompatibility? So far, if I create a two part vehicle and launch it into space with a cheat, I can use any wheel outside of this mod and everything goes just fine. I put a wheel or tread on and I get the slug. So far: Removing CTB improves start up time by 1 minute (crazy), reduces how often the issue happens with the wheels (6-10 seconds). Doing an install integrity verification fixed 3 files and improved it to about 20 seconds to a half minute. Next up, I looked in the dust color config in the KerbalFoundries folder and saw that there were no definitions for the sky or space, so I took one tread and removed that module from its cfg file. And guess what? No issues now ... and I have a Land Rover with two Mole Tracks in orbit without issues And if it still is freezing up, its happening so infrequently now that I'm not noticing it. I still want to figure out for sure if its a specific mod interaction. PS @TiktaalikDreaming I love your rover mod. Makes for fun vehicles! Edit: After stripping mods out and putting them back in, its only problem time with WBI. I'm totally fine with removing particle effects to enjoy this wonderful mod!
-
I've been seeing the issue of the game pausing every 3 seconds while playing when above 90 m/s (most apparent above 200 m/s) and removing click through blocker (CTB) reduces this to once every 6 or 10 seconds. While I didn't notice any difference when I removed KSPI before removing CTB, I'll try that after sleeping some. I've found most issues come from either KSPI or the Near Future Mods until they get an update, notable with WBI Guppy not submersing for me until both of those got updated. I will update once I figure out where the last bit of incompatibility is, but I'm sure a lot of people will appreciate knowing removing CTB mostly solves the pausing
-
Hey shadowmage, just wanted to say that I love the mod. I also found the problem with wheels and tracks moving in different directions until I figured it out on my own. Maybe add to the description of the wheels and treads "When placed individually, and not in symmetry mode, please reverse the traction of wheels on the right side" The only reason that note needs in there is that there are a few major popular mods like Lynx (Feline Utility Rovers) in which you can't place wheels on both sides in symmetry (unless my game is having some mod conflicts not letting me). Keep up the good work, and I totally get it if you need a break from time to time.
-
Love the mods, I've just updated the buffalo mod, and I'm still seeing a problem with the guppy not being able to submerse more than 50%. When Breaking Ground first dropped, all of my air breathing engines stopped working until I got a new version of one of the Near Future mods. That said, I've removed most of my other mods (43) except for yours, the mod needed for Heisenberg to work, B9 animation, B9 part switch, Community packs (Resource, Category, Tech Tree), Click Through Blocker, both Filter Extensions, Toolbar Control, and module manager. The guppy will now get to 90% submerged. I tried editing the config for the ballast and added an extra 0 at the end to see if the newest DLC changed things. On a different sub, one powered with SAFERs, I was able to submerge to 900M with IntakeLqd at 3281. Somehow its letting it go with a hull pressure of 8,000 even though its listed as a max of 6,000. Dry mass is listed as 6.093. Using just the guppy, I have to make it hop a few times to get all of the engines underwater, then it will dive, but it won't stay under water unless I'm holding down pitch. The Nose pitches up otherwise, even using the dive computer button. Now After I put all the mods back in and reloaded, I found that I did not need as much to keep the sub at 900M. About 1600 IntakeLqd. In both subs, I need two engines on the front because the guppy cab acts like its way too buoyant and using the dive computer button on the side with auto trim, I can't keep it level without moving forward and hitting down pitch on the keyboard. In my testing with increasing the tank capacity of the guppy save file, I had raise the body ballast tanks to 1350 each and get 3920 IntakeLqd in the craft to stay steady at a depth of 401M without having to hold down pitch and have the engines at full throttle. I'm really thinking its something in the new DLC unless its something I didn't try removing If I can get the log files hosted for you, I will, but I figured I'd bring this up along with my current testing to date. I hope this information helps.
-
[Airships in 1.12.3] HooliganLabs Mods
Azic Minar replied to JewelShisen's topic in KSP1 Mod Releases
If anyone asks you about having issues with air feed engines not working with your mod, its an other mod that wasn't working right with this. After I updated a slew of mods, I tried this again and it worked. I'm not sure if it was B9 part, IFS, TweakScale, or Filter Extensions. Of course, I added two mods, so its also possible one of them unbroke it? -
Just wanted to say, thank you for your hard work!
- 4,054 replies
-
- 2
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with: