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BTAxis

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Posts posted by BTAxis

  1. Speaking of CKAN metadata, the mod is listed as compatible with KSP 1.11 only. It probably works on earlier versions of KSP too, though, presumably on whatever version of KSP has a version of Contract Configurator that offers all the features PWP needs. I haven't tested, but the newest version of Contract Configurator is valid for 1.8.1 onward, so maybe the compatibility for PWP could be set to match.

  2. 12 hours ago, JebIsDeadBaby said:

    @BTAxis - yeah, can confirm, had the same problem too (I switched back to 1.10 since then though). Do you also have log spam in VAB after adding something to the scene (for me it was Mk1 pod)? Mine was so intense that my frame rate was dropping to 15 fps. 

    I haven't checked the log, but I did not notice any impact on my frame rate.

    11 hours ago, SpaceFoon said:

    That was happening to me on the 1.10 version too. Wasn't too inconvenient as you could just click the buttons to show/hide them and they would change.

    Hmm, that doesn't work for me, I actually have to exit the VAB/SPH and reload it. Sometimes, the CoL ceases to work altogether (I can't get it to show up at all), but that's relatively rare. It seems to be related to deleting parts, but so far I haven't been able to reliably reproduce the behavior.

  3. There appears to be a problem with path to the flag images in Agencies.cfg, causing the image to not work in Mission Control:

        logoURL = ContractPacks/PWP/Assets/Flags/TA

    However, at least when installed via CKAN, the actual path is ContractPacks/PlanesWithPurposes/PWP/Assets/Flags.

  4. I'm experiencing a few niggling issues with the player:

    • On some screens, the player plays the first track of a playlist, then stops. This happens all the time on the research and mission control menus, but occasionally elsewhere also. The player's play button will be marked as "play" as opposed to "pause", which suggests the player is in fact stopped, except it's playing the first track anyway.
    • Sometimes after a track ends, the player will play that same track again even if there are other tracks after it in the playlist. This happens randomly, but only ever seems to occur with stock tracks.
    • The "stop" button acts like the "next" button.

    Small stuff, really. Other than this it works perfectly fine.

  5. 3 hours ago, BTAxis said:

    By the way, there's one more weird thing that I'm experiencing. When flying, my ships will send themselves into a spin using their attitude controls if SAS is off (all ships do this). I'm not really sure if this is related to Recall, but I did just switch from 0.4.1 to 0.4.0 and the behavior went away. However, that might be a coincidence, because I get the feeling this randomly happens in some play sessions, and not in others. I'm still asking though, in case you can reproduce. If not, then don't worry about it.

    I worked this out. FAR's roll stabilization was somehow enabled, which causes weirdness in space. Nothing to do with you!

  6. By the way, there's one more weird thing that I'm experiencing. When flying, my ships will send themselves into a spin using their attitude controls if SAS is off (all ships do this). I'm not really sure if this is related to Recall, but I did just switch from 0.4.1 to 0.4.0 and the behavior went away. However, that might be a coincidence, because I get the feeling this randomly happens in some play sessions, and not in others. I'm still asking though, in case you can reproduce. If not, then don't worry about it.

  7. 6 hours ago, Lisias said:

    It works for me. :P Oh, well...

    I noticed in your screenshot that you have the full SAS range at your disposal, so you probably loaded it in sandbox mode. My save was made in career mode. I tried loading my own save in a sandbox game, and it works normally for me then too.

    Derp, turns out I was running on 0.4.0. The above is nonsense. Sandbox mode makes no difference for me.

    Edit 2: Okay, but I do know why it's not happening for you. You fixed the first bug, the one where the docking port is always staged. The 0 Δv thing ONLY happens if the docking port is staged BEFORE the engine, or is in the same stage:

    ACbG9c0.png

    So I guess it's de facto fixed already?

  8. Okay, some progress. After the exchange above, it occurred to me that this could be related to the actual launch I used on the original ship.

    It is, kind of.

    The original launch consists of that lander, mounted atop a rocket, connected by a docking port and some struts. The docking port (on the lander's side), crucially, has its crossfeed disabled so its fuel doesn't get used by the launch vehicle. I simmed the detach in space, and yep, Δv shows zero. I could get it to zero out on the rocket too by disabling its crossfeed, even after detach.

    I've put the launch vehicle design up on the Gdrive linked above. You can test this on the launchpad. Manually decouple the upper stage (it should balance on the rocket), and switch to it with ]. It should have 0 Δv. Re-enabling the crossfeed doesn't fix it, though.

  9. 1 minute ago, TranceaddicT said:

    Upload it.  I'll do some reorganizing for excrementss-n-giggles when I need a break from overhauling RO's KSPedia.

    I've put the data for the ships up on the google drive I linked earlier. Just to recap, Ship1 is the original craft, the one that has the issue seen in my screenshot. Ship2 is another instance of the same design which is sitting at the launch pad (because it can't get off Kerbin on its own). It works as you'd expect. I did also test it in space via KRASH, but I can't save in the middle of a sim, so.

  10. Just now, Lisias said:

    Can you send me this ship for analysis, please? Besides being more or an annoyance than a problem, I don't know why this is happening and there's a chance that this could be the trigger for something else.

    I've been poking around a bit more, and it seems it's not a problem with the ship design or anything else I can identify. It seems isolated to this specific ship. Launching another with the exact same design does not replicate the problem, nor do any of my other in-flight ships exhibit the same behavior.

    That being said, I have uploaded the ship, which is fairly basic. The only noteworthy thing about it is that it uses a ReStock Plus engine, but I don't think that's in any way related.

    I've also included the save and a .ckan export of my current mod setup. On top of the CKAN mods I also run KerbalFlightIndicators and Soundtrack Editor Forked, which I did not get through CKAN but from Github.

  11.  

    32 minutes ago, Lisias said:

    What's your KSP version?

    I'm on 1.9.1. As I said, the Δv  issue doesn't happen all the time - I only saw it on that one ship actually. I think I launched that ship before switching Recall versions; I know for a fact that this did not happen with a ship I launched afterwards. That may or may not be significant. If it is, it's probably a bit of a non-issue in the long term.

    I should also note that I play with a number of other mods, notably Kerbalism.

  12. 7 hours ago, OhioBob said:

    Or with the mod that uses Kopernicus.

    Well, I had it installed by itself. Originally it was installed as a dependency for Outer Planets, but the version up on CKAN doesn't work with KSP 1.9.1 so I manually installed the Github release. Then I removed Outer Planets, and Kopernicus remained.

  13. I'm experiencing some issues with 0.4.1, as opposed to 0.4.0. Firstly, ALL decoupling parts are always staged, even when disabled (docking ports, heat shields). Secondly, I've had a visual glitch where a ship displays 0 Δv even when it has more than that, although this doesn't happen with every ship.

    Here's one of my ships on 0.4.0:

    mNfhTW6.jpg

    And here's the same ship, same save, on 0.4.1:

    By7e6K3.jpg

    I'm reasonably sure it's KSP Recall that's causing this behavior, because reverting to 0.4.0 makes it go away.

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