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pmoffitt

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Posts posted by pmoffitt

  1. Well several updates just came out (Manuver Node Controler and K2-D2).  In a few days, an update to KSP2 comes out.  We will see what all this brings to us.  The fact that people like cfloutier, schlosrat, and others are paying attention and updating mods for us is encouraging.  KSP2 has a way to go.  Right now, a few mods such as K2-D2 make playing worthwhile.

  2. 4 hours ago, Sade said:

    The issue is the bug in KSP2, I would not like automated gear extension, k2d2, doesn't know about all the possible wild crafts that can be made, who knows where there will be landing gear in the vehicle. Give the user some responsibility to extend the gear. When the bug is solved upstream, the issue will go away.

    I tested (granted, I didn't uninstall mods, just wasn't using them at the time) and it does indeed appear to be an issue with extending landing gear during time warp.  Not a K2-D2 issue.  And I understand the "who knows what gear would activate" statement (other than I usually check and edit the action groups).

    I really wanted someone else to confirm that it was happening to them also and not just an issue I created somehow.

    (Finally managed to land and return from the Mun to complete that Science mission.  Ship kept falling over.  I had to make it wider to be stable.)

  3. 1 hour ago, schlosrat said:

    I've observed this as well, and I'm fairly sure it's not a part clipping problem - though that can cause it. I've seen it on a number of different craft. The consistent thing I've seen is that if you attempt to extend landing gear while you're in timewarp not only does it not work, but it can leave your landing gear in an odd state where they won't work outside of timewarp as well. You may notice that the "indicator light" for your landing gear goes to green in the game's UI (upper left part of the screen) even though the gear does not extend. For whatever reason gear can't extend in timewarp, but some part of the game doesn't seem to realize this, so the status indicator goes green as if they're extended. I suspect this is where the real issue is - and it's in the game.

    I suspect that what's going on is that when we tell K2D2 to Break, it will timewarp to the optimal time to begin the breaking maneuver and so if you haven't yet extended your landing gear you can get into the situation where the game won't let you. One possible way to solve this is to have K2D2 automatically extend landing gear when Break is activated before starting the timewarp. Also, the user can just extend their landing gear before hitting Break.

    That is a much better description of the issue.  Yes, it could be timewarp and not K2-D2.  (Easy enough to test that.) Landing gear indicator light is on.  Checking the parts, gear is retracted.  Attempting to extend it will not work once in this state.  Not until you do something.  That something could be cause the craft to reload. 

    Maybe an option to extend gear (while not in warp) would be good for Landing.  Or I really need to learn to extend the gear prior to starting the landing.

  4. I have noticed an issue when attempting to land on the Mun.  When I start landing by hitting Break in K2-D2, I am not able to extend my landing gear.  This continues to be an issue until I do something like return to the Space Center after stopping landing in K2-D2.  (Not a good thing to do in the middle of decent for the most part.)  This has happened several times.  Granted, I can just make sure I have extended them prior to starting K2-D2 (assuming I remember) to avoid the issue.

  5. On 1/20/2024 at 1:39 AM, pbristow said:

    A first-time user intro window explaining that CKAN is able to manage multiple KSP installations, and recommending that users *not* use it directly with their live Steam-based installation (i.e. copy that to separate location first and use that copy for modding), might be a good idea. 

    I am currently using CKAN on my Steam install right now.  But, as KSP2 matures, I will stop doing that.  When playing KSP 1, I would copy the Steam install to another folder and play from there.  The big reason for this is to control when things actually update as KSP updates will break mods until they support the new version.  Made updating to new versions much easier with all my favorite mods.

  6. I purchased KSP2 via Steam.  Most of my game library is in Steam.  To tell you the truth I could care less about the play timer in Steam.  I have looked at it at times but not a big deal.  I also don't normally start KSP2 from CKAN.  I run CKAN to update and select mods.  But then I start KSP2 from a desktop shortcut (running Windows 11).  I don't think I would spend much if anytime on coding CKAN to integrate with Steam just to keep the Play Timer up to date.  I would think there are better things to spend time on.  Yep, just another opinion so that the coders and others are aware.   Your opinion may very and I can respect that.  Definitely not something worth argueing over.  My opinion is that this isn't an issue worth spending time on.  Granted, documenting that starting KSP via CKAN does not update the Play Timer is probably a good idea  and note that if that is a concern, just start KSP via Steam instead of starting it from CKAN.

  7. 13 hours ago, Raabs said:

    So is this something that is being developed at the moment, or are there no plans for this as of yet?

    KSP2 is still pre-release isn't it?  So, everything is in testing and still being developed.  Specially when major updates come out.

  8. On 12/22/2023 at 1:42 AM, Jks said:

    Nodes work flawlessly at least for me, but I am having issues with landing mode, or don't know how to use that. Anyone else?

    Yeah, I can't get Landing to work.  Just doesn't do anything.  Lift and Nodes work.  Trying to remember how to manually land on the Mun...

  9. 3 hours ago, schlosrat said:

    If you’re having trouble making nodes at all then the problem might be Node Manager. Please let me know if you’re also possibly having issues with Maneuver Node Controller as that also uses Node Manager.

    When you get back.  Enjoy your holidays.

    Yeah, probably in Node Manager.  Seems that things that use Node Manager are having issues adding new nodes including Maneuver Node Controller as reported by munix in the topic for Maneuver Node Controller.

  10. Last night I was unable to get Flight Plan to create a node to circulize after using K2-D2 to Lift off to 75km. This is with KSP2 For Science.  Gave me some error about invalid node from K2-D2.  I had to create the node manually and then could run it through K2-D2.  I really liked using Flight Plan, please update it to work with the new version of KSP2 For Science.

  11. 7 hours ago, schlosrat said:

    Yep, the SpaceWarp modlist is reporting FP is 0.9.0, when it should be 0.9.1. CKAN also shows the latest being 0.9.0. I'm sure this is just a simple problem and I can have that sorted out shortly. The much more pressing problem is that the text input fields in FP (and in Maneuver Node Controller) are currently broken. I thought UitkForKsp2 v 2.1.0 would fix that, but apparently not. Please don't click into any FP or MNC text input fields at this time with FP 0.9.1 or MNC 1.1.0. I'll be working on that, too.

    Oh, that explanes those lock ups / crashes.  I won't do that till you get that fixed. And no need to look for another bug report...

  12. CKAN 1.33.2 on Windows 11 22H2 error on startup:  Unhandled exception. 

    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.
    
    ************** Exception Text **************
    System.InvalidProgramException: Common Language Runtime detected an invalid program.
       at System.Xml.Serialization.XmlReflectionImporter..ctor(XmlAttributeOverrides attributeOverrides, String defaultNamespace)
       at System.Xml.Serialization.XmlSerializer..ctor(Type type, String defaultNamespace)
       at CKAN.GUI.GUIConfiguration.SaveConfiguration(GUIConfiguration configuration)
       at CKAN.GUI.GUIConfiguration.LoadOrCreateConfiguration(String path, IGame game)
       at CKAN.GUI.Main.OnLoad(EventArgs e)
       at System.Windows.Forms.Form.OnCreateControl()
       at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
       at System.Windows.Forms.Control.CreateControl()
       at System.Windows.Forms.Control.WmShowWindow(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.Form.WmShowWindow(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    Deleting the CKAN folder or any of the files does not correct the issue.

    Checking security settings, all users should have rights to the CKAN folder and contents.

    Using ckan via CMD Terminal (command line version), I can list instances and clear them all.  Then add in my current game instance and set it as default.  But, the GUI or consoleui present the same issues afterwards. (Not an issue of not having a default game instance set.)

    Renaming the CKAN folder and starting CKAN results in the same results.

    Looking at the CKAN folder there is a registry.lock file when CKAN is running.   Using consoleui, I can get an error that a registry lock file already exists when trying to selet the instance of the game I am playing and to check for other running versions of CKAN.  However, this is the only running version.  Seems to be an issue with CKAN checking for the registry lock file and finding it but not knowing it is its own lock file or not releasing (deleting) the lock when it should.

  13. I have noticed that the Center of Lift does update once you exit the Procedural Parts Dialog box after changing the sweep of the wings.  (I swear it didn't at first, did something change?) It would be better to get that feed back while moving those sliders.

    (That would take a change in code for when the slider changes to call the update Center of Lift function.  Then there are some concerns on how often it updates.  I can crash simple code I have written using WinUI3 and onsize change calls by moving the edge of a Window back and forth as the calls come too fast for the system to process them and then the stack will overflow. Real Time updates can be a pain.)

  14. Overall, I like the new training concept.  There may be a few bugs that need to be worked on but I, as an experinced user, found them helpful to learn the new user interface.

    I have notice one thing about the videos that could be an issue for some, they require sound.  I often play in a room with other people and don't want to wear my headphones as I can't hear anything else when I do.  Not convinced anything should be done about that but, it is something to beaware of.

    I would suggest there are a few more that need created.  I suspect this is already planed as new features are added.  For now I think a few should be added that explain basic things that you probably think are intuitively obvious.  One of the issue I had starting off was trying to find specific information on the Navball and HUD during flight.  With all the color and such it is a bit busy compared to what I am used to.   I can't even remember what it was like when I first stated but most of that information was in the ingame Wiki.

    At the moment, a detail descrition of information that can be found in the HUD during flight would be a good one to add.  I for one would go through it just to see if there is something there I haven't noticed.

    Thanks

  15. Editing the wing sizes using the Procedural Wings options allowed me to make the wing span greater to get more lift and play with the angle on the wings so I could get the center of lift just infront of the center of gravity.   I moved the control surfaces on the wings out to the end as they will provide a better moment arm for roll there.  I increased the size of control surface on the Ailerons as I was having issues with not having enough control to keep the nose up the way I wanted.  In order to get better control of your plane it is important while creating planes that you go into advance controls and set the wings for roll only, the tail fin for yaw only and the ailerons to pitch only.

    I put an inline air intake just before the each engine because altitude is severally limted by how much air you can get as it gets thin.  There is another air intake up front. As that made it hard to place the tail fin, I went to dual tail fins.

  16. Here is my little plane ready to take off.  Doesn't handle too bad.  Seems like it can fly forever on a full tank.  Doesn't go too fast 150 to 200 mps.  But it can reach up to 12km. Takes little runway to get into the air and raise the landing gear.

    AsNv11z.png

     

    Here we are still climbing.  I like the contrails off the tips.LtJOklJ.png

  17. Playing with planes.  Created one that doesn't seem to suck too much.  Managed to fly it to 12+km.  Not bad.  I am going to have to stop recovering vehicles and lossing Kerbals, soon I am going to have to delete this game and start a new one.  Did someone say this was a prerelease?

    Being able to change the wings as much as we can is cool.  Gives us really good control of configuring the plane.  Easy enough to create a plane that will fly.

    Yesterday I launched a rocket and orbited Mun.  Had some issues with warping to the Mun SOI in that it just kept on warping at high time warp.  Ended up having to orbit around a few times till I could get captured by the Mun.  Circleized at a reasonable orbit.  To bad I hadn't made my rocket so it could land.  So, just headed back home.  I had way too much dV and ended up dumping an almost full final stage before reentry.   Safe landing after reentry.  Wow, the ocean was rough and really threw the capsule around.  Recovered the vessel after the mission complete.  Wait?  Where did the Kerbals go!  Good by Jeb....

    I really miss MechJeb.  Remembering how to do all this manually isn't tough but a lot of these things get tedious.

    I wonder if we can connect parts in space.  Maybe I will try to make a space station.

    Back to Space!

     

  18. Issue:  The Kerbal Portraits while in a plane flying at about 5km are pretty much empty after saving the game during the middle of the flight then closing, restarting the game and reloading the save. (Yes, I check, there are Kerbals in the cockpit.)

    Expected Result: On Reload of the saved game, the Portraits of the Kerbals on the plane should contain a portrait of the Kerbal and not be blank or a veritcal red line.

    (Ok, may not be the hightest prorty but it may be a piece of info that helps with something else. And no, I am not going to try to recreate this issue because well, not worth it.)

    My Laptop MSI GE75 Raider 10SE, Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz   2.59 GHz, Ram 32.0 GB (31.8 GB usable), NVIDIA GeForce 2060 RTX, Game Ready Driver v 527.37 (probably needs an update, yep 531.18 is ready for download), Windows 11 Home, 22H2 Build 22621.1265.

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