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Krazy1

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Everything posted by Krazy1

  1. Lisias you said you're a masochist on the DOE thread so I want to "help" I've had a really annoying bug that causes fuel flow to break every time after undocking certain ships. Fuel transfer and engines that attached to that same branch stop working. KML actually identifies the problem "part not attached to parent part" but I have to edit it manually, like this: I believe it has always happened with truss parts. I'll try to make a test craft to demonstrate. But in the meantime... I just found a weird problem with ALT-click copy. I copied the probe at the left to the center and the core "trunk" parts are not rotated (you can barely see the "octo 2" labels in the 2nd picture) but the branch parts are all rotated 180 deg. I'm guessing this is a Recall issue...? I have v0.2.2.1 installed. Also the copy in the air is angled oddly. I restarted KSP... and it's different! Now the solar panels are not rotated I completely rebuilt the probe and same result, except the copy in the air is not angled. Welp... hope that's plenty of pain for you. Thanks! EDIT: here's another example of Alt-click copy not right... wheels on small hardpoints offset:
  2. I have had some struts do this after installing them in EVA construction (I'm on KSP 1.12.3 now) but most of them work fine. The ones I've seen that detach when reloading had very little clearance as they passed by an object. You know how sometimes you place a strut in the VAB and it appears to barely clear something between the strut connectors and it "snaps back" when you try to attach it? I think something like this is happening, at least in my case. It seems like it needs more clearance around the struts when loading the ship than it did when placing the them initially. Also in my case they were placed across docking ports - some OK, some detached.
  3. I just realized there are 2 planetshine threads... I'm not going krazy. Reposting feature request here just so it doesn't get lost. Thanks for maintaining this mod. "I have eclipses active in Scatterer 0.0831 and I'm orbiting the Mun and Kerbin is eclipsing the sun. That works, Mun is dark, but PlanetShine is still illuminating the Mun side of the ship. It would nice if it integrated with Scatterer eclipses so it's totally dark. "
  4. OK good tip. Are both "orbit" and "surface" wrong? Another bug
  5. me too... I was playing for a couple hours before it appeared.
  6. The install wasn't very smooth but it's working now... very nice. the readme file does not mention the dependencies With my modded install the speaker icon did not appear (I already had the dependencies). With a clean 1.12.3 install and dependencies, there was still no speaker icon at KSC or on launchpad. I closed and re-launched KSP and then it appeared. Same for my modded install. Update: I noticed the play list changes do not take effect until after changing scenes. I removed a stock track from the list in the editor and it still played it. I exited VAB and reentered, then it was OK.
  7. Hi @linuxgurugamerCould you post this mod on CKAN?
  8. Spend 30 minutes to install CKAN. It automatically installs dependencies. So simple. Thanks... never had that happen before. Yeah... takes some time but I suppose that's the next step. I'm amazed others haven't had this problem.
  9. I just installed this mod with CKAN and I first had a weird camera effect on the launch pad... The mouse wheel zoom didn't zoom but rather changed the visible angle on the screen. Everything looked parabolic when I zoomed out. I still did it after I reverted to VAB and launched again. Then I restarted KSP without changing any mods and it worked normally... weird. When I loaded a ship in orbit and it makes a very loud sound, like every sound from every part was triggered momentarily. Like it crashed and every engine was switched from off to on at the same time. It does the same thing for me with Real Plume. It sounds a little different- this one lasts a little longer. Anybody else have this?
  10. Hello Sir @linuxgurugamer I have another weird bug to report. After pulling mods out for a couple hours, I narrowed it down to AFBW. I'm on 1.12.3 and I think it started on 1.12, not sure. It's been several months at least. AFBW 1.8.3.6 Windows In space, SAS is not persistent on a ship when a kerbal EVAs or you switch to another ship in physics range. The ship will rotate freely and can be pushed around on EVA. After re-entering from EVA or switching back to the original ship the SAS light is on but it's not functional. Yon can rotate just like SAS is off. Then toggling SAS off, the indicator is off and function is off (normal behavior) and toggling back on it is normal then. This whole process can then be repeated with the same results. I confirmed SAS is persistent in stock 1.12.3 and I made an install with only AFBW and dependencies and it's as described above. KSP log player log
  11. I noticed that too... it does that when you have an intercept course with a planet. It would be so much better to tell you which planet. You might want to try Haystack if you're losing ships.
  12. @prestja This seems to be working fine in 1.12.3. The UI says 0.2.6.1 beta but it's 0.2.6.3. Also I have eclipses active in Scatterer 0.0831 and I'm orbiting the Mun and Kerbin is eclipsing the sun. That works, Mun is dark, but PlanetShine is still illuminating the Mun side of the ship. It would nice if it integrated with Scatterer eclipses so it's totally dark.
  13. Apparently the "dislike" button is broken too. (for the forum, not you) He does look sharp in that hat.
  14. I just did the Shuttle Challenge 2A and 2B. 2B is tough. Landing on the runway with a 40t payload is unforgiving. That's quite an assembly you've got there. I usually use 3 to 4 big drills per big converter. 4 is better now that I'm playing Moderate career with 0.8 resources available. Or enough fuel cells. My newer designs don't bother with solar panels... it's more efficient but I need the fuel cells to harvest at night anyway. I made a spreadsheet to calculate the fuel cells needed. I suppose I'm not the only one. I would consider launching the existing rig on Gilly into orbit, then dock the 2 assemblies in space and land the whole contraption together. Just bring 2 cans of beans.
  15. Here's my entry for 2A modded. I used basically the same design from 1b, so it was way oversized but Jeb liked it. > album <
  16. Made a 14 crew MkII SSTO that I quite like. Exchanged tourists, crew and science with shuttle-lander. Docking broke the fuel flow to the engine on the same structural branch that I docked to. So I had to hack my save file again. Happens every freaking time. This game is so buggy. > album < How can I embed an Imgur album directly here? I got this <blockquote class="imgur-embed-pub" lang="en" data-id="a/VH4FLPG" ><a href="//imgur.com/a/VH4FLPG">14 crew SSTO </a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> but then what? I thought I saw that before
  17. Hi @ZorgOld issue... hope there's a fix for the loud bang sound when a ship loads UPDATE: I figured it out... it was some interaction with Ship Effects Continued. I think Smokescreen was triggering the sound effects of SEC, at least the engine enable sounds. I just removed SEC.
  18. It works on 1.12.3. I have: Contracts Window+ 9.4 Contract Parser 9.0 Progress Parser 11.0 None of them should show compatibility with 1.9+... they haven't been updated since 1.8.
  19. Thanks for the info. Makes sense. It's a linear approximation and just uses the vertical component. But at least it shouldn't display an absurd value. If the suicide burn start time is after the impact time it should not display it at all. Bad data is worse than no data IMO. I doubt it would be terrible. The KSP physics frame time is fixed at 20 ms. A CPU can do a COS in under a microsecond. The big performance hog is the ship part count because there are hundreds or thousands of interactions between the parts which also have springy joints. If you use the Trajectories mod, it does some fairly complex calculations like plotting the path of a ship through nonlinear atmospheric pressure. It shows the calculation time in the last tab and I'm seeing 1 ms/ 4% at the moment. I expect a suicide burn model would be similar. It could use some assumptions like a locally-flat world, constant gravity, constant mass and still be OK. I'm not saying I have it figured out but it's seems doable. Then KER is right but that defeats the purpose of a suicide burn. A landing is a launch in reverse... you wouldn't launch vertical and then turn 90 deg. and try to do a horizontal burn to get to orbit, right? You could but it's not efficient. I'm pretty sure it doesn't
  20. That is weird that it changed in flight. Never saw that before. But you can actually build 5, 7, 9... symmetry with Editor Extensions Redux FYI.
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