roxik0
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Everything posted by roxik0
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@Gotmachine Ehh this was my 2nd quess that side mounting even if it's match diameter cause this stupid effect.. Ok you only concuur my decision to not using procedural fairings in my current career
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Ok but maybe you @Gotmachine knows why I have this strange drag on side of fairing.. https://imgur.com/a/ZXjWe0U Here is generated drag cube: for fairing. https://imgur.com/a/SIwOyLF Question when drag is calculated is it sum of procedural + prefab or only procedural? because idea I have in my head is that somehow prefab drag cube is "leaking" into this one..
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
roxik0 replied to Dunbaratu's topic in KSP1 Mod Releases
Yes and no So in theory you can for example read kosTag to pass some small informations There was a mod for interaction between this two but it's abandoned unfortunatelly- 1,361 replies
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From KSPCF Settings.CFG file, I understand this text that they are some diffrences which crates this "deviations"
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Ok but anyway now they are recalculate drag in own way so... It's also good question what mean correct drag
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I also notice that it could be because of Community Fixes they change how drag cubes are calculated
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Hi is anybody have problem with high drag in stock areo?
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[1.12.x] Textures Unlimited Recolour Depot
roxik0 replied to Manwith Noname's topic in KSP1 Mod Development
Hi, I',m trying to recolour RLA_Reborn stuff and have problem that _mainTex still have influence on top of _MaskTex so for example if I put white color on grey object it will be still grey. Is anybody had simillar issues? -
Hi Poeple So I tried to attack Flow Graph error.. or maybe better apply error And I have one think to test if it works then I will put PR so Zer0Kerbal will be able to add this to release(and fix what I miss eventually). ScrapYard DLL Expected Results: - Flow Graph still occurs (But IMHO it's not a problem of ScrapYard it simply consequence of run event (OnEditorShipModified) with same ship). - However your parts should be taken from inventory correctly.
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Did you downloaded newest version from last link? or this previous when we talked each other?
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Yes feedback was what I wanted it also should fix problem with wrong dV calculation between KER and KSP caused by messing up with part.ids. If in next 24h i will not found any errors in this fix I will put pull request for @zer0Kerbal So he will be able to introduce this fix in next release.
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Are sure is it good topic? It's more about KCT not scrapyard bug. EDIT: Btw https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing New ScrapYard fix candidate :P Previously still there was some problems this time there is temporary more logs just for my debugging but it should work better. If anybody have time please test it. I also trying to test it as much as I can in my daily save :)
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Ok.. Can you provide some details.. like when or what you are doing.. Are you 100 sure that's caused by scrapyard.(I;m not believe that this is error free mod but maybe I should look into other mod as well, or maybe there is some conflict between them) . The best if you can reproduce it on scrapyard only save and then send me a save If I cannot reproduce I cannot fix it Edit: Worked a little on this founded my own case so it looks that I underestimated a issue But don't worry I have some ideas @baldamundo https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing Can you check this version? :) As more i dig into I know more and more :) previous fix was a hide of isse not fix of the cause now it should be better.
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https://github.com/zer0Kerbal/ScrapYard/pull/5 I made a hotfix which maybe work maybe not or better saying it fix flowchart and dv problem but not sure if all other mods will cooperate with this fix correctly. You can download compiled version here: https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing You need to change ScrapYard.dll in /GameData/ScrapYard/plugin/ folder. Hope it will work for you
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Hard to say because I;m not further than Mun on my KSP 1.10 save . But at this time seems ok for me. Of course I hate this dv bug because then It's hard to calculate some things.. Example it seems that BurnTime for manouver takes dv calculation from KSP so I need to look into KER like in old times. But at this moment nothing what crashes my game yet.
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Generally It work's besides this strange behaviours with dv in VA and flowgraph spamming log. Btw it could be connected issue that when part is added twice it breaks flowgraph
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I got another error in 1.10.1. 1. Create Ship. Check dv 2. Click Launch and then restore ship 3. Go To VAB, dv will be lower 4. Delete all ship and build the same ship, dv will be lower. It looks like scrapyard messing with ship and doubles parts when they are existing in ScrapYard inventory.. 5. When you detach and attach part bug will dissapear and calculation for that part will be correct. I Recreated it on KSP 1.10.1 + Scrapyard only.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
roxik0 replied to cybutek's topic in KSP1 Mod Releases
Have simillar issue. But I think that problem is in.... SCRAPYARD IF you go to VAB and use part with already exists then it will add it twice to KSP dvCalculation.. So you have double of ship mass and so one so one.. you can verify what is goin in debug window. -
Hello his majesty @linuxgurugamer One question or maybe bug: I got this during flight "NullReferenceException KronalUtils.KVrVesselShot.CalcShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.UpdateShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.PartModified (GameEvents+HostTargetAction`2[A,B] data) (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) EventData`1[T].Fire (T data) (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(HostTargetAction`2) Part:setParent(Part) ShipConstruct:LoadShip(ConfigNode, UInt32, Boolean, String&) ShipConstruct:LoadShip(ConfigNode, UInt32) ShipConstruct:LoadShip(ConfigNode) ShipConstruction:RestoreBackup(Int32) EditorLogic:RestoreState(Int32) EditorLogic:UndoRedoInputUpdate() KerbalFSM:UpdateFSM() EditorLogic:Update()" using KSP 1.10.1 On Linux. I think that it's because I;m using mod "Kerbal Krash System" So it,s possiible that one of debris collide with ground and caused some part recalculation however i don;t know why KVV tries to calculate something during flight scene.. Have a nice day and thank you for whole your hard work..