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gturkey

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  1. Sure thing, full compressed save folder with all files here: https://www.dropbox.com/s/2mtu4b08spnlmcp/default.rar?dl=0 Craft file here: https://www.dropbox.com/s/459d3ytyafbucfb/Test.craft?dl=0 Exact steps below: 1. Start with clean install of KSP 1.12.3 (completely deleted old folder, reinstall all of it from steam). 2. Install module manager (4.2.2) and throttle limit extended (the beta you provided) via manual download. 3. Start up KSP. No noticeable issues, module manager reports 30 patches during startup. 4. Start a new save in sandbox mode. All settings, name of save file etc left at default, with the one exception of setting probes to requiring control (given that's what this orients around). Difficulty setting for throttle limits are left at default, with only throttle limits activated, global thrust limit window is not touched at all. 5. Go direct to VAB, create a vessel called "Test" (the one in the craft file), starting with a probe core with an aerodynamic cone, second stage with one fuel tank and terrier engine alongside, kickback booster with four controllable fins and T12 decoupler. Save the vessel, click launch. 6. Activate first stage, let booster run full. Wait until vessel has left atmosphere. 7. Activate second and final stages. Time warp to near apoapsis. Burn terrier engine until escape velocity from Kerbin is reached. (Two details that may be worth noting here - I used physics warp to speed up the burn, and used map mode (as in pressing m, not switching to tracking station) to check when I had reached an escape trajectory. I'm fairly confident the physics warp did not affect things, as a). there was no noticeable distortion of the vessel, and b). when I first noticed the issue in my normal playthrough, I had not used physics warp while flying the affected vessels. I'll do another test with no use of physics warp to make sure.) 8. Time warp until the craft has left Kerbin's SOI and is in orbit around the sun. (At this point, the vessel has no electrical charge or signal, and is firmly marked as "no control" in the top left.) 9. Press left-shift. The engine is activated and cannot be shut down using l-ctrl, x or right-clicking the engine and shutting down. The engine keeps burning until fuel is exhausted and then flames out as usual. I'll see if I can put together a narrated video also (haven't done so before so need to get the software etc set up). EDIT: Just ran another test, few extra bits to note: - Activating the engine through l-shift when out of signal sets the engine to maximum thrust rather than low/minimum. (Activating via z also sets it to maximum.) - Tests were all run with SAS activated at the launchpad and kept activated throughout. (I have now run the test with no use of SAS - same issue, no differences.) - Burns were activated and ended via the z and x buttons respectively. - The issue persists even using no physics warp and not switching to mapmode in flight.
  2. Cheers, much appreciated. 1. Verified - I repeated the test with the exact same craft, and then with another craft switching out the terrier for a reliant to check the issue wasn't specific to deep throttle engines - same issue, no change. Log here in case of use: https://www.dropbox.com/s/8vedarov5ri14js/Player2.log?dl=0 (On the changing mode - assuming you mean between the throttle limits and global thrust limit window in the difficulty settings? All of these tests were done on throttle limits only with no switching between the two. When the issue initially arose when I was playing normally, I only started switching mode after the problem arose to see what effect it would have/try to narrow down the cause, so I don't think that's at root.) 2. Installed the beta, tested with the terrier craft on a fresh sandbox save, same settings. Afraid the issue persists, log here: https://www.dropbox.com/s/8slzvi0ho8qzsqi/Player3.log?dl=0
  3. Ah, my apologies. Dropbox link to log: https://www.dropbox.com/s/4mac7cwjz5btqus/Player.log?dl=0 Test was done with a small probe using a terrier engine sent to solar orbit, and once it was there with no comms contact, pressing l-shift leading to thrust activating. Looking through, the one possible error that sticks out is the excerpt below, but I confess my coding skills aren't at the point to be certain/know exactly what it's referring to.
  4. Hi, many thanks for this mod (and all the others I'm using!), much appreciated. I'm having a small bug related to probes - when using the throttle limit option, when a probe is out of comms range with the option for signal being required for control activated, instead of engine and throttle control being completely disabled, hitting z or shift sets the throttle to max or the minimum possible for that engine (20%, 80% etc) and then locks the engine there, burning away til the fuel's gone. (Oddly, I can't then turn the engine off using ctrl or x or shutting down the engine, it's just stuck there). All other probe control (attitude control, part deployment etc) remains disabled as normal, and every other part of the mod seems to function as intended. This only happens when throttle limits are enabled - using the Global Thrust Limit Window has no such issues. This is all on the latest version of KSP (1.12.3), latest version of module manager (4.2.2), latest version of this mod (2.0.9.1). I've tested this on a clean installation of KSP with no other mods to check if it was an interaction with another mod, and as the bug persists, it doesn't seem to be. Any help in figuring this out would be greatly appreciated, let me know if there's any other information that would be helpful. Thanks again for all your time working on this and taking the time to read this.
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