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Sun_Serega

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  1. You can fix it by installing Community Fixes or my SASed Warp mod (or both). My explanation above.
  2. Release v2.4.0 Made the state of SAS during Warp persistent over game restarts. Should've done so with 2.2, because junky-ness was the only reason I didn't want this to be persistent, but I forgor.
  3. Sometimes presets.json turns into this: { "TimeWarpLevels": [ null, null, null, null, null, null, null, null, null, null, null ], "PhysicsWarpLevels": [ false, false, false, false, false, false, false, false, false, false, false ], "Presets": {} } Probably due to a crash? I wasn't trying to change it during any of the crashes tho... Anyway, when I try to open the mod in game - I just get "Failed to load presets.json!" window, with no option to reset it, so I have to manually delete it and restart the game. Can you please add an in-game reload (from disk, if user fixed it) and reset (fully replace with default) buttons, when presets.json is broken?
  4. Release v2.3.0 The fix to the thrust-on-rails will be a part of the "Community Fixes" mod, starting with v0.13 This version turns off the fix in this mod, but only if you have the right version of "Community Fixes", to avoid incompatibility.
  5. For anyone find this - there is more info with possible solutions in "KSP 2 Modding Society" discord: https://discord.com/channels/1078696971088433153/1163071637214724096/1216032110264057957
  6. Finally got to play my save... But I can neither rescan it (it's already fully scan), nor re-send the science. Can you please make this state fix itself? For instance, you can add a ScienceArchive version field to the save, and if the version doesn't match on load - you run extra expensive checks to fix things like this, where science was already sent, but did not register in ScienceArchive.
  7. Release v2.2.2There were problems with publishing the changelog to the forum and Discord. I think I definitely for sure figured out everything, so time to shoot myself in the foot with live testing for the second (third?) time... This one goes out to all the car emoji haters! Download on SpaceDock
  8. Release v2.2.2 forum auto-post test (something was broken in the github workflow, so I'm testing things) Download on SpaceDock Release v2.2.2 forum auto-post test (something was broken in the github workflow, so I'm testing things) Download on SpaceDock
  9. Latest mod template has a workflow step that uploads changelog as a forum post. But it was failing time to time. I need this topic to quickly iterate on the workflow. If it's possible, I'd like to delete this topic later.
  10. Updated the mod to version 2.2 Fixed the junky-ness. Spin-stabilization is no longer needed. In other words, @Coin, it wouldn't spin violently anymore. Also, this mod now works if you set speed mode to `Surface` or `Target`.
  11. It does currently spin, but that is mainly visual. It can't destroy your vessel during warp.
  12. Finally found a clue to why I had to use `vessel.transform.left` (with the violent spin) instead of a more meaningful `vessel.transform.forward`. Turns out `vessel.transform` doesn't take into account control part direction (like command pod), and defaults to spaceplane orientation. So even if you build a rocked in VAB - this "forward" is still pointing to the side. And the "left" I was using - when in VAB it's somehow pointing up. Found that `vessel.ControlTransform.forward` works, and doesn't require the "spin-stabilization", but it's still junky if the control part was rotated in any way. Need to test more before I make a release with this. Also, while testing things for this found that warping while landed with this mod turned on in tray breaks the game, basically deleting all trajectory info.
  13. You can't cut the throttle while warping. So if you press X while warping it first cuts the warp so the second press can cut the throttle. At least that's my theory why it works like that. I didn't remap anything.
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