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kspkat

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Everything posted by kspkat

  1. I am not sure why, but when using "lift" I can't get any good launch. I usually end up coming down before I even hit the target 80km altitude. One time I got to 80km altitude so I went to Node and said to circularize at AP but the thing waited until I was at the AP in order to start burning instead of burning before the AP. So I end up hitting the ground again before it can circularize because it waited WAY too long to start to circularize. I miss MechJeb where all I had to do was turn on ascent guidance, select PVG, set my 80KM altitude, click engage, and then launch... It worked perfect from the first time I used it.
  2. This mod is great, but the problem is it does not scale ALL UI elements. The one part I need scaled is the staging on the right hand side inside the VAB because the numbers inside are so tiny I can't tell if it's a 3, 6, or 8. Utilizing the built in scaler does not change the size of the staging info on the right side. Utilizing this mod does not change the scaling on the staging info on the right side. It would be nice to scale everything not just the popup windows. Ideally it would be nice to scale these different elements individually, so I can say I want popup windows scaled to 1.2 and the staging info to scale to 1.5. In the image below you can see that the UI scaling does not apply to the staging information on the right hand side. I've set scaling to max and the only thing scaled are the popup windows. For now it appears I have to squint and put my head flush with the monitor to read the staging info numbers. Images:
  3. I appreciate the mod, but it does not add any functionality that is already in KSP 2 and it does not replicate KSP 1 controls. Let me explain: Currently you can pan left and right (AND up and down) in KSP 2 without mods by right clicking and dragging. This mod only allows you to pan left and right if you middle click the mouse buttons (but not up/down). The old KSP VAB controls were: - Scroll wheel moves camera vertically up and down - Shift + scroll wheel zooms camera in and out - Right click + drag pans the camera left/right/up/down I was hoping a mod would add the old KSP camera movements to KSP 2 but this mod is not it. This mod adds completely different controls. Can we please get the old controls back as described above? If people like the existing mod controls, maybe add a "KSP 1 style controls" checkbox to enable and disable the KSP 1 style controls described above. Thanks
  4. I agree the maneuver node should not be limited to how much fuel you have. As the one user mentioned the tool is for planning, it doesn't necessarily mean that you will be able to complete the maneuver. That's what looking at the required dV for maneuver and checking how much dV you have to give is for. The problem with this is that while finding your planned orbit around say the Mun, you are now very limited to how far you can move the node (unless you build a delta v beast just to go to Mun) It would be far easier to me (a noob) to be able to move the maneuver node freely, and then check I have the required dV available afterwards. You know for those times you need to play around with the node to get the right orbit. It threw me off the first time, it took me a while to realize it wouldn't move because lack of dV. As for the static maneuver node editor thing, it's nice there is a mod already for this, but really this should be in the base game. This alone is a step back from KSP 1. I would like to see a progression and improvement on KSP 1. We should see similar features, but with improvements. The node itself without the static node editor is atrocious. Dragging the node around was always something I disliked, I found myself using the static editor thing mostly in KSP1. Right now it feels clunky to move around, and too sensitive to dial in a near prefect 80/80 orbit. The static editor would fix this. I'd hate this to be one of those games where the modders do all the work fixing things. I worry that having a mod for this might encourage that behavior. But what do I know, I am noob. I do like seeing the SOI and how the orbit intersects with it though cuz I'm an idiot
  5. No I have not tried reaching them there. Maybe I will because I have another problem. Stock reaction wheels EC usage don't seem to show in the near future systems manager. edit: appears the discord invite link expired
  6. There was a bug where the parts would stay in their old location if you attempted to move them. I found a fix by disabling "KSPCF:attachedonedit" which was simply right click the part and click the button. It was tedious to do for every part but it worked. But recently I've noticed these options disappear. I've double checked and I have advanced tweakables enabled, but where are the KSPCF buttons on the parts? Attachedonedit used to be right underneath Stealbackmyfunds but now both of these buttons are gone. Is this fixable, and can I get the buttons back? Because now all my ships are broken and I need to click the button but they no longer exist. Basically every single design I have is now broken because these buttons disappeared. Unsure if an update was posted removing the buttons, but if so, why? Update: (this post actually might be misplaced, I think the attachedonedit and stealbackmyfunds are KSP-Recall things) Update: I found another way to fix my ships, somehow putting them into a subassembly and taking it back out fixes it. This is not an issue anymore this post can be ignored.
  7. The 2 x MPL (Mobile Processing Lab) actually turns out to be a mod (StationPartsExpansionRedux) and therefore may not be compatible with this mod. I do not have a craft file because I just dragged out some parts to test but I can get one by redoing the weldment. I do not have a log file but I can get one by redoing the weldment. Realistically though I am not sure anyone would weld those together and lose the hatches. Anything with a hatch I do not weld anymore. You may be able to skip this one unless you feel like fixing it. Here is what I was going to post: --------------------------------------------------------------------------------- First I would like to say I really appreciate the mod. It has helped me get a 700 part ship down to under 200 which means I can add more and more stuff to it. I have learned a lot about the mod and it's behaviors and worked around them. Sorry for the following wall of text. I would like to offer feedback and knowledge of the problems I have run into. Some of these may not be listed on the OP. Some mod conflicts may not be listed on the OP. KSP v1.12.5.3190 Making History v1.12.1 Breaking Ground v1.7.1 Affected mods: - UbioZur Welding Ltd. Continued (v2.5.4) - Near Future Launch Vehicles (v2.2.0) - CryoTanks (v1.6.5) / CryoTanks Core (v1.6.5) - Patch Manager (v0.0.17.6) - Entire mod list is inside archive / folder below I made a skylab (science station) and created a nuclear transfer stage for it. I separated the transfer stage and removed the engines and extendable ladders from it. I welded together the remaining fuel tanks, reaction wheels, rung ladders, and struts. This rocket is SO big you need the "Hangar Extender" mod. Things I've noticed: - Extensible Ladders are not OK - but rung ladders are OK (in my testing) - There appears to be an issue when making a weldment containing a "nflv-fueltank-75-1.cfg" cryotank from "Near Future Launch Vehicles" (fixed by manual edits to part file) - There appears to be a graphical glitch (not terribly important) (not important) - There appears to be an issue when making a weldment containing a reaction wheel(s) and/or electrical storage / batterie(s) (turns out this is problem with Near Future Electrical Systems) I'll go one by one and explain: Ladders: "nflv-fueltank-75-1.cfg" cryotank from "Near Future Launch Vehicles": "nflv-fueltank-75-1.cfg" cryotank from "Near Future Launch Vehicles" graphical glitch: Electrical storage & Reaction wheels: Notes: - Struts are wonky, sometimes/always will get disconnected leaving a gap between strut and tanks - "Procedural Tanks" are "Procedural Parts" therefore not really supported - Procedural / Modded parts may be incompatible (unless made compatible) - RUNG / INLINE ladders are OK - extensible ladders are NOT OK. - Cannot contain both batteries (electricity storage) and power sinks (parts which use power) in same weldment (still need to confirm this) - These tanks are technically "procedural tanks" as I have found out inspecting the part files which falls under "procedural parts" I believe. They work, just some bugginess. For now I can use it the way it is with the cooling system working and the reaction wheels drawing 0 EC/s but it would be nice to at least know how to manually fix it, and a mod update would be even better. I have included a link to a google drive folder with everything needed to debug. Save game file is there, ship file is there, welded part file is there, parts list file is there, logs are there, mod list and ckan file are there. There is also a rar file uploaded to discord if you prefer that. The ship name has a prefix. "uw" is signifying that the part/ship is NOT welded. "w" is signifying that the part/ship is welded. Example: "skylab-0008n-uw" is the entire ship no welded parts. "skylab-0008n-w" is the entire ship with welded part added. "skylab-0008n-uw-0001" is the first and only part that I welded. I removed extensible ladders and engines / thrust plate. GOOGLE DRIVE: https://drive.google.com/drive/folders/1-3bA4_eJ4t2ubyduhHQXLHb4esmFRlrk RAR FILE: https://cdn.discordapp.com/attachments/618884275542032404/1221894315937370225/skylab-0008n.rar?ex=66143cc2&is=6601c7c2&hm=6883c79eea4c38d9aee3517ce4121d22bb9e0ff6f258b132e2d8e50573c02b83& P.S. the welded part file is modified to remove the "ModuleCryoTank" section, and I think I increased the reaction wheel torque and EC rate. Everything else is as it was after weldment. This is a half manually fixed file the only problems with it now are the reaction wheels consuming 0 EC/s. P.P.S. Note to others: I've included ship & save files - no rocket shaming Complaints about choices of parts etc can be sent to my DM/PM inbox and I might get to them at some point. Please do not clutter the thread with these things. Please respect the OP. Thanks Images: Update: You can ignore this report if you like. - The graphical glitch is not that important. - The reaction wheel EC problem actually exists outside of the weldment and is related to Near Future Electrical I guess the only thing you get out of this report is that rung/inline ladders actually do work unlike the extensible ladders. I would also add the mods "CryoTanks" and "Near Future _________" as incompatible mods. Sorry about the inconvenience I am finding a lot of this out as I go. I've left my OP just in case you wish to debug the issues with NF tanks even though they are procedural tanks and not supported.
  8. Thank you I was using a website but it did not list some planets from a mod I use. I found this mod and it helped me get my resonant orbit
  9. Sorry to necropost but this is a pretty bad issue and I experienced it recently. So I had this problem, and it just kept getting worse and worse. My rocket was blowing up before the launch scene even loaded with no input at all. No staging, no SAS, nothing. The rocket flew MANY times successfully before so I knew it was abnormal. Here's what I tried that did not work: Installed this mod (the problem appears to be different than this mod can fix) Moar Struts (removed after didn't work) Launch Clamps tweakscaled to 200% (removed after didn't work) Separating halves (both halves blew up) Then I had an idea from when I had launch clamp and strut issues. What ended up working for me , was to change my root part to the top most part, then open advanced -> subassemblies and create it into a subassembly. Then load a new file. Select the sub assembly and it will load into the new file. Change the root part back to your probe core / capsule. Save as new ship. Launch. If works delete the old files and leave the working file, and carry onwards I am not sure if anyone has this problem, but the fix (or a fix to try) is here. I am not sure if the OP is still working on this project and can somehow make this functionality into the mod. Maybe the steps above could highlight what is wrong between the old and the new file. I can share the broken and fixed version, just ask for "satlauncher-0010" and "satlauncher-0011" and mod list will possibly edit and add upload - don't laugh at my rocket no rocket shaming Update: when I went back to "satlaunch-0010" the file/ship with the problem, the problem happens no more on the old file. So unfortunately if I add two ship files, neither of them is broken anymore. At least I know what fixed it (above) so no files will be uploaded.
  10. Is this mod still under active development? I ask because it looks like a REALLY good mod with tons of effort put in - and that seems to be an understatement! I am hoping it works with 1.12 and will be recompiled against newer game version when you have the time If 1.2 is still coming just update game version with 1.2 Thanks, definitely downloading and trying it
  11. Did I mention it is a satellite? The plan is to have hundreds of these just orbiting different bodies. Manually going to each one and refueling is not practical or feasible. It also makes absolutely 0 sense to have to have a kerbal physically present to change fuel. Changing fuel in a nuclear reactor is not done with your hands, it is done by robot. Why is it in a more advanced world, they have to send someone to manually refuel and handle materials with their hands? It makes no sense. Kerbals have access to future tech we don't so why do they have to take a step backwards in this area? I would make a MM patch to remove this but I can't seem to get the parts to work like normal fuel tanks. Without being able to make the parts work by modifying their config files, I cannot make a MM patch to do the same. If someone could help me figure out how to make a MM patch that'd be amazing
  12. I have a question... I plan to use the reactor on a satellite, but there will be no kerbals on board obviously... So how do I transfer fuel without a kerbal? I put extra fuel on board thinking the reactor and reprocessor could draw from them and put waste in them but it doesn't use the fuel from them it only uses the fuel inside the reactor and puts the DU inside the reactor... How do I get it to draw from the other fuel storages and put the depleted fuel back in them? I guess I don't understand the limitation of having a kerbal on board to transfer fuel... How would you do this with satellites which only has a probe core? Edit: Can't a robot move the fuel between the reactor and the storage/reprocessor? I hardly doubt kerbals should be handling this material by hand... Maybe a MM patch would be possible to change this. I just don't know how to do it.
  13. I would LOVE to use this mod, to solve my 5 FPS problem due to a 500 part ship. However while testing the mod, I connected several parts together (1 x command pod, 2 x hitchhiker, 2 x MPL) and this is what I got out of it: Also I noticed in the OP it mentions hatches. Are these the hatches built into the command pod. hitchhiker, and MPL? Does that mean I could only use one hatch? How do you get inside the other parts if there is only 1 hatch?
  14. The problem I have is that when I add the parts to the custom category, the part still exists in the main categories cluttering up the category with welded parts. Is it possible to make the parts removeable from a specific category? I would even be OK with editing config files - welding my parts, add them to custom category, then edit config to remove from main category. Is it possible and how do you do it? I appreciate the mod thanks Update: Turns out you can edit the part file "category" to -1 and leave subcategory - the part should now show up only in the subcategory.
  15. I don't mean to gravedig a thread but I had this exact same issue, I pull out a subassembly and half the rocket parts are far away from the other half. I found a fix / temporary workaround for now. I am not sure what the side-effects are, so far I can't tell. You should have both TweakScale and KSPRecall installed. GameData\999_KSP-Recall\KSP-Recall.cfg change the following: to: This will automatically turn off the option "KSP-Recall::AttachedOnEdit" in game (found by right clicking part) I was forever manually turning this option off and it was tedious but every single time it fixed the subassembly issue so I kept on doing it. I am unsure what side effects will occur so do so at your own risk! Also it'd be a good idea to remember this change in case of future problems. Now it should automatically turn this option off, thereby fixing the problem (again, at the cost of unknown side effects) As this is a config option it should be reversible.
  16. I appreciate this mod a LOT. It is a must have for new players. Too many times I've tried to click one of the ships in map view, and they were all overlapped making it impossible to get one or the other to set a target. This mod fixes this, now I can set the target without going into map view. Thanks again, LGG - your name pops up frequently in my list of mods you are awesome
  17. I am not sure why, but when I select multiple items, then click one of the buttons to balance, lock, or transfer, it only activates that button for the one single item, the rest of the items are not activated. The select all button selects all, but when I press a button it only applies to one single item. Am I missing something? Is there any way to enable lock or balance for multiple tanks? Clicking each one is cumbersome. I appreciate this mod especially, because it makes fuel transfer easy Thanks LGG Update: It turns out it only works for the lock button - maybe this is intended? Still it'd be nice for it to work with the other buttons too. Update 2: I found out that it does work for the other buttons, but you have to use the menu on the right side instead of the buttons. Problem solved thanks
  18. My situation: I have a station in orbit, and I send up a tanker to refuel. Problem is when rocket is off balance, if SAS/reaction wheels are on it shakes the rocket and explodes. For now I just transfer with the SAS off but it would be nice if I could go into a mode where only the station (with all the new weight) is the one with working reaction wheels, and the other end just swings around. What I need: I am looking for a way to list every reaction wheel on the vessel , ordered by ship ID, so I can pick a bunch and turn them off or adjust torque limit. I am not sure if this mod has this functionality or not. If this mod has this functionality, can I do it without nerfing the reaction wheels? If this mod does not have this, is there a mod that does have this? If there is no mod that has this, can I suggest that as a feature? Thanks for another mod LGG my you've got a lot on your plate doing the community a favor
  19. Oh. Yes I see I've tugged on a thread that's been tugged on before. A very long one after googling more (I'll spare the context) I guess KSPCF is the config file `settings.cfg` or it is the KSP Community Fixes mod (which contains BetterEditorUndoRedo fix if TweakScale not installed) Either way I have that mod on my list but I also have TweakScale so not sure it can fix it. I'll live with it I guess. Thanks
  20. Ok thanks. I've deleted the file , but no luck. I installed a different mod, and the toolbar showed up again. But QuickRevert is not showing in the configure window where you add buttons to toolbar. The only button I can add right now is Time Control. When I click the yellow wrench, QuickRevert is set to "both". It seems as if the mod QuickRevert is failing to register with the toolbar? Maybe? Installed with CKAN Things I've tried (all with brand new save game): Reinstall QuickRevert/QuickSAS/Toolbar/ToolbarController/ClickthroughBlocker WITH CKAN confirming all mod files are deleted (no work) Delete CKAN appdata folder, Fresh KSP install, Reinstall all my 105 mods WITH CKAN (no work) Fresh KSP install, Install only QuickRevert/QuickSAS/Toolbar/ToolbarController/ClickthroughBlocker WITH CKAN (no work) Fresh KSP install, Install only QuickRevert/QuickSAS/Toolbar/ToolbarController/ClickthroughBlocker WITHOUT CKAN (no work) Short of formatting my computer, I believe there is nothing else I can try ... It seems as though the mods are not registering with the toolbar controller. If the problem is the mod as I suspect, I can't see how are other people using it without trouble? LOGS: https://cdn.discordapp.com/attachments/618884275542032404/1214243566654595163/KSP.log Images: Update: I've updated the images above, as I had noticed an error when toggling the toolbar for QuickRevert and QuickSAS: The problem is with both mods, and I've tried an older version which also does not work. It appears as though the toolbar is not the problem, because other mods can utilize it without problems.
  21. I've found a bug in the VAB related to KSP Recall. Once a part is placed, the part wants to stay in that location. If I click the part and then click on the new location to move it, instead it will snap back to it's original location. It happens with or without symmetry, and the only two workarounds are either use one of the other parts to move it, or to delete the part entirely and place the new one in the correct spot. For some reason I thought I would play around, and I right clicked the part. Once I disabled "KSP-Recall::AttachedOnEdit" the part could now move properly to other locations. Something is broken with "KSP-Recall::AttachedOnEdit" where it will not allow you to move the part away from it's original location. This should be re-creatable by enabling "KSP-Recall::AttachedOnEdit" on a part, then you should have the same bug as I did. I will submit mod list and logs if needed.
  22. I love the idea of this mod. Unfortunately for me it does not work. I've enabled RCS staging by right clicking the RCS thrusters. I put them in the desired stages so depending on the stage of the rocket it will use different groups of RCS depending on it's center of mass. But when I launch, it stages the first group, but ALL groups of thrusters are thrusting as if the stageable RCS was not even working at all. Do I need to also disable the RCS thrusters? Would you need a log file? Update: I think I do have to disable them too so they start off disabled. I just disabled them all and then the staging worked I think. I must test this more.
  23. Thanks for the mod, this mod along with the navigation lights mod are two mods I refuse to uninstall to fix the game. Luckily I fixed it uninstalling other mods (lol) It would be nice to have more information on these new planets, such as how many biomes, or what a good low orbit height is. Considering these planets are for noobs, it would be nice to have such information. Thanks again for an awesome mod I love Niermun because it is green Update: Ringer gravity seems bugged, I have my maneuvers set and did them perfect, but on the escape the gravity changes all wonky and instead of going towards Kerbin you end up going away from Kerbin for escape. It was randomly changing my orbits with my engines and RCS thrusters at zero. I might have to cancel mission
  24. I don't know why but the toolbar is missing... I have tried everything including reinstalling the mod. The only time the toolbar shows up is in the screen where you select the VAB or tracking center, etc. When I go into the VAB the toolbar disappears. When I go to launch, the toolbar is not there. Is there a hotkey to bring the toolbar back up so it is visible again? I do not have quick hide installed so it should be visible at all stages.
  25. If anyone needs a mod idea ... There exists a problem in KSP1 where mods are for some reason spamming to the log file causing FPS drops and outright freezes of the game. When you ask modders to ratelimit or prevent spamming of the logs they refuse. When you ask them to implement simple data tests before accessing or modifying the data, they refuse. Now you end up with a 10GB log file size and a bunch of NRE spam in your log file because of bad input/data testing, error handling and logfile management. What to do? Create a mod for log management. I am thinking features such as: Overall or Per mod rate limit (more than X number of same log entry per second is ignored) Log a warning regarding XYZ mod's spamming of the logfile (only once needed) Add setting INFO/WARN/ERROR where INFO logs everything, WARN only logs warnings and errors, ERR only logs critical errors Ability to block a specific log line from repeating Automatic prune log file over X megabytes/gigabytes Manual clear log file button I would make a mod similar to this myself but am incapable. I think this would help performance and prevent wasted disk space / life due to log spamming which seems to be a trend in KSP. I believe this would be better than outright disabling logging. You could see the log spammed 10 times, then see the warning that a certain mod is spamming an error. This would help limit logfile bloat and also help troubleshoot which mod is causing the logfile spam. It'd be nice to see someone take on this task. It would be helpful to new users experiencing logfile bloat.
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