Synthesis
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Everything posted by Synthesis
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Pretty much exactly as it sounds. I very recently managed to update my 1.2.2 save to 1.3.1--which realistically probably took ~10 hours of reinstalling every mod and testing to see what worked and what didn't--and was settling down to play when I realized that ever new contract the game generated for me is missing the contract agent (provider) name. It's just blank. All other data is present. Most of my existing contracts have names. And they all have the flag graphics loaded up. Some tests seem to suggest this is only for modded providers, since things like "Kerbin's First" and "Sean's Cannery" still show up. I have no idea what could be causing this. I went ahead and installed Contract Configurator, which was something I'd overlooked, but the new contracts generated don't seem to be fixed. If I open up the actual save file, my contracts all seem to have agent names listed in the file, the game just...doesn't want to load them up? I've never encountered this issue before.
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Well, I'll give it a try at 30 km orbit. Not expecting any changes. EDIT: At 30 km, it deorbited me on literally the other side of the moon from my requested landing. So not an improvement. Though I guess I could try inputing in the wrong coordinates and hope I get the right ones. Huh, I wonder if MechJeb is just no longer capable of landing at a 180 degree inclination instead of a 0 degree inclination.
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I was in equatorial orbit over Minmus at 12 km--not the highest altitude, but not the lowest I've used MechJeb for either. By all accounts the landing burn and descent manuever fine, it just has no idea how to get to a simple point indicated (or just ignores it), missing it by +100 km. It knows that it's wrong, it just doesn't factor that into the initial de-orbit burn. I'm playing a career, so I haven't had anywhere else to test it yet. The problem seems very widely reported though, so I wouldn't be optimistic, I guess it's manual landings for me now. Considering rendezvous launch has never worked well in MJ (not unless I manually input phase data myself), I'm going to assume that's more or less the same.
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I've mentioned this in the SDHI thread, but I've noticed: Smoke Screen seems to be bugged with the SDHI launch tower (so the plumes are always burning, even before the system is activated). Everything else works fine, you just have that graphical glitch (and oddly, not in any other launch towers). This may be something on SDHI's end, but I wanted to mention it for anyone else.
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I've just realized this, rather stupid, but it appears that in new designs (and not saved ones), the mod does not automatically add life support to the stock life support capsules, etc. Saved designs have it, because the earlier versions of the mod did do this. I really should've realized this sooner. First thing first: Is this an existing bug, or did I just install something wrong?
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Synthesis replied to sumghai's topic in KSP1 Mod Releases
Well, after testing I can confirm that it's Smokescreen causing the issue--and seemingly nothing else. I guess I better ask around Smokescreen as well, but it's good to know Real Plume works fine. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Synthesis replied to sumghai's topic in KSP1 Mod Releases
Thank you for responding so quickly. That's a pretty obvious thing I should've thought of--removing all the folders fixes the issue. Next I'm going to try adding them back one by one in order of dependency...none of my other engines/launch escape systems seem to have this issue, it'd be a shame to lose those mods (and they're the most recent version of them). I may have to go through the LES configuration file and try and figure out what's wrong. I'll post back with my findings. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Synthesis replied to sumghai's topic in KSP1 Mod Releases
I've run into a weird issue: has anyone using the Launch Escape System run into a problem where it looks like it's "constantly activated"? In other words, the system works fine, but the plumes burn nonstop rather than just when they're activated. I have Real Plume, Real Plume Stock and Smokescreen installed. I haven't seen anything about incompatibilities with any of those things in the thread. -
I know about the Critter Crawler--I've been talking to a few others about it, and yeah, it needs to be done completely from scratch, or something like it sadly.
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You know, I bet that's exactly the part that's broken on my end too. Thank you very much!
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So, this might not be the right place to ask, but I couldn't find anywhere else: has anyone considered updating the non-weaponized B.Dynamics parts for 1.3? The long missed Critter Crawler hasn't worked since 1.2, but to my surprise the more "basic" parts--retractable RCS, engines, etc., are all broken in 1.3 as well. It's a long shot but would anyone consider getting them working? They were great parts.
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This may not be the appropriate place to ask, but hopefully there's no harm in asking: has anyone taken a look at the much-loved Critter Crawler from BD?
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That's a relief. I've spent two afternoons updating my KSP 1.2.2 to try and make my career compatible with 1.3.1--and trying to figure out what was left crashing, and this seems to be it. Honestly, I can completely understand that the mod creator has their priories. I'm just relieved that I figured out what else was causing the crashing. I haven't played KSP since June waiting for mods to be updated--I can wait longer.
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Has anyone gotten IFILS (Life Support) Working in 1.3?
Synthesis replied to Synthesis's topic in KSP1 Mods Discussions
I was testing in a scenario--I made up a new career and it did seem to work! Excellent! Toolbar icon was there too. Once again, thanks for your efforts--I'm going to do some more testing, though there's not much to test (one of my preferences for this mod IS the lack of parts and elegant simplicity--you just have various sized containers), so I'm not expected further complications. -
Has anyone gotten IFILS (Life Support) Working in 1.3?
Synthesis replied to Synthesis's topic in KSP1 Mods Discussions
Current findings: the associated lines (resource quantity, estimated days of life support left, etc.) are now working in command modules. However, there's no consumption of the resource (the toolbar icon is also missing, but that could be a separate issue)--so your command module never uses life support in orbit. That means the mod works in the most basic sense, it just doesn't actually...matter? Still, progress made. Likewise, as before, kerbonauts on EVA don't consume their carried life support. -
Has anyone gotten IFILS (Life Support) Working in 1.3?
Synthesis replied to Synthesis's topic in KSP1 Mods Discussions
Testing now. Will report my results. The shift from MM was surprising, as obviously to function it has to apply the life support system to command modules, etc., but that's WAYYY out of my sphere of knowledge. -
Has anyone gotten IFILS (Life Support) Working in 1.3?
Synthesis replied to Synthesis's topic in KSP1 Mods Discussions
No, that was present in 1.2.2--at the very least, there was information on the resource quantity (which seems only present in EVA, and as a frozen value). -
Has anyone gotten IFILS (Life Support) Working in 1.3?
Synthesis replied to Synthesis's topic in KSP1 Mods Discussions
Thank you for your attempt--I wasn't able to previously but I am trying it now and will report back with my findings. EDIT: At the very least it it doesn't crash on start, so that's an improvement. However, life support doesn't seem to show up as a quantity/resource in ships themselves--it does show up in EVA, but isn't actually consumed with time. I guess there are some fundamental changes with how those aspects work in 1.3.1.... Nonetheless, thank you very much for your work so far. -
Has anyone gotten IFILS (Life Support) Working in 1.3?
Synthesis replied to Synthesis's topic in KSP1 Mods Discussions
I understand the concept--and that's how I back up my games since I didn't purchase them via Steam (and still download it off the website), but than I might as well just stay in 1.2.2 until I have a reason to go to 1.3. I mean...I have a consistent vision of where I want go in my space program, I don't really want to do it twice. Please do, you'd be my (and I have to imagine many others) hero for it. I spent pretty much my entire Sunday meticulously combing through every mod I had installed, manually, to try and get it working in 1.3.1, but gave up when I hit IFILS (and something under the Umbra mod umbrella which probably can be updated).