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  1. There are some newer patches for USI and the NF Suite here (Reactor Pack) and here (MKS) that have been floating around. (I wrote that second one) Which makes me think - these should probably be a PR to one of these repos. This question comes up a lot.
  2. Yep, so I did exactly that (and checked the cache to make sure things went through): but when the game starts up, two things happen: The message on startup says "Colliders Enabled: False" (This message appears before MM even runs) None of the colliders actually seem to collide in-game Hard-code edits seem to apply. This is leading me think that the collider settings are pulled before any patches get applied.
  3. Question about enabling collisions: I tried using a MM patch instead of hard-coding the cfg, but it doesn't seem like the changes were actually applied - I think the cfg gets read before MM gets a chance to run. Has anyone else gotten the MM approach to work?
  4. I think there still might be something busted with the CKAN metadata? Looks like it's claiming Parallax 2.0 conflicts with the two texture packs? I've tried refreshing the metadata a few times, uninstalling everything, and am not sure what's going on. Clearly this isn't impacting everyone. Edit: After refreshing for the 10th time it finally started working. Not sure what happened, but looks like we're good to go!
  5. So after more experimentation, this still seems to be a problem. Landing autopilot seems to be able to handle engines mounted on robotics parts (usually - it still acts up sometimes) Maneuver Node autopilot seems to struggle - throttle control is totally wacky, oscillating from 0% to 100% constantly. You can work around it by using SmartASS node guidance and doing the burns manually, but there's definitely something broken.
  6. Thanks for sharing. 2 questions: Can you create a ship with some harvesters/drils launch it, and share the logs after that point? Can you also share the ModuleManagerConfig Cache (Main Gamedata folder) and the ModuleManagerPatch.log (KSP/logs/Modulemanager) The logs you've shared indicate that the patches are being applied successfully, but there's probably something wrong with the Harvester Index field, which I'll be able to debug using the cache. It's likely some mod adding new modules to your harvesters and changing the ordering of the modules.
  7. Just started playing around with the CommNet Throttling patch based on some things I was seeing in the debugger, and I'm seeing some really impressive performance increases - on the order of 10fps! I have a ton of relays and active ships - probably ~100. Are there any known issues with just enabling it by default, or are they just theoretical? I have yet to encounter any issues on my heavily modded install with an unpacked delay as high as 30s. I have to imagine that it's very rare that losing comms 30s later than you might have would have any measurable impact on gameplay - most comms issues would be when you're landing, messing around on the surface, or performing maneuvers while shielded by a celestial body, which all would usually take on the order of minutes
  8. Has anyone gotten automated burns to work with engines mounted on robotic parts? For example, I used the breaking ground servos to create some stowable engines, and while manual burns work fine, any MJ automated ones (for example, landing autopilot or node execution) will only fire for <1s at a time. The behavior looks similar to what happens when you have engines that are off center and apply a large torque, but these engines are balanced and any torque is very small. Servos are locked and autostrutted - the engines aren't moving anywhere while engaged. Edit: So this seems to be working after a save/reload. Probably something like the thrust vectors not getting recalculated correctly until you reload the scene
  9. Hello - I think I'm encountering a bug related to this mod where the Mission Control Contract limits don't get applied correctly. I have a L3 Mission Control, so contracts should be unlimited. However, on my save, which had limits when I was on the L1/L2 mission control, those same L2 limits are still being applied. When I remove CC, the limits are all removed (however, then I'm stuck with the boring Stock contracts!) I will try some other debug steps but has anyone experienced this issue before? Edit: Here are some logs Edit 2: Looks like CC adds in some limits in addition to the stock ones? If so, this doesn't appear to be documented anywhere.
  10. In the KSC at least, there's already the giant Astronaut Complex right there - Infrastructure seems pretty built out already. For other biomes, I would probably expect it to be much cheaper, but still required in some capacity. What I did is just went into the save and added a bunch of habitation and life support points to the KSC biome. Haven't decided what to do to other Kerbin biomes - probably add a smaller number based on some hand-wavy estimates.
  11. Hello - it doesn't appear the 1.4.1 release from November (which is mentioned in the Github Changelog) is flagged as a release within Github, and hasn't been pushed to SpaceDock/CKAN. Is that something you can do easily @maja? Can download straight from master, but that's always a bit risky - and also means most people who don't check github aren't seeing the newest fixes
  12. I assume you downloaded the linked folder and saved them as .cfg files in Gamedata? Do you see the patches getting applied in the ModuleManager log? Just share your module manager logs+cache.
  13. Doesn't work how exactly? It works fine on my install so you'll have to be a bit more specific
  14. Earlier in this thread, I posted a patch that works mechanically - however I haven't play tested it much (and actually haven't played much KSP at all recently) so the balance could be wonky. If you're interested in testing it, it could definitely use some eyes EDIT: Here's a link to the comment
  15. One more thing I've identified: Deuterium (not LqdDeuterium) is used in a couple of minor processes (Water splitter and Deuterium freezer) but I can't find storage for this resource anywhere.
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