FlexGunship
-
Posts
216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by FlexGunship
-
-
KW is always on my list of must-haves. I can't wait... had to post before I ever downloaded! Thanks!
-
========== OUTPUTING STACK TRACE ==================
(0x0000000103DF0000) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x000000006D37FA8C) (Mono JIT code): (filename not available): Keramzit.PayloadScan:addPayload (UnityEngine.Collider) + 0x46c (000000006D37F620 000000006D37FE07) [00000000023A4D48 - Unity Root Domain] + 0x0
(0x000000006D37F019) (Mono JIT code): (filename not available): Keramzit.ProceduralFairingBase:scanPayload () + 0x379 (000000006D37ECA0 000000006D37F0E2) [00000000023A4D48 - Unity Root Domain] + 0x0
(0x000000006D37C1C5) (Mono JIT code): (filename not available): Keramzit.ProceduralFairingBase:recalcShape () + 0xe5 (000000006D37C0E0 000000006D37EC14) [00000000023A4D48 - Unity Root Domain] + 0x0
(0x000000006D37C076) (Mono JIT code): (filename not available): Keramzit.ProceduralFairingBase:Update () + 0xa6 (000000006D37BFD0 000000006D37C0A4) [00000000023A4D48 - Unity Root Domain] + 0x0
(0x00000000042372DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000004237270 000000000423734A) [00000000023A4D48 - Unity Root Domain] + 0x0
(0x000007FEDDE536CA) (mono): (filename not available): mono_set_defaults + 0x2b8e
(0x000000000B1C6FA8) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000023A4D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0
========== END OF STACKTRACE ===========
I got this in the output_log after updating RealCutes this morning (was working with it before).
-
-
Another steam change! Release imminent!!!
-
FIRST POST!!!!!!!!!!!!!
Woah, what? This page grew quickly...
-
Hey guys, I was just over watching Rick Astley on YouTube when the view counter jumped by several hundred thousand... what gives?!
-
what is scratchpad?
It's the lowest level of a development upload. Comes before test build. And test build comes before a release candidate.
-
Scratchpad is bad news guys. Not good news. Means the did a test upload with changes. Changes are bad. It means they fixed something. Then you need a test build afterwards.
-
Hi. I've been away for a couple of months. Anything new coming up?
-
Minor point of order... it's an STi if it has the wing on the back.
-
Starting a new rocket (with probe as root) seemed to work. Still not working on my already-existing manned rockets.
EDIT: Nevermind. false alarm. only the very first stage reports delta-V.
-
Ditto. Ironically, dV stats were working fine with the 210 build I had been using prior.
I had only used 207 before seeing that 212 was released. But 207 had (at least) moderate functionality.
Someone missed a ")" or a ";" somewhere.
-
Do I have the honor of the first bug report?
The delta-v stats don't seem to be showing up for me in the VAB or during launch. It's not all zeros... there's just nothing there. Could be because I installed it on an existing game. I will try starting a new, sandbox, game.
-
Brilliant. Thanks, MechJeb team!
-
PERSISTENT BUG: Ever since build #197 ascent guidance has not responded to "limit to terminal velocity". Tested again in #207. This is true with or without FAR installed.
-
Has anyone had the ascent guidance system properly limit throttle to "terminal velocity"? If I leave it checked, it's always 100%. It's like MechJeb doesn't know there's an atmosphere on Kerbin and is treating it like the Mun or Minmus.
-
Does this mod still work OK with the new 23.5 upgrade? I will keep it in a separate 0.23 game folder if not.
Woah. I forgot about this mod. I REALLY hope it works. I suspect there will be problems with asteroid trajectories, though.
-
Im having an issue with the poodle engine having no flames wotsoever. Is anyone else seeing this?
I'm not getting a flame on anything at all. But I also have FAR installed... so that might be it.
-
BUG REPORT: During an ascent using the new two-engined LF booster, MechJeb did not adjust throttle based on the "limit to terminal velocity" option. All other options would limit the throttle. (I am using FAR but no other mods. Don't know if that matters.)
BUG REPORT: Delta-V calculator in VAB doesn't change when switching reference bodies.
-
it fixed it but now hohmann transfer won't work...i'm around tylo, wanna get to vall...now nothing is working saying "it needs to be in same sphere of influence."
It's been a while since I've used MechJeb, but I think that's the correct message. If you're orbiting Tylo, then it would be correct to say that Vall is not the same sphere of influence. Think about it. How would a Hohmann transfer get you from one moon to another? You'd have to leave the sphere of influence of Tylo, enter Jool's, then leave Jool's and enter Vall's. That's not a Hohmann transfer.
Leave Tylo's influence (i.e. enter orbit around Jool) and then try a Hohmann transfer to the same orbit as Vall.
I tried out build 198 but everytime when it goes into timewarp for executing a maneuver node it snaps out of timewarp and the ship is unable to move. And after a few seconds the ship blows up.[carefully uninstalls build 198]
-
I've confirmed that this add-on works with the KSP 0.23.5 ARM update.
However, I would like to recommend not using the SDHI SMS with the stock/NASA Kerbodyne Launch Escape System - pad abort tests showed that the Kerbodyne LES does not lift the command pod high enough, and while the parachutes do deploy the landing is very rough (albeit survivable). First stage aborts with the Kerbodyne LES are fine.
I'll add this to the FAQ tomorrow morning.
That's great news. This is a must-have mod for me. Right up there with Ferram Aerospace.
Maybe ask whoever is maintaining the KSPX pack (stupid_chris?) if you can include a copy of that LES in your pack. That's the one I've always used and it hasn't been changed with the release of ARM.
-
My heart is still pounding. The SteamDB update happened within a minute of the animation update and within three minutes of the old thread being closed.
-
Gah! Check steamdb!!!
Change to public repository!!!!!!!
2 minutes agoChanged Depots
220201/manifests/public: 3620846789892868422 › 6014730364487332298
220202/manifests/public: 6487460773391791506 › 4046949272036316146
220203/manifests/public: 4150606788864486626 › 2749349864723414952
branches/public/buildid: 159708 › 225089
NEW ANIMATION ON HOME PAGE!!!
EDIT: THIS IS IT!!! It's happening for REAL!!
-
Oh god, I have a meeting...
OKAY... NO ONE MAKE ANY JOKES ABOUT IT BEING RELEASED WHILE I'M GONE!
Okay? I'm serious!
[0.24.2] DebRefund v1.0.13
in KSP1 Mod Releases
Posted
So, I agree that it should come as close to realism as possible, but the recovery values are already ridiculously high. Furthermore, A mainsail, orange tank, and another 2x2.5m tank only took me four parachutes to get 88% value recovered. What chutes are you putting on these?
And lastly, I put the chutes inside the decoupler for the stage. Just a pro-tip there... you won't have to see them.