Jump to content

JonnyOThan

Members
  • Posts

    1,292
  • Joined

  • Last visited

Everything posted by JonnyOThan

  1. This mod certainly works when it’s installed correctly. Post your KSP.log file if you need help. I’d suggest using CKAN to install this and your other mods; note you’ll have to mark 1.8 as compatible in CKAN’s settings.
  2. Did you cheat it into a circular orbit? That’s kind of expected, because there *is* no pe and AP in a perfectly circular orbit.
  3. This is vital info: these are the altitudes where the simulation switches from a rotating reference frame to a fixed one. There must be some kind of error in the math.
  4. Version 0.2.1 is now available! Notable Changes All parts from Planetside Exploration Technologies are now supported Fix hatch open sound playing on spawn Fixed kerbal heads re-appearing Fix jittery camera at pitch limits Ships with loops of parts (self-docking) now work Adjusted colliders in mk1 and mk1-3 pods Can now board a part from EVA even if there are no empty seats in it Can now go EVA from stock docking ports Don't spawn ProbeControlRoom IVAs for probes Movement now uses momentum and acceleration Hatches that are blocked on the other side will change their appearance Fix a model problem in dockingPortJr remove ModuleFreeIva from cloned RP-0 parts Fix some non-serious errors Adjust inline docking port internals
  5. Not yet; you’ll be able to unbuckle and move around but the hatches won’t work and there won’t be anything keeping you inside the parts.
  6. Thanks for the reports; I’ve found and fixed the issues and should have another prerelease build up in the next day or two.
  7. Ok, sounds like there might be something messed up with the connection logic.
  8. If I’m understanding you, that’s expected too. When spaceships dock there’s still a hatch you have to open.
  9. TAA in TUFX generally works better than the one in scatterer (it doesn’t cause flickering in the UI, etc). But it still has the engine bell artifact. Unfortunately there’s no perfect solution, you have to pick and choose what you’re willing to live with.
  10. If you have KerbalVR installed, this is expected. The changes it has to make to support VR breaks the mouse interactions.
  11. Yeah I’ll fix that too. Note the red handle at the back of the mk2 cockpit in your picture is placed there by some other mod, it’s not from FreeIva. Do you mean for going EVA/boarding the craft? That’s intentional.
  12. Yeah that will be coming. Can you take better pictures of what's going on? In the first one I can't see anything. And better context about how the ship is constructed would be nice for the second picture (but maybe that's what the first one was supposed to be).
  13. This is, in fact, exactly where the kerbals placed the hatch (turn on internal overlay while in external view). But it's enough of a pain point that it will be fixed in the next release. A pre-release build is available here: https://github.com/pizzaoverhead/FreeIva/releases/tag/0.2.1-prerelease0
  14. No, it’s like leaving a landmine somewhere and saying it’s ok because it’s only a problem for people who step on it. People are stepping on it. It’s trivial to remove it. I’m all for trying to make it more obvious what people should do if they have mods but this still isn’t a great solution: 5-10% of readers will completely ignore these kinds of warnings and disclaimers. Also some people may apply the simple fix in their stock game and then later install mods and not realize the problem.
  15. hey @4x4cheesecake I think you should delete the original suggestion in the OP. I've just helped two people who did that and broke their game because of the incorrect working directory. Gotmachine's suggestion should be the only one in here.
  16. @Moose this might be useful to you: https://gist.github.com/gotmachine/d973adcb9ae413386291170fa346d043
  17. There’s a performance segment in the troubleshooting section of the OP.
  18. Note this setting only enables the option to disable the maneuver tool in the in-game settings. You have to enable the patch in the settings.cfg and then also turn off the maneuver tool in game. I can’t say for sure if this will help you, but it’s a detail that’s often missed about that patch and it does sound at least sort of related.
  19. Sure, but many methods probably do things like iterate over all modules on a part. An increase in the module count could cause something like that. Just guessing anyway.
  20. Are there new modules that are added to every part in 1.12 but not 1.10?
  21. Might be interesting to test 1.11 as well? But no matter the result, is there anything we could even do about that? The kerbal mass thing probably seems fixable, yeah?
  22. You'd be surprised. The other big performance issue is the progression system. I don't know *when* these issues were introduced, but if they were sometime between 1.10 and 1.12 then that would explain it AND it would be fixed with KSPCF. In any case it would be a great data point if you're willing to do the test. If KSPCF doesn't make the two versions run the same speed, then there's some big optimization target we're missing and we can dig in further to see what the differences are.
×
×
  • Create New...