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Posts posted by MarkusA380
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@linuxgurugamer This has my full support as the official successor of my mod. I will archive my repository. Message me if you want to take ownership of it instead.
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On 5/9/2019 at 12:40 AM, Angel-125 said:
Yes, if you enable the death penalty. It is disabled by default.
I definitely did enable it in the difficulty settings of the mod.
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I tested if Kerbals can actually die from lack of snacks (I enabled the setting manually) but it did not happen, even after half a year.
Can Kerbals even die during timewarp?
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9 minutes ago, Davian Lin said:
You can delete lightnings and Jool's auroras from the BoulderCo folder
Can you tell me which files specfically you're talking about?
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I am having really bad framerate issues with the latest version - 15 FPS on Kerbin's surface, with a 1080TI.
What can I do to fix this?
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I am experiencing stutters (~1 per second) in the VAB/SPH (maybe in flight too, I didn't check) with a clean install of KSP and Kerbalism installed via CKAN.
Is this a known issue?
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15 hours ago, kurgut said:
Hi, is there any chance to enable the dynamic reference for rotation mode by default?
Yes, open the settings menu in the PersistentRotation window.
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38 minutes ago, leatherneck6017 said:
PM'd you.
If you want we can package it and upload it to the official sites.
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Hi @ThePhoenixSol, a GitHub contributor is already working on the cost feature, I can't tell when he is finished.
Take a look at the repository, you will be able to track the progress.
As for your idea with open tanks only, I like it. I will add it as Enhancement in the issue tracker.
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I recompiled the mod for 1.4 and integrated a pull request containing code cleanup by GitHub user dkvolis.
Happy rotating!
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25 minutes ago, LastStarDust said:
While we are at it, is the angle with respect to a certain body held fixed only if there is at least a RCS module on the ship? Does the mod check for RCS fuel etc?
As far as I remember relative rotation will work if the vessel is controllable (has a probe core or crew, electricity) and if it isn't or almost isn't spinning.
It does not check for fuel or reaction wheels.
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I discontinued working on this mod quite some time ago.
A heavily modded game tends to break, especially if you have other mods that influence physics installed. Patching this edge case it is more or less impossible with the limited amount of time I am willing to put into it.
Hope you can do without PR, too.
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1 hour ago, Damien212 said:
Can anyone help me understand the information in the plugindata for persistent rotation? I've got a few spin stablised probes that don't have attitude control (RSS/RO) that due to a glitch are no longer spinning. I'm not really fussy about the specific orientation they're spinning at but having them stationary really bothers me. I've tried copying momentum/direction information from spinning probes, to the non-spinning probes and relaunching ksp but it doesn't seem to have an effect. What am I missing?
I haven't looked at my stuff for what seems like ages, but the files generated all have a timestamp. You need to use the file with the latest timestamp to have PR use the data. Also, Momentum Mode needs to be active for the vessels, otherwise it will not work. This is also a setting found in the .cfg files. Are you sure you copied the data to the correct vessel id? I don't see a simple way to find out which vessel belongs to which id...
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Hello fellow Kerbonauts!
SInce 1.2.2 I am not able to get a Spaceplane back to Kerbin without it melting.
I am entering the atmosphere with a very shallow angle while keeping the nose 30° above AoA.
Here's a picture:
Note: The slight thrust is just due to the screenshot key combination.
Any guidance?
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3 minutes ago, Theysen said:
Had that too with just scattered and EVE during prerelease. Didn't have time to test and document more though unfortunately.
Yeah, pretty sure it's scatterer.
6 minutes ago, Galileo said:Have you tried without mods to see if the creepiness persists?
Sure, it doesn't. It's scatterer for sure.
11 minutes ago, Just Jim said:Wow... floating away??? I'm assuming it's just one of your mods needs to be updated, but still, that is a really cool but creepy bug!
Oh no, I broke reality!!!
Exactly what I thought. Like in a movie, where the main character realizes he is just in a simulation xD
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Testing out KSP Update 1.3 with some mods that are very important to me, and then this happened:
These tiles of terrain just started disattaching from the rest and began floating off into the distance. I still am terrified.
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12 hours ago, Drew Kerman said:
Yea, sorry should have mentioned I tried that already. I also looked at the asteroid in my SFS file to see if PR had any modules there I was missing. I also made sure to visit both asteroids I had in my save prior to the latest update and asteroids that were discovered after the latest update. Have you tried KAC? You want logs?
Further note - I had an asteroid actually pass through Kerbin's atmosphere and aerobrake - it came out the other side spinning thanks to FAR. I exited the flight scene and re-visited it from the Tracking Station thru KAC like I normally do and the spin was still there.
Interesting. Can you send me the rotation .cfg entry of one of the non spinning asteroids? A log would be nice, also.
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1 hour ago, Drew Kerman said:
well crap. I don't have time to debug this and don't really care to be honest right now since I'm not visiting any asteroids soon nor do I make note of their spin for my roleplay at this time. However, try using Kerbal Alarm Clock to jump to the asteroid - just select it in the tracking station and create a Raw Timer - I delete the default 10 seconds and it triggers an immediate alarm with the option to jump to the asteroid. That's how I always do it. All the mods I have installed when I mess with asteroids are:
LoadingScreenManager v1.1.0.0 ModuleManager.2.7.6 v2.7.6.0 aaa_Toolbar v1.0.0.0 / v1.7.13.0 USITools v1.0.0.0 AutoSave v1.0.0.0 CustomAsteroids v1.4.1.0 HaystackContinued v0.5.2.1 ModularFlightIntegrator v1.0.0.0 / v1.2.4.0 Kopernicus v1.0.0.0 KSPTOTConnect v1.0.0.0 PersistentRotation v1.0.0.0 TooManyOrbits v1.1.0.0 / v1.0.0.0 KerbalAlarmClock v3.8.4.0 KSPAlternateResourcePanel v2.9.1.0 DynamicTanks v1.0.0.0 Konstruction v0.0.0.0
Do me a favor: Just delete the .cfg files in the PR folder (unless, of course, you have a very important roating vessel in your game) and go to the asteroid again. It could be that it rotates now.
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4 hours ago, Drew Kerman said:
I thought I noticed this earlier but I didn't really pay attention until now - asteroids are definitely no longer being spun up when I visit them for the first time from the Tracking Station
Oh, right - I noticed this after the 1.8.3 update but then saw 1.8.4 was out so waited until I was able to snag that before reporting the issue then forgot to check afterwards
So does it still happen or not? I am confused by your sentence
I will look into it asap, combined with the problem reported by @chaoseclipse01.
EDIT: @Drew Kerman, your problem could not be reproduced. I warped to many different Asteroids using HyperEdit, they all rotated normally.
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11 hours ago, chaoseclipse01 said:
Alright, I made a video of my bug happening. I show the bug happening the first time, then I play around with PR until I put it into the setting that causes the bug to happen every time on the final go. Video is currently uploading to YouTube, about an hour and a half left, will edit this post with the video link once it's done.
Edit: Here's the video. Precise steps to replicate results in video description.
By the way, I have the video set as Unlisted and comments disabled. I'll promptly remove the video after you're done seeing it, I don't want to give the impression I'm bashing the mod, I'm just trying to show the issue I'm having.
Thank you very much for the video. I will look into it as soon as possible.
But don't worry, everybody is allowed to see the video, and you don't seem to be bashing the mod, but instead you're greatly helping to make it better. So, thank you.
Also, could you send a .log file of this occurance? I want to see if there are any exceptions coming up.
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12 minutes ago, Drew Kerman said:
in regards to persistent rotation he says "can still be used but the SAS and rotation persistence features will be automatically disabled" - I think I see where this could be ambiguous. I interpret this as saying the RCS/rotation persistence features of his mod will be disabled, not that he goes and disables your mod. If you're still unsure, ask him to clarify
Yes, seems correct.
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Just now, Drew Kerman said:
it switches off its own code for anything that your mod handles. And for me, your mod isn't pointless because it spins asteroids
Sure it is this way? His description tells a different story.
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7 minutes ago, Drew Kerman said:
Thx, but I'm already using (which cooperates with your mod)
Also, I did some searching through my Paypal history and don't have any donation records for you. So have a few drinks. Cheers!
First off: Thank you very much. You are indeed the first one to do so.
Second off: Fu... Looks like my mod just got pointless...
How does it cooperate exactly?
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Also, a tiny suggestion for you: Reaction Wheels are very unrealistic, so I added this to my install:
@PART[*]:HAS[@MODULE[ModuleReactionWheel]] { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0 @YawTorque *= 0 @RollTorque *= 0 } }
[1.8-1.12] Ferram Aerospace Research Continued: v0.16.0.5 "Mader" 03/04/22
in KSP1 Mod Releases
Posted
Just swinging by to say that this is my favorite mod by a long shot.
Thanks for the continued maintanance!
Find a picture of my SSTO "Thermocorde Mk. I" designed for FAR below: