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Volt

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Everything posted by Volt

  1. Hey, sorry if it seems like all my posts have bug reports. I've been having a jolly around in a FAR A-10 with a lot of your weapons on it and I decided to give joystick a chance, so I installed this mod. Problem is, when using the 'Camera vertical' and 'camera horizontal' controls (found in 'Misc' in settings) on my hat switch, I've found that improved chase cam mode refuses to allow those two controls to move the camera -only the mouse, making it no good to me, as I can't have a hand on my joystick, one on my mouse, one on my keyboard and one on my throttle all the time. I assume it's a bug?
  2. Hey all. I've just started trying to use my Saitek X52 joystick to fly in KSP with FAR, BDA and AGX. The axes work great, but I'm facing that age-old joystick problem of not being able to use my action groups with my hand on the throttle and stick. So I went to the settings menu, and tried binding buttons on my stick to the custom actions. Fine. The buttons were recognised in the settings menu. When I went to try ingame, the action groups were not activated by pressing the buttons I'd just bound to them. I tried using AGX to select the correct joystick button for the action group, and still nothing. Can anyone help me out here? Has anyone else had a similar issue? PS: Sorry about the thread placement. I know this isn't a mod problem, but I have a modded install, so with the way the forum's set up, I figure this is the place.
  3. Yeah... I can see why that would be a problem. I've posted on AlphaAsh's thread as well, so I'll see what he says. I hope it can get sorted, because the two mod concepts do really lend themselves to being combined.
  4. I think I've found the issue I had in 0.14.1 and 0.13, where my wings would randomly stall, usually causing a pull to the right, during takeoff (it never got further than that because of the stalling..). As it turns out, Kerbin-Side isn't playing well with FAR. All I know is, I was solely using Kerman Lake as my launch site, and I started doing that in 0.25 and had the same issue again. When I spawn at KSC, the issue is not present. I've tested it extensively now. Is there any chance of a fix for this in the future?
  5. Has anyone else noticed a little bit of strange behaviour with Kerbin-Side and FAR? In 0.24 and 0.25 (fresh installs), I've had aircraft fly perfectly fine at KSC, but when I launch from Kerman Lake Airstrip, I experience phantom roll forces when pitching and sometimes my plane just constantly stalls out on one side and is utterly unflyable. I've tested this and it's definitely there, at one but not the other. Kerbin-Side bug or FAR bug?
  6. Hmm. Yeah, I just checked Task Manager. Since I posted, my memory usage has dropped below the usual 2.95GB. My mistake. Awesome, no more crashes on revert!
  7. Hey, I have an issue. I've installed the normal version (non-basic) the normal way by extracting into Kerbal Space Program (merging GameData folders). Nothing happened. After the load was over, the console outputted 'Memory saved: 0kb.' I was at least expecting b9 to compress. What happened?
  8. I had this problem in a very early 0.14 devbuild, on my supersonic fighter-bomber. Thought it was just me. Extending and retracting the flaps appeared to randomly increase or decrease differential lift.
  9. Please, whatever you do, don't do a Buildcraft. I always use the all-in-1, and if I had to download every individual group of structures separately, adding maybe 20-30 minutes minimum to my modpack reinstall time, I think I'd give up trying. I mean, this is an absolutely fantastic addition to KSP, but downloading and unzipping tiny folder after tiny folder isn't worth any mod.
  10. Got it. Quite obviously, it's in the mod settings.cfg in the GameData folder. However, the comment carries the warning 'Causes issues'...
  11. Really? I have genuinely never heard that's a feature before. Which cfg?
  12. Absolutely, it's a truly fantastic mod with even more fantastic potential. However, the feature you mentioned - specifically being shot at by missiles - could definitely do with a few major changes. The largest of which is in a modern war type-scenario, a maximum engagement range of 5km is pathetic and I really think it can only be fun for so long, especially with FAR with the multi-mach aircraft. I'd love to be able to fly missions against Buk-style SAMs which can engage you from 20km out but the damn things aren't even loaded. I know it's a seemingly insurmountable issue but I really do think that changes to the load distance should be on the to-do/investigate possibilities list.
  13. Yeah, sorry, this is what's annoying. I have no idea what's causing this, the logs don't change whatsoever when or before the UI disappears, and I because I can't see any cause for the stability problem with that one plane (which flew near-perfectly with the slightest roll bias to one side in the release version); it's just behaving utterly randomly. At one point it went from being in a slight straight climb to a deep single-wing stall for no apparent reason. Really odd. I might have buggered up the installation, mind, because some weird stuff I didn't expect happened while I was extracting the files. This may all be on my end!
  14. I took your guys' advice and downloaded the latest dev version, and encountered a FAR FAS UI that disappears after 20 seconds of flight, and the world's most horrific instability issues on an aircraft with derivatives all in the green. Oddly enough, the problems only present on that aircraft, including the vanishing UI. Code is weird, especially where Unity is involved... Bugger it. I'll see you when 14.1.2 comes out.
  15. Hey guys, I'm having a little issue with PWings and I'm wondering if you can help. I'm building supersonic aircraft in FAR, so pretty much my only option is the allmoving wing. Unfortunately, every time I make one, it seems to experience some kind of slight imbalance always resulting in a left roll whenever the surface deflects, including when trimmed. Naturally, this makes the surface pretty damn useless for long-distance FAR flight. Has anyone else seen this and, if so, is there any solution, apart from not using them? I can't even SAS the damn roll out on long-distance flights because the SAS can't deal with transonic/supersonic flight without wobbling the craft literally to pieces.
  16. Perhaps the solution to the flare problem could be that each flare has a CHANCE, rather than a flat 100% within conditions, of defeating the missile? And perhaps the more flares you launch, the better the chance? Obviously the detection cone would have to increase. This could also give value to each CM pod eventually carrying a limited number of flares. This solution was suggested and massively supported for flares in Planetside 2, but admittedly it is difficult to define. Whether you use my suggestion or not, I'd say that if you want missile mechanics to be fully developed, it would definitely be a good idea to find a solution. IRL, as I'm sure you know, the method for avoiding IR missiles generally is to maneuver in as many planes of movement as possible, i.e. start rolling, pitch hard, and dump flares around your turn. It wouldn't be very exciting if the avoidance method ingame is to fly away from or towards the missile while periodically tapping your CM button. That said, you've already achieved far more than any other weapon mod developer has so far, and with a higher mod quality in general, so massive props for that. I just want to see this project go on to be the superior, permanent weapon mod for this game.
  17. Whoops! Alright, that's awesome. Does it fix any odd issues with ship stability too? I was dealing with one earlier today which is... difficult... to describe involving >360deg per second rates of roll when sideslipping.
  18. I've noticed something in my build which may or may not be a BDArmory bug - if I go to the map screen while having an aiming reticule active, e.g. Mk82 Bomb in my case, the reticule is gone when I return from the map with no way to get it back.
  19. I've caught me an NRE. Here's a sample from the log. (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ferram4.FARControlSys.StabilityAugmentation (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Look rotation viewing vector is zero (Filename: Line: 57) ArgumentException: Value does not fall within the expected range. at ferram4.FARControlSys.OnDestroy () [0x00000] in <filename unknown>:0 at ferram4.FARControlSys.OnGUI () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ferram4.FARControlSys.StabilityAugmentation (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Look rotation viewing vector is zero (Filename: Line: 57) ArgumentException: Value does not fall within the expected range. at ferram4.FARControlSys.OnDestroy () [0x00000] in <filename unknown>:0 at ferram4.FARControlSys.OnGUI () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ferram4.FARControlSys.StabilityAugmentation (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Look rotation viewing vector is zero (Filename: Line: 57) ArgumentException: Value does not fall within the expected range. at ferram4.FARControlSys.OnDestroy () [0x00000] in <filename unknown>:0 at ferram4.FARControlSys.OnGUI () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 This began to happen after I switched vessels during a FAR flight in progress. Every time I left- or right-clicked the whole stock UI would flicker. After a couple more vessel switches, the UI disappeared forever, never to return. That was an interesting landing, using mach number and AoA readouts with the NavUtils. My notable plugins in use at the time were BDArmory (latest), Improved Chase Cam, and NavUtilities.
  20. This is absolutely awesome. The weapon mod we've been waiting for since C7's planes first flew. I have one question. How do I turn down the volume of the damned guns? My heart can't take another jump scare from my Vulcans.
  21. Joy of joys, after two days' waiting to try this out, your mirror is doing maintenance. Why? WHY?
  22. Is it feasible to do a forward slip in KSP without a joystick? I've tried it, but having only the option for max deflection makes it damn near impossible for me.
  23. Thanks for the help everyone! I was wondering if an Apollo-style mission profile would be a little more viable with the changes in aerodynamics. I'll also give that wide-base using Infernal Robotics a try, if I can get the damn mod to work. In 0.23.5 I had no luck whatsoever in getting the parts to actually...actuate.
  24. Quick question - what are people's Mun lander solutions with FAR installed? I've been using it for aircraft saves but I haven't yet confronted the challenge of launching things to space with the stability changes, and I'm wondering how to do it. I assume some fairings will be involved, but even then, I'm used to making wide-based, single stage return craft which are the widest part of the stack I launch them on. My landers wouldn't even fit in fairings!
  25. Yep, fresh installs, fresh crafts. Sorry I can't get on to provide logs.
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