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SpannerMonkey(smce)

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Everything posted by SpannerMonkey(smce)

  1. Cheers, and you'll be glad to know a beta is only hours away, thats the plan, but we know how plans go . Also I intend, given the holes pointed out to me elsewhere by my trusty team, to fill some of the gaps in aircraft availability and type. As is my way new parts usually come in groups, so it's unlikely that there'll be many single items appearing as updates, but more kits of parts, all in the stock a like theme ( which i can sort of pull off) , so for example a cockpit , tail and cargo bay, wings if it proves too tedious making them from parts. SO bigger will be the KAX of the future I think I can show a little sample from a few days ago , well a full 12 hours after adoption and approved as good by Keptin
  2. Hi sorry can't be done, the terms and conditions of mu custodianship are geared to keeping KAX KAX. And i'm fairly sure blackheart doesn't want any of my junk near his mod
  3. Hi . I've had a look at your immense log. From the mod list its seems you are running a mixed bag of mods that are for various KSP versions from 1.2.1 to 1.3.1 . Module manager is throwing some strange errors that I've not seen before, and leads me in the direction of thinking that perhaps you have multiples of the patches installed. B9 as always is spewing errors. There does seem to be a lot of mods with missing textures, too many really, and i'm not seeing a cause. Though with so many patches a lot of them not playing nice, so many old parts mods that spam little errors, and the combo of mixed version mods, i think you need to set up a new game and rebuild bit by bit. The other option is to get binary on the gamedata file, and remove half the mods, see if it behaves if does, add half the half you removed back in. If it doesn't remove half the remaining mods.. IN short tedious and no fun
  4. As mentioned I suspect that one or more physics bugs (real ones) are whats being seen in the clip. The nature of the structure doesn't help, but i doubt it is the ultimate cause all . https://bugs.kerbalspaceprogram.com/search?utf8=✓&q=physics The link above takes you to squad bug tracker and to the related(im guessing ) cause of the problem
  5. Hi, this too can be worked around, if you go to the repo concerned. You will see up in the top left corner something like this Obviously this = who owns repo/ and the code found here. The next line forked from is the original home of this code, It shows the original author and the source name.. In the case of older adopted mods, there's a better than average chance that any older versions ie pre adoption versions (if they existed at all) can be found be following the forked from trail. There is another layer of digging and that involves checking where the forks lead and which is the one you want, certain mods have dozens of forks, and the master is not always the one that ends up released.
  6. Hi if you go to a mod on SpaceDock and click on the changelog button you will find that if the mod had previous versions, that they will be listed and available for download there as below
  7. Is the correct answer. BUT having watched the clip this looks very much like two of the current 1.3.1 physics bugs at work. That said over the span of your base it's spindly nature is imposing very large forces upon the joints, the size of the joint determines it's strength, and should the joint size simply be too small (, i'm taking a guess they ll be 3's but sizes range from sizes 0 to 7 , ) no amount of KJR will help
  8. We need the info mentioned in that quote in order to provide any help, and my two guesses within still stand.
  9. HI You do not have a compatible BDAc installed for KSP 1.3.1. The current release for KSP1.3 does not work in 1.3.1. The only version available for KSP 1.3.1 is the Radar Public Beta . And what caused it , the 1.3 build to fail in 1.3.1 , was one of Squads famous last minute changes. to less than one seemingly unimportant line of code
  10. Hi non of the supplied info tells us anything really, Logs contain a lot of info and there are few logs, all containing different outputs, the two logs relevant in your case are the KSP.log, and the Output .log KSP log is my preferred place to start a bug hunt, as it is written every time you start the game and contains all the relevant info , other logs are only written upon crashing. SO link up a zipped copy of your KSP.log and I'll take a look
  11. Hi , the answer is that i already do, but not in this mod. Also pop up to my post form 13hr's or so ago and have a look at that top image, every part that was in the mod when i took it over looks just like that. and for exactly the reasons explained in that post that rule out retexturing, i can't add part that will fit without making them similarly nasty, and you know what , i don't do xxxx like that anymore. It ultimately does nothing for the mod, except introduce more bad models, iffy textures, and my displeasure every tine i look at it. As the mod is huge already I'm reluctant to pile in more new parts , BUT, as with the destroyer above., new parts will render old parts obsolete rather than add more. It is my intention to replace all the parts over time, so that there's no nasty left. The reason I haven't pushed the curves here is because the whole ethos of this mod is simple stupid ship parts, that players can build gazillions of ships from, that is only possible with things that are built in that not favored by me lego brick fashion. For example look at lizzy and the DG10K curvy everywhere, no two sections the same shape, , and modular in the sense that they are in chunks, BUT, in those cases , as it will be with the destroyer , And that changes the ethos of the mod, something i try not to do, aside from quality rising( subjective) I very much like to keep mods with the feel they had when i took them over. AS mentioned I do curvy and realistic in SM Marine and thats not full quite yet I have at least two new ships for that, not including the subs stealth and surface effect vessels that arrive next update
  12. I think i've already added a request for some kind of score keeping to the features list, but if i haven't, i should have by now, been after such a thing for a while.
  13. Hi and cheers, that helps and the KSP.log is always the first I like and need to see, the rest are mostly of use only to KSP devs and godlike coders. So to your log, while not awful it' s not awesome either, you have a lot of little errors in mods, some not so little, there's something very wrong with tweakscale. and finally you have at least one incompatible mod, possibly more While it's OK, i've mentioned previously that the BDAI systems seem to respond badly in what i like to call a dirty game, that is one with errors , but nothing show stopping , IE it doesn't crash in flight or during launch.. There's nothing that yells a BDAI bug, but one of the things about dirty games is it gets increasingly difficult to find the first domino that fell, and the log takes some reading . You could perhaps create another install, with enough mods (no more) to be able to launch your demo craft and see what happens with some of the bugs gone. Do see if you can simply swap your current tweakscale with another for 1.3 as it's not well and must be showing signs in game. Normally i'd request you try without mods, but that's not going to work as your craft will cease to exist.
  14. Hi that there is your trouble , those transforms are key to the functioning of any turret . In this case the name is irrelevant what is important is the local rotations and for your purposes they are wrong , and I also know that there are no stock parts with suitable rotations for straight conversion. No there is no way to change that once a part is exported to KSP from unity.
  15. Np. Now leaving debug labels on can you do another run, and then zip up and send me the KSP .log,,(post link here) although it's unlikely that a retrospective fix can be applied, it will allow the checking of the behavior, to see if it's something to be concerned about, as it's an unchanged system in1.3.1
  16. Hi where is you BDA autopilot? its recommended that you place it oriented in the manner, shown below , by all means offset it into the fuselage once placed, but start from the correct position, The same applies to the weapon manager, and better functionality has been observed by placing units thusly . Antenna facing FWD I see the collision warning on the debug labels and doubt AI pos is the cause but it will eliminate a possible cause however vague the possibility may be. So relocate the AI and give it another go
  17. Hi i suspect it's the good old floating point errors and them adding up over time. Once time warp ends and objects snap back or dont , the new position as far as the game is concerned is the new one, so the gap remains, and the more times the cycle repeats the bigger the gap and the greater the distance from the original coordinates. While not nice, and although there's a current physics bug, well a couple that are related to this, i think it's edge case bug and bog standard unity behavior
  18. Which should never be posted in thread EVER And actually tells us( ie the only ones who will look) nothing about your game only the environment your runs game in. its a waste pf post space. when a link to a zipped copy of the KSP.log is all we need. But i can say your PC is healthy enough, your game install no clue, no info to work with
  19. did you simply remove mechjeb and retry? Regardless of CKAN are you sure that that particular Version of MJ is indeed for KSP1.2.2?
  20. As it goes the impossibles, which is my name for those things, as BDAc code doesn't natively want you to do that, are right up with the tricky end of ksp modding, all modding, the hierarchies are horribly complex and 1 tiny error stops the whole thing dead,( even a slightly off transform) I think that's doable, i have a sort of mental picture or how it'd look, ie not much like an Abrams . Can't put pods on side of turret , too wide, cant go on top, too tall, don't forget the mechanism, so they have to half and half or like the Tunguska chop the sides off the turret. Very doable though, and would go nicely in AFV's
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