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CatastrophicFailure

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Everything posted by CatastrophicFailure

  1. I'm getting a weird bug I *think* I've traced back to this mod. What happens is the ship & bits of the "world" aren't getting displayed when switching to a vessel. There should be a LOT more to the ship in the pic. When this happens I can still switch to other vessels with the map or tracking station, they may be fine or they may have the same problem. Removing DangIt immediately fixed the problem on the one try I've tried so far, but then I can't select ANYTHING in the tracking station. I have to load something thru the VAB then switch via the map view. Haven't tested beyond that as I was short on time this morning. Someone PM me an email and I'll try & get you some logs.
  2. No, at least it wasn't in 23.5's RT2. It's treated as a Kerbal, but you DO have to have a signal and plan your approach accordingly. That being said, you can pull off some pretty complicated things with KM's altitude triggers & timers from SmartParts, but only with an atmosphere.
  3. MechJeb. MechJeb & smart parts are essential to RT2 in my book.
  4. THAT'S the April fools joke??? THAT'S it?? !@#$@*#$(#!^!#%$!!$!@($!@$(!@#%$!^!!! I thought it was [redacted] plastic bags in the [expletive] chute materials!!! Either way, seems like there IS actually a bug related to the automatically arm when deploying option. When checked, I still get that weird not-quite-there thing in the screenie I posted, even with a brand new rocket on the pad. Uncheck it, and it seems normal.
  5. Uhg, now I'm getting a very weird & potentially game killer bug here... It was doing it a couple days ago, seemed to go away on its own, and now it's back. What's happening is that as soon as I deploy the chute it starts PULLING the vessel down at incredible speeds. Quickloaded back to before reentry several times and it's always the same. Quickloaded, then exited & restarted KSP, pulled up the vessel thru the tracking station, and I got this: No, it's not supposed to look like that, about half of it is missing. And on one try so was Kerbin. I can load another orbiting vessel just fine. Can I pull the logs while the game is still running (ie, without exiting thru the menus)? Otherwise I have to wait until AFTER my Kerbals have been slammed into the ground at mach whatever (actually, they die of G forces thanks to DRE long before they get anywhere near the ground).
  6. Well specifically, MCE has it's own revert button vs KCTs simulation resets, and now that you've added a cost for sims, that may interact with MCEs own cost...
  7. I'm sure this has been asked before but I don't see it mentioned on the main page: does this still work with the new MCE2?
  8. Check out dtobi's SpecialParts. Includes a couple of scalable cargo bays, but no cockpit.
  9. No, I let you do all the actual work then just repeated the solution you found lol. Sounds like perhaps Tobi had some unseen issue with the .0 versions he released?
  10. I was. Installed 2.0.1 and just overwrote the folders like he did, problem went away and the same procedure seems to have fixed a different error in SpecialParts too.
  11. Indeed there is. Now is there a way to get the KSP window to stay maximized when I click onto another window on a separate monitor.? also, I'm getting the "6km camera lags behind ship" bug with HGR chutes. I'm guessing this is a problem on HGR's end?
  12. Ditto here. Just sos the guy above me knows he's not alone lol (or till I can get home and get some logs)
  13. For the record I do not have AGE, 32 bit, fresh install for .24 (meaning no old KM folders)
  14. Please excuse the thread jack, but how does one do that, precisely?
  15. For some reason the AG triggers don't seem to be working for me in .24. Everything looks as it should in the GUIs, but nothing happens when it should. Even trying to trigger thru the GUI in flight on the timer. Is this a known issue or do I need to start posting logs? Also, maybe related, the inflatable bits from Special Parts are completely boogered. The righting bags disappear a few seconds after launch and cause the unfocused camera bug, and the heat shields start inflated (in the VAB) and don't seem to do anything other than play the decouple "puff" animation over & over.
  16. <facepalm> go back and actually read what I've said... I start a new save with every new update. If x64 is going to give me this much hassle I'd rather know now before I put too much effort into it if I'm just going to get frustrated and switch back to x32 anyways. Speaking of which, is switching over to x32 just a matter of copying over the executable from the x32 zip?
  17. Less I can deal with, but from this (admittedly brief) bit of playing its crashing way more than even my modded-to-the-hilt out-of-memory .23.5 install does. I understand "less," but is this "normal??" I'm not complaining, I'm asking. *My* experience thus far is that it's barely even playable. I understand that x64 is even alpha-y-er than x32 KSP, I'm trying to ascertain if crashes every 10 minutes are an expected behavior at this point and I need to go back to x32 before I get too involved in this save.
  18. Finally got around to downloading .24 this morning. Now I've heard that the 64bit version has its issues! but it crashed on me three time within only a half an hour seemingly at random (once going on EVA, twice going between buildings. And this is on a bone stock install! Is that the "expected" crash rate?
  19. Er, it IS actually spelled with a "C"... http://www.merriam-webster.com/dictionary/crony
  20. Whats the root cause here? I'm no programmer but that seems like an odd thing for the stock game to be doing. I haven't even touched .24 yet as it seems to have broken pretty much everything, and no MechJeb is a bit of a game killer for anything "serious."
  21. Wow thats a pretty severe bug. Is it something Squad is aware of and working on, or are we talking .025 ​here?
  22. Excellent. Well in that case I do have a couple three requests. First off +1 on the touchdown sensor, would also like to see a trigger on the empty tank sensor to activate at xx% instead of only at empty. Triggers based on speed (like to deploy chutes when subsonic) and acceleration (shut down engines ala Saturn V & early Falcon 9) would round out the package I think.
  23. Love these bits, is this mod still being actively developed or is it "done" and just in a maintenance phase?
  24. er, er, more specifically is there any way to disable vessel control, with MechJeb on board, if there's no signal? Takes most of the challenge away if those signal paths only serve to quell my OCD. For what it's worth, if be fine if even manned vessels were disabled without signal.
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