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wiviking

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Everything posted by wiviking

  1. Is the craft name really a launch requirement or can you change the name at anytime to match the mission "name"?
  2. The only life support mod I have installed is USI. I am getting all the TAC-LS parts but no part that will hold "supplies".
  3. I would hate to see the LV-Nc go away since it is one of my favorite long range probe parts. Please consider leaving it in as an optional part for those of use who use a fuel switching mod since the stock fuel configuration isn't a major issue if you use one of those mods.
  4. The proper addition to KSP would be a Sperm Whale and a Bowl of Petunias.
  5. Thanks e-dog! I just went in an played a bit with the new stock fairings and still like these better.
  6. Great Idea! I already do this with my throttle mode select but if I didn't have a programmable HOTAS this would be a must have mod.
  7. Ahh, a docking bug. I think that explains the behavior that I just came to report. I just finished my big Duna mission an noticed a couple errors. Unfortunately, I didn't notice these until after I had exited and restarted the game a couple times so I do not have a log. The first was that Jeb did my first Duna EVA but that ribbon disappeared at some point, the ship he was on did perform a few dockings. The second thing I noted was that two of my guys only did orbital EVAs but somehow got the Duna atmospheric ribbon.
  8. Since my save was messed up anyway I did some playing around and you may want to add an Exists() check for the Hall of Fame that will abort an import if there is no file. Since I started this save after you depreciated it, the file was never created but clicking the button does reset all ribbon information. It might not hurt to build a once per run backup save right into FF like KAC uses for ship jumps, those have saved my games a couple times when I did something stupid to mod installs. I would create a FF backup file at start up just before initializing any changes to the persistence using a rotating number schema just like you did with the hall of fame in the past.
  9. I lost all my ribbons while playing tonight. Version 308 was installed and it was a new .90 save that had been working fine. I looks like something triggered a Hall of Fame import but since this was a new game that never had one everything was wiped out. I do have some older saves so I'll try finding and replacing the hall of fame in one of them so I get most of my stats back. Log Thanks for all your hard work, this is one of my favorite mods! Edit: Just looked through my saves and backups and the damage may have been done by version 304 since I didn't play for a couple days and my main save backup on the 21st is also wiped but an earlier KAC jump save from the same day has a good Hall of Fame.
  10. All of the KW fairings are fixed size. I think you need to look here: Procedural Fairings
  11. Actually, being a high power model rocket guy, I not surprised at the performance that you are seeing. Especially if you are running FAR without KIDS to adjust the engine performance. It's not very hard to make a model that will break the 4-5k feet range with a little tiny 29 mm motor and amateur rockets have hit 100k+ feet . 5-20k feet FAA wavers are relatively common for the larger models.
  12. Are you running FAR & ISP Difficulty Scaler? I have found that everything flies too far under FAR with stock engine performance. Just curious since I am planing my .90 install mod setup and this looks like a good new one to add.
  13. Please add a note that it forces OpenGL in your top post as a warning for those of who find it is unstable in windows. I actually like opengl but I have to boot into winXP or Linux for it to be stable due to some windows 7 driver issues with my MoBo. I am sure that I am not the only one that has similar issues.
  14. I just tried the new basic build and my memory use went from ~2.3 Gig to ~2.8 Gig. It's making the cache but it is actually increasing memory usage. I removed to to see what my original memory usage was so I don't have a log but I can re-install and get the log if needed.
  15. I concur, the Spud and the Radish are the must have parts in this mod for me. I'm not really of fan of the Soviet capsules as spacecraft but I really like them on landers.
  16. The best way is to just make a copy of your folder KSP and use the launcher in the folder vice launching from steam. I currently have my games back to .23 on my desktop and older ones on a backup drive. Make sure you do before the update is released.
  17. Thank you, I just popped in to ask how to make the new button go away and I see you have already made the changes. Since generally use the UI once when I start a game, I don't really need a huge button taking up screen space.
  18. I found a bug that is related to loading a craft from the space center. The game crashed twice when I tried to fly a lander I had on Minmus. When I looked through the logs a found a null reference for DebRefund and removing the mod allowed me to fly my lander. Crash Report Clicky Also, I notice weird mouse behavior that made it difficult to right click on objects some times taking 4-5 clicks and I was actually restarting the game to see if that fixed it when this happened. After removing DebRefund my mouse was back to normal. It may be unrelated but its something to watch for.
  19. You should only lose existing missions/craft and you need to replace the chutes on old designs. Other than that it looks like there is a new COM bug with stock chutes from the fix he did last night.
  20. Yep, that did it. I even cut my throttle to keep them in range and they all opened properly just as soon as they had a negative velocity.
  21. Since I was only really using them as nose cones I left them default and just slapped them on. Now that I think about it the other time it happened was on a craft that I just put a pair of the standard radial chutes on for the "test" contract. From your post I am guessing that always applying settings to the counterparts is the work around for now.
  22. You sir, are mean! Looks awesome, thank you for all the hard work!
  23. ZIP file with screenshots and log here: Dropbox Link Edit: Forget to add that this was KSPx64 and that the Camera POV returned to normal as soon as I detached the offending boosters.
  24. Ok, I have a craft that I can get the problem to repeat on but I don't have anywhere to host the files right now. I used four 1.25 main cones on my boosters and if I arm them during the assent the center of mass will wig out and the rocket will be quite a distance above the camera POV. They were created with 4X symmetry in the editor: [RealChute]: RealChute Cone Chute #0 Scale: 1.400627 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RealChute]: RealChute Cone Chute #0 Scale: 2.917974 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at RealChute.Parachute.Initialize () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.<OnStart>b__25 (RealChute.Parachute p) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at RealChute.Parachute.Initialize () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.<OnStart>b__25 (RealChute.Parachute p) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at RealChute.Parachute.Initialize () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.<OnStart>b__25 (RealChute.Parachute p) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  25. I've seen it a couple of times, it looks like its a center of mass bug. When I got the crazy center of mass shift I didn't think to grab the log and screenshots but I can say that I have only gotten it with multiple chutes on the craft. I'll load one of the rockets that did it and see if it's repeatable.
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