Talisar
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Everything posted by Talisar
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Bug: Stage recently dropped from launch vehicle is uncontrollable
Talisar replied to Angelo Kerman's topic in v0.1.0
On a side note, this exact same thing happens when docking two probe-controlled craft together, with the same workaround to correct it. I've had to start doing a very quick quicksave/quickload in order to prevent the newly combined craft from spinning itself into oblivion -
Bug: Stage recently dropped from launch vehicle is uncontrollable
Talisar replied to Angelo Kerman's topic in v0.1.0
I've experienced this issue as well, with any probe-controlled vessel detached not having a CommNet connection The quick workaround that has gotten me past this issue is that after a save and reload, the probe(s) magically have connection again and can be switched to and controlled as normal. This works with both regular save/load or F5/F9. -
I have encountered a similar situation with undocking causing immediate mission failure, and was able to recreate the issue on the launch pad. What I was experiencing appears to be specifically caused by docked cargo being secured with struts. If struts were not used (frankly not an option), then the cargo was able to undock successfully. If stuts were connected, then the mission immediately failed, with the cargo remaining held in place by those struts. As a workaround with limited useablity, if I used a decoupler instead of a docking port, I was able to release the cargo without issue, I reported this via the launcher feedback option as well, but due to the limited amount of picture upload available, I'm adding them here too (Lots of pics incoming, apologies) Lol, I even had to go recover the password for the imgur account I used when actually trying to make mods for KSP1 :)
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From the look of it, you attachment problem appears to be just a config issue (Specifically the "node_attach=" line). If you set up that node at the correct point with the orientation you want in the config, your part should attach the way you intend.
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Just looking at your list there, I am pretty sure that the majority of those mods have been updated for 0.90 or are part packs which for the most part won't break (I use most of them myself). Honestly, if you are ready to update to 0.90, I'd suggest that you do a completely clean install, then just go down the list of mods you posted there, going to each of their threads and downloading them (Or check out CKAN). I think you'll find that most of what you currently use is ready for the update as well. edit- oh, and don't just throw all of those mods in at once Do it one at a time (or just a couple), and load the game to make sure everything plays nice with each other.
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Suggest an add-on to me that has a small light part?
Talisar replied to tjsnh's topic in KSP1 Mods Discussions
There is a very nice small foldable LED spotlight in the Exploration Rover System by A.S.E.T. pack -
Official Mod Compatibility Thread for .90
Talisar replied to NathanKell's topic in KSP1 Mods Discussions
That's actually an issue with the Firespitter plugin, not LLL. There's a temporary fixed DLL in the firespitter thread that will fix your problem until it gets repacked edit - Here's a link to that post -
The Delta IV Orion Launch... RECORDING HERE! (Soon)
Talisar replied to ZooNamedGames's topic in Science & Spaceflight
Well, the rain has cleared off, let's just hope that the clouds and wind decide to cooperate too. Source: I was getting wet, and now I'm not -
The Delta IV Orion Launch... RECORDING HERE! (Soon)
Talisar replied to ZooNamedGames's topic in Science & Spaceflight
7:55 EST launch time now -
The Delta IV Orion Launch... RECORDING HERE! (Soon)
Talisar replied to ZooNamedGames's topic in Science & Spaceflight
New launch time is 7:17 EST, according to radio here -
The Delta IV Orion Launch... RECORDING HERE! (Soon)
Talisar replied to ZooNamedGames's topic in Science & Spaceflight
I hope ZooNamedGames got a good viewing location. It's about an hour and a half to launch time, and I'm sitting over at Port Canaveral to watch the launch, and it's packed here. I can't imagine how it is trying to get into the KSC viewing locations. -
I'm not completely certain of this, but I am pretty sure that if you right click on the probe core of the satellite after you undock it and select "control from here" it should correct the issue you are having with RT's flight computer. On a side note, It would be nice to be able to designate a hierarchy of what parts will be in control depending on what is available, so that it always defaulted to something like (manned capsule)>(probe core)>(docking port)
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They should be included in the tech tree already (under Very Heavy Rocketry, if I recall correctly). I should probably look into spreading them out a little bit though, in a progression that makes more sense.
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I'm going to need to catch up quite a bit, thanks for the link! For the most part, all my memory issues were fixed by switching to openGL, so I should be good on that part.
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Hello all, I am dipping back into KSP now that I have managed to get it running relatively crash free again . I'm rather shocked at the amount of attention this little pack has gotten, but I'm glad people find it of use. I'm going to be working on updating my part packs, and this one was the first that I took a swing at. I've read through the pages of comments while I was away and tried to address what appeared to be the major concerns. On to my replies! I shamelessly ripped off your hard work and adjusted the prices in the part configs to match the ones you came up with. Part costs are much lower and diversified, thanks to you! For the time being, I arbitrarily set the entry costs at 10x the part cost. No guides as of yet, but I'll see what I can do about that. (Glad you like the science container too. ) I haven't really looked into those possibilities as of yet, but I will. I'm not too sure about the toggleable docking ports, but I like the idea. For the fine control, I'll probably go with tweakscale integration, and as far as lighting goes, I had originally planned on having lighting built into the rings/adapters. I'll probably revisit that idea as well going forward. Thanks for that catch, and for sharing the fix. It should be corrected in the update. YAR! Cargo Transportation Solutions v0.3.5 Changelog: v0.3.5 (10/25/14) - Adjusted Entry Costs and Costs to more realistic values (Thanks to invultri and BadManiac, who's work I stole to do it) - Corrected orientation of stack node on large arched cargo frame with mount Checking with ferram, it seems that the issue is caused by either the origin of the cargo bay being outside the bay (it's not) or something else in the build causing FAR to break. I'll do more research to see if I can reliably replicate the issue and hopefully fix it.
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I have the same issue (not that it's a gamebreaker or anything). It appears that the ones being duplicated are all in subfolders named "Flags". Any that are in subfolders with other names (e.g. "Agencies") are not duplicated. It duplicates Squad, DMagic, NASA, and ASET (ERS) on my install, but not Novapunch or any of the squad agency flags. Removing ATM and leaving everything else the same caused all duplication to stop. It also caused my initial load of the game to take up about half a gigabyte less of memory usage... edit - Oh, I should probably mention that I am using the 6-8 beta release
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I've been pulled away by real life lately, but I'll try to get everything reinstalled and updated on my system asap so I can get this pack up to date.
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Yeah, they are definitely not set up correctly, as they really didn't serve a purpose when I initially made the parts. I'm going to have to reinstall and update all of my stuff due to my extended absence (real life is inconvenient), but I'll try and get to it asap. As always, many thanks to taniwha for all the help keeping these packs useable.
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Hey, that means I've helped you twice by doing absolutely nothing! I like this trend!
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Glad you like it! I was under the (possibly mistaken) impression that FAR would determine if shielding is appropriate based on keywords such as "cargo" and "fairing" in the part names, so I thought that would happen automatically. I'll look into what I have to do to make this happen. Well, for length I'm not sure, but I plan to include integration with the Tweakscale plugin on the next update. In the meantime, you can download it and add the following MM patch to apply it to the current parts: @PART[TALMediumCargo*] { MODULE { name = TweakScale type = stack defaultScale = 2.5 } } @PART[TALLargeCargo*] { MODULE { name = TweakScale type = stack defaultScale = 3.75 } }
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The MM patch for the TCS pack isn't working either (looks like missing @ before part names) This config will add tweakscale to all of the TCS parts: @PART[TALMediumCargo*] { MODULE { name = TweakScale type = stack defaultScale = 2.5 } } @PART[TALLargeCargo*] { MODULE { name = TweakScale type = stack defaultScale = 3.75 } } and I'll include it in the configs for the next update, so a MM patch won't be needed. Btw, great work! I'll be getting a LOT of use out of this plugin
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For the time being I've rolled back the model to the docking ring to the previous (working) version. Apparently I broke something when I simplified the collider, but I was able to use the older version with no problems, so this shouldn't break any craft (It did make some of the docking rings on already-launched craft non-functional, but they were that already ). I'll revisit the collider simplification, but this should get things working until I do. Main post is updated, and HERE is a download link. Sorry about the issues with it, and thanks for pointing them out to me!
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Hmm, I made a ship similar to the ones in your pic and ran into the same issue. I'm not sure what has changed since I initially made these, as they were working fine before, but I'll see what I can figure out.
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Glad you're finding it useful! Hmm, I've done pretty much the same thing as you are describing without running into this problem. Basically I made a tug, and I've launched different cargo sections up and docked them for transport. I'll play around with it some more and see if I can replicate the problem you are having. The first thing that comes to mind is to suggest that you turn off SAS right before the two parts dock if you haven't been. I've seen similar behavior to what you describe when SAS is fighting to maintain orientation while fighting the docking ports' magnetics. I'll also post an "update update" while I'm at it. Still working on getting decent textures done, but I haven't been happy with anything yet and I still have less time than normal to dedicate to it. It's coming though