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gl0ryh0und
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Spacecraft Engineer
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Revert to VAB reloads the game
gl0ryh0und replied to gl0ryh0und's topic in KSP2 Technical Support (PC, unmodded installs)
Update did not address this issue. To be clear, I can change scenes in the game.. tracking to KSC to ship in space to different planets.. all within a couple seconds, but when I revert a flight it reloads the entire game.. This is a major problem, you won't be able to proceed down your road map with out resolving this truly massive problem.. Career will be essentially unplayable for all casual players. Anyone else having this behavior in the game or is it just me.. I see lots of views, but no comments. -
MSI Laptop CPU i7 RAM 16gb Windows 11 GPU NVidia 3060 6GB When loading to the launch pad game 'sometimes' will switch back to KSC loading screen, progress goes through everyhting, including 'pumping sim once' hangs there about 2 - 3 minutes then loads. Always when reverting to VAB the game goes through the same loading.. This results in sometimes a round trip time from VAB - PAD - VAB of 6 or more minutes.. I can't play it like this. I did find that if I 'switch' to VAB instead of revert it doesn't do it, but it also deletes my vehicle in the VAB..
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
gl0ryh0und replied to sumghai's topic in KSP1 Mod Releases
I've got a question that doesn't directly relate to this mod, but I've seen the pictures of other parachutes in game like the one in images from the OP. The parachutes aren't over lapping, and behave like you would expect in reality. How do you accomplish that, that isn't how they behave by default in stock KSP.. is there someway to tell the parachutes to have collision mesh after it deploys? -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
gl0ryh0und replied to BigNose's topic in KSP1 Mod Releases
Your media fire download triggered suspicious browser activity, actively attempting for force permission to install a 'media player' very uncool, I suggest you dump media fire and move to kerbal stuff of some other place that is less chancy.- 799 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
gl0ryh0und replied to BahamutoD's topic in KSP1 Mod Development
Soo.. my 400+ tonne space dock/ construction yard almost died.. I ran into the physics range bug, where the vessels match orbital velocity when they get into physics range.. but my tanker was travelling in a retro grade to the station and my orbital velocity was about 0 when I entered physics range.. and thus the tragic hilarity began.. docked - transferred Karbonite.. ditched all docked vessels, and hooked the ore hauler into the most central docking port and proceeded to drag the horribly A symmetrical station back into a stable orbit.. thank God it was Minimus, otherwise my poor station would have made a spectacular explosion against some unsuspecting celestial body. I haven't updated in a while, so reading here I see the error of my ways.. lol I must say, very impressive mod. I'm enjoying building space going warships based on these weapon systems.. -
I think you hit the nail right on the head, but in the same vein, perhaps managing is what he is good at and he might have good ideas. I know it is difficult for the 'specialists' (ie coder/artist) to imagine that a manager's position can be enjoyable, but it can be.. It might be worth a chance, albeit a long shot. Have done some software development work myself, the skills and abilities of the 'specialists' can be highly specialized and they rarely make good managers. All that being said and coming full circle, every manager faces an uphill battle when they come at their project like this.. expect a slow start. Your biggest challenge will be getting a good mix of talents and personalities between your people.. and expect to work as much as the others, or more..
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Hmm.. I was using Karbonite conversion configs, so perhaps something in the cfg modules..? Not a big problem, I'll poke around the cfgs when I get chance.
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I added a metal bin, which allowed me to smelt some of the scrap into metal.. once I had space for scrap metal, the workshop started working again... So while I have no doubt that your intended function was as you stated, I seem to be experiencing something different.. it's not game breaking fortunately it is just another thing to keep in mind, an over abundance of ore and lack of metal handling capability can bind up the process.
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So, finally got my first space dock up and running.. churned out a couple parts for my growing station. Then started building in earnest a large ship... however as I'm sure many of you have run into.. parts stopped building.. turns out I have filled up my scrap metal and my metal.. and now parts won't build.. I presume its' because of the workshop generates scrap metal when making parts and there is no more scrap metal storage, and can't process the scrap metal into metal because the metal bins are full... really?? I mean.. that's it.. I can't just toss away some scrap metal or take a big hit in productivity or something.. I have to ferry some sort of bin up and attach it to the station?? anyone got a solution that doesn't require an hour of my life to haul a dang bin to the station?
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Does this mean that Hexcans will be the only choice for containers? :-( Also, tweakscale won't be a requirement I hope. I find it a bit cheaty in early career.
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I've noticed and mentioned the same thing.. if you'll notice, its' the scale of the container that is the problem, not the node.. they are about 30% smaller than they should be, but fore reasons that escape me adjusting the cfg file to scale the model doesn't work. At least for me it doesn't
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[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
gl0ryh0und replied to codepoet's topic in KSP1 Mod Releases
Hey if this is still working with .25 you should update the version, even if it is just a repost of existing work, so this mod doesn't fade into obscurity. Love this on my space planes -
I pulled the cfg files for these and I can't find the problem.. I jumped the gun earlier, metal bin does show up properly, but ore and parts don't I don't use the hexcan bins, I actually delete them. I compared the metal bin to the ore bin, and aside from the expected differences all model scaling and nodes were defined identically. I'm going to try replacing the ore bin model with the metal bin model and see if the behavior follows the model.mu instead of the cfg file. EDIT: The issue does not follow the model.mu file.. almost seems like something in the plugin or some other mod is doing it? somehow. I check the module manager files that affect this mod, I don't see anything but that doesn't mean much. I'm running 31 mods so I'm not sure where even to begin.. but its' the only mod with a problem like this too..
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I just got back to this thread lol, but Mzxs I don't see that problem.. are there any asteriods or just no new asteriods spawn after the initial new game? I'm not seeing either behavior, and my mods in use is quite extensive.. but I shy away from part heavy mods if I can. mostly plugins.
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Has anyone experienced nodes on the bins being out of position.. I get nodes about .3 of meter from the model for ore, metal, parts bins.