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KerBlammo!

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Everything posted by KerBlammo!

  1. What's the deal with mods on Curse all saying they are compatible with "1.0.0" instead of 1.0.2, even when they are? Have they not updated Curse to allow for that to be selected when the user uploads a mod or something?
  2. How was entering actual hard numbers for angles "not correct"? If everything is properly symmetrical and using the same angles, surely things will be aligned? Are the actual angles not accurate enough?
  3. Seconded. Would be nice to have it back the way it was if possible.
  4. As for the suggestions of "power generation" or a "service life" requirement, they're all good, but really all I care about is knowing how to fulfil a contract (whether that contract is for an "early" satellite. Whatever the contract is it should be completely clear what the requirements are. No one likes thinking they have succeeded and having the game say "actually... nope", simply because the wording of the contract was vague. I get that this is the kind of thing a beta is released to find out, though.
  5. It'd be great if he could change it to specifically state SOLAR power is needed. I just got my stay-putnik into the correct orbit with a nice full 200 unit battery on it and the required antenna and... no dice Going to have to install KAS just to be able to ferry a panel from the launcher over to it, 'cause I really don't want to lose the funds spent on it and can't revert.
  6. Not sure if this is already known about, but the directionality of the omniwheels is flipped (left=right back=forward). It's not a massive deal and they are gob-smackingly amazing to me, since I like to make cylindrical landers mobile and this way I simply add 4 wheels with 4x symmetry and they magically turn to the correct heading (doing this with Infernal Robotics was laborious, to say the least). Another thing I noticed is that when you hook up two craft (with, in this instance, a KAS pipe) the one with omniwheels sinks right down on its suspension as if all of the weight of the now-single-entity craft was bearing down on them. Again, not a big deal, just something you might like to know. If you ever feel like making more space-ready-looking versions of them (pretty much just hubs that don't look like earth-bound truck hubs) I would love them even harder I pretty much only have the MM pack for the omniwheels - I'm going to be exploring the USI Modular Kolonosation system soon and they should come is so handy for positioning things. Putting them on robotic extenders to spread out the wheel base and make your lander (or whatever) more stable is also awesome
  7. Thanks for the info. What I find odd is that I USED to be able to alt+tab out of (proper) full screen while the game kept running, sometimes for many hours, without any undue effects. I don't think I care enough to go back to my old versions to see which one was the last version to allow it. Maybe it changed when Unity was updated. Shame to lose the functionality, though, especially at load up. I've actually had very little trouble alt+tabbing away from other true full-screen games. Maybe just luck of the draw.
  8. I don't understand that statement - If you click in any other window while KSP is in its own window, that still shifts focus away, whether KSP is windowed or not. Do you mean that, say I load up a YouTube clip or article, I can then click in the KSP window to give it focus and still see what I've loaded into another window (If I've resized both windows to be half the screen width, for example) or do you mean that in windowed mode, losing focus will not cause the game to stop running? Thanks for the info on running windowed, either way.
  9. Are you sure? The only way you could even replicate doing that in stock KSP is to create something in the VAB with radial symmetry, copy the ship file from the VAB folder to the SPH folder and then try to add something using mirror symmetry in the SPH (I think - I've never actually tried it). I kind of wish there was just one construction building with both symmetry options in the stock game, then people would have the most construction options and a problem like this would def be in Squad's court to fix. Maybe with the new updates to building this might change.
  10. Thanks, I'll give this a shot, and reply here if that actually fixes the problem, to let people know. I've had problems with symmetry just in the SPH without even using EE, though, which is why I thought it might be a game limitation (even though you can't edit things with SPH symmetry in teh stock game unless you copy your VAB ships into your SPH folder). For example, say you want wings both on top of and underneath a fuel tank on either side of a plane - the smart thing to do is obviously to rotate your craft so the wing/tank is pointing up, then stick your wings on with mirror symmetry so you can put wings on one side and they will automatically be added to the other, then you can re-orient the tank and stick it back on the fuselage with symmetry on so you then have your four wings sections (one above and below the tank on each side of the craft. Unfortunately that does all sorts of odd things with bits disappearing, depending on how you add stuff.
  11. So back in the earlier versions of KSP I used to open the executable and then just tab away to do other things while the game loaded. Load times have significantly increased with version number and of course are much worse with mods, so it's a really handy thing to be able to do. Similarly, while making any kind of painfully long manoeuvres when I couldn't time accelerate (like in low orbits) I used to just tab away from the game for a while and it would run in the background. I know this changed quite a while back, but I was wondering if there was anyway to force this behaviour back into the game. I thought the option to "simulate in background" might do it, but that obviously pertains to something else. Any info on this (how I can get the functionality back, what the reason for the change was, etc) would be appreciated, thanks
  12. So I installed the latest version and got a bit of a surprise when switching to a craft I already had in orbit: Yeah, that's not how I originally built it, with all the monoprop tanks and RCS blocks hilariously inflated. In fact, I'm not sure I even used Tweakscale on any of the parts on that particular ship (It's just a transfer stage). I'm not too worried about it, so I only post it here for the lols and any interest it may have for you.
  13. Sorry if someone's already mentioned this, but a symmetry bug that shows itself when swapping between VAB and SPH modes has just been annoying the hell out of me, lately. If you put, say, 4 objects around a central object using VAB 4x symmetry, and then you swap to SPH mode with mirror symmetry in order to place mirrored parts on just two of those four objects, superficially it looks like it works, but it actually places FOUR instances of the object on the opposite side. You caninstantly see it's doing this with Z-fighting that's produced by the extra instances, and if you use a robotic piece from MSI it's even clearer when a whole bunch more pieces show up in the robotics editor window than there should be. This bug has been around forever, and perhaps due to the way I build stuff I'm constantly having trouble with it. An simple example would be making a lander with four tanks around a central body that you then want to put wheels on the bottom of in a rover-style configuration. I can't have been the only one to try such a thing... Is this an Editor Extensions bug, something to do with the stock game, or what? Is it something that could be fixed? Any info would be appreciated.
  14. This is such a simple, yet fantastic idea that would add some nice spice to the game play and exploration. Would also make a great mod. I can't quite believe no one else has come up with this 'til now. Kudos
  15. Yeah, I know all bets are off once you throw a fistful of mods into the mix. I just hadn't twigged that that behaviour wasn't stock. It's quite easy to avoid, wasn't posting looking for a fix or anything.
  16. Ah, sorry folks, I didn't realise that was something any of my mods was doing, because it's not something any of my mods purport to do (and I never play with KSP completely stock, so not really used to stock behaviour for comparison). For a second there I was excited that I'd discovered something vaguely useful, lol. I'm running over 50 mods with this install, it'd be pretty annoying trying to narrow down which one is the culprit. I would assume something like Editor Tools or something.
  17. Under Win 7 x64, using KSP x64, there's a bug that's very easy to replicate. If you build a sub-assembly with a command pod/probe in it and then build a new craft that uses that sub-assembly as the first/root piece, you will get all kinds of weirdness when trying to launch. If you see the ship at all it will be high in space and covered in re-entry effect, even though it's not moving, there may be no planet, the map will centre on the sun and you won't be able to use any keys except the F keys and escape. If you saved the ship, reloading it will look like it has worked until you realise none of the parts are actually connected. Sometimes trying to launch such a ship will result in having no option but to hard-quit KSP by ending the game from windows task manager. I discovered this by making a satellite, saving it as a sub assembly and then using it as the first part of a launch vehicle so it would be at the top. Even though I added a new probe body underneath the sat the game still thought there was no command pod/probe. I had an extensive list of mods at the time, but I've tried this with stock parts and it happens every time, so I'm guessing a clean install would also exhibit the bug. Obviously it's easy enough not to build ships like this, so it's not a priority to fix, just thought I'd let people know.
  18. Actually, I've found it incredibly stable. Once I upped my mod count I had some issues when I was running other progs taking up memory (it doesn't like using the page file, maybe) but basically have no problems as long as I don't have too many other things running and eating up RAM. If an install is working fine and then you change a few things and it stops working, you should be able to sort it out (eventually). I'd only give up if the stock game crashed at the drop of a hat, but it doesn't. P.S. I really like how you've laid out your mods in that spreadsheet. I'm only a few off having the same number and should probably do the same.
  19. AHAH! I discovered it was happening because of a specific ship I'd built using an assembly (of a sattellite using pieces from the BoxSat mod) as the first piece. When I load that ship it's all there, but none of the pieces are actually attached to each other and regardless of the fact it has 3 different probes, the game thinks it doesn't have one at all. So fairly sure it has to do with trying to build a ship using an assembly as the first piece, even if that assembly has a probe/command pod. I might try this out on a fresh install and see if it does the same thing with no mods and then report it as a bug if it's not already known about.
  20. I DO install mods by hand. Module manager is not a mod installer (although I can see how it sounds like one) - it modifies specific files at startup so they can be changed for that instance of the game without changing them permanently. I wouldn't use it, but some mods force you to. I've just started a new save and it seems to work fine. I may add the two mods back in and see if it has the same affect on this new save, but even if they do I won't be able to tell what they are conflicting with or what's going on. I'll also try and import my ships from the old save and see if maybe it was one of the ships that was dodgy. I'll report back here if I find out anything useful. Thanks for your replies, MeCripp You've also reminded me I should probably backup my save before installing new mods!
  21. Using MM 2.2.1 - It didn't make any kind of backup folder that I can see. Would there be any mods that would be good to re-install, possibly writing over anything that was changed? I'd be surprised if Bahamuto's parts were the problem, but oddly they never showed up in the VAB, either. Once I removed AGExt and the dynamic parts, there were a LOT less things modified by MM at the start screen - 600-odd instead of over 1000. I thought that would do the trick, and that the problem was with AGExt not playing nice with something, but with both those mod folders deleted the game is still completely whack, as above.
  22. Hi, I'm running KSP 0.24.2.559 x64 on Win 7 x64. I have a pretty heavy mod list, but everything was working until I added Action Groups Extended and Bahamuto's Dynamic Parts. At first the game crashed trying to load the VAB, then I tried again and it seemed to work, but trying to launch I got this bizarre situation showing some of the atmosphere effects from EVE but no Kerbin, no ship, no keys related to ship control doing anything (still had a navball), no escape menu (escape just seemed to pause it) and a map view centred on the sun that refused to move regardless of time passing. No way to do anything except hard kill the game with no crash log. I removed those two mods, but apparently they've written to some file somewhere and this horrible change has been made permanent, so basically I'd like to know what files I might be able to delete or revert to their original state, such at toolbar settings or stuff module manager might have changed and not changed back with a hard quit, that sort of thing. I have so many mods it'd be a real pain to have to re-install all of them in a new, clean KSP install. I'm going to try startign a new save to see if that makes any difference to the inability to launch anything, thinking perhaps it's the save that's broken (which luckily doesn't have a lot in it, since I was just using it to try out new mods and see how stuff works in a sandbox game). Thanks in advance. Fixed: The problem was not the mods but the ship I was using, which was built using an assembly for the first piece. This is an easily duplicated bug.
  23. Not sure if this has been raised before, but I've noticed a bug when trying to place parts using SPH symmetry on other parts already placed with VAB symmetry. Say you place 4 girders around a tank using 4x VAB symmetry and then you want to place wheels (or whatever) on just two of those girders, it will LOOK like it works, but will actually place 3 or 4 of the object on the opposite side from where you click to place it (so it would look like you placed the two wheels on two of the girders like you want to, but there will actually be one wheel on one side and 3 or 4 instances of the wheel on the opposite side). Playing around with this I can replicate it every time and it never works correctly -if you wanted to achieve the above example properly you'd have to use SPH symmetry and add the other girders from scratch, rather than using the VAB symmetry to being with. In more complex scenarios, especially for building rovers, it would be really nice if this worked correctly. Thanks for continuing to update this must-have mod
  24. I had some oddities (things not responding, etc) occurring when saving with the new 0.17 version under KSP 0.23.5.464 and then when I tried to load the game again it said my save file was no longer compatible! Is there anything in the file I can check/edit that might be the cause of this? Thanks.
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