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koksny

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Everything posted by koksny

  1. Well, that's the culprit. I did not checked yet game without mods, but now i looked in log for "resource definition", and, indeed: And there is absolutly different food resource setup in there, "probably" making it act out of place. I guess deleting this config entry will solve this problem. And generate some horrible followups with BioMass mod. Oh well, the god damn Kerbals will have to deal with food from cargo vessels like normal, everyday space people does. Cheers
  2. Looked past few pages and did not noticed this problem hinted, so i will ask: Is there anything wrong with food transfer in last version, or is it BioMass mod somehow confliciting with it, or is it simply problem between KSP and chair? Because when i'm trying to transfer food from life support container to other parts, first of all - it just disappears, the transfered amount does not show up in other part, and second - it happens painfully slow, around 0.01/s. Also, when my Kerbals goes for EVA, their food supply is being shown as 0. It is also 0 in command modules. Like the only place that food is prohibited to stay is food container (Somehow logic, but, i don't agree at all, since snacks drawer in Hitchiker module. And kinda the food resource bar for every module with crew, so...) If i'm first one with this problem, well, then it looks like no one else is using BioMass mod with it, otherwise i guess someone should already report it. Or i'm just dumb and there is some gameplay feature to not being able to transfer food. That i don't understand. At all. Other resources (excluding power consumption in resource monitor, that happens to be most time negative... Well, power is sorta kinda half positive, half negative, so it's fine) work well, as their consumption and generation.
  3. Thanks, that's really usefull to know. I thought that it's impossible to scale single dimension without using 3D modeling soft. Never really looked into part config files before, probably should before asking, but i was almost sure there is only some kind of "rescale factor" setting or something. Well, the parts does not really have any practical function, like, at all. It's just the coolness factor of cargo bay doors - you can pretty much replace them with big SAS part or interstage and it will do exactly same thing (except that you will have to fiddle with camera zoom for a while). It's just that when it comes to coolness factor and getting part count at decent level, part count comes first. Hope the config rescaling wont mess texture much.
  4. Is there any way to make them longer? As much as i like the look and idea, i also find them very much not practical. In most cases i would love to use few stacked, but it's getting part count out of hand really fast. Are you considering possibility of including some more variety in terms of height, or maybe even borrowing some code from procedural fairing mod to include such feature here?
  5. Either download last development version of MechJeb (not that one from main link - one from GitHub i think) or just disable signal latency in RT config, that worked in 0.22 as fix for problems with throttling.
  6. It happens because last version of RT duped your satelites in save file, now they are physically in exactly same place, and when you load your game - they crash into each other. Just find satelites that have the same name/launch time and delete duplicates before loading craft, it will "fix" save file.
  7. Replace your RemoteTech .dll with this one: http://epsilonzero.nl/downloads/RemoteTech2_2013.12.18.21.39.zip Should help, had exactly same problem, this version solved it. And like Peppe wrote above: Delete every other Module Manager than 1_5_6! You need only this one version. It has check on startup so it wont load other if it detects older ones, but still, only the recent one is required. Also, there is post on GitHub that targets deleting RT config file as one of possible workarounds. I did it and infact after using fresh one game did not bugged out. It did however after generating config file and repeating same situation with quickload. Take it into consideration while in testing enviroments.
  8. Isn't it Unity bug? Textures tend to mess up in quite few Unity based games after alt-tabbing. Did not happened to me, so i dont think it relates to RT.
  9. There is the GitHub discussion about 1.3.3 problems: https://github.com/Cilph/RemoteTech2/issues/189 Hope it helps out folks until author strikes back with official fix.
  10. After very long and tedious process of seting up every possible addon (finishing yesterday with updated Active Memory Reduction, that allowed it to get past loading screen), i have not encountered any bugs whatsover, other than few critical exceptions when trying to load new versions of mods without the "magic" toolbar API, doing around 6 hours of playthrough, with dozens of undocking/non/atmospheric flights, so at least "it worked for me". And knowing your last problem with duplicated spacestation i guestimate whatever RT is doing in last version, it is doing it wrong. Looking at GitHub there are at least few problems, like with asigning and destroying protovessel. I have tried clean install with only RT2 1.3.3 and same bug with blue space-center/duplication still happens, so it's not due to some incompability. Other than that, game still crashes with out-of-memory exceptions, had some issues with Active Memory Reduction and TextureReplacer fighting over causing game to crash, but looks like 2.9/2.10 of Memory Reduction fixed it. Maybe just while flying near objects with SPU, game loads them and bug occur on unload? I really see the focus manager as culprit of problem. It's too neat future to work fine in just first attempt of implementing...
  11. It will cause the problem if the second decoupled part has antenna/spu. It just trigger some exceptions at the point of unloading vessel from simulation, if the unloaded vessel was connected to some other craft (via RT). So as long as the second craft do not have antenna/connection/spu - game will not break. Otherwise, after unloading and going to map screen your connection visualisation lines will be bugged out, and after entering space center Kerbin will be gone. On next load craft will be duplicated. But in fact, i have not encountered any problems with manned missions when using official 1.3.3 version, and none of my manned crafts were duplicated. Any way, it's just too much work with restarting KSP after every undocking to care, especially when "fix" works just fine.
  12. As i wrote few pages ago (and infact directly to yout Twitter after seeing that you disabled it in IS series) - just use development pre 1.3.3 version: http://epsilonzero.nl/downloads/RemoteTech2_2013.12.18.21.39.zip It works just fine, it just lacks the bugged active focus list-explorer thingy. It does not crash after every flight, it crashes after decoupling craft with more than two SPUs. You can avoid it by using the version without focus switcher, or just decouple stages without SPUs (like mechjeb or probe cores). If you decouple (or undock) ship with two active SPUs, game will crash/get blue screen in space center/remote tech crafts will get duplicated after one of the vessels reach simulation limit at 2.5km. Infact i think Cilph should link this version in main post, since in my opinion the game crash/vessel dupe is quite game breaking bug.
  13. There is working last version RemoteTech2 for 0.23. It's development version before implementing the "active vessel focus explorer". It doesn't duplicate vessels after undocking/spliting in two crafts, with two antennas, and does not bugout space center with texture clouds/blue screen. Link was some time ago here but it was taken down - got it from Steam forum myself: http://epsilonzero.nl/downloads/RemoteTech2_2013.12.18.21.39.zip I tried both forks wrom GitHub, every configuration possible, and after testing it's just obvious that game crashes (and duplicates vessel) after unloading one craft (typically after reaching 2.5km distance limit). If both crafts got SPU - game crashes. Version above seem to work flawlessy, and it's compatible with all* other mods (everything that Scott Manley have in IS series at least). For me it looks like the ability to change active focus on map screen borked plugin. At least there is version that works before this glorious mod is back on the track.
  14. Had same issue, and was looking forward to fix for it too, so i did it myself (Thanks for sharing source JDP!) RemoteTech 0.5.0.0 ASAS/SAS FlightComputer Fix: https://dl.dropboxusercontent.com/u/15584520/RT_sas_fix.dll To make it fly, just delete your old RemoteTech DLL file from plugin folder (or just delete the ".dll" part, so it wont load), and insert this instead. Worked for me. I'm aint programmer, don't have any (any at all) clue about C#, so everything i did was just commenting every section reffering to "FlightComputer" class/function (3 days of learning to compile, read code, and find what do what. Success.). So for short, i just maimed the code to remove FlightComputer links. So FlightComputer probably don't work. Probably, in a way - probably for sure. At first i thought too, that it's the case of "including" ASAS part with RTCore part, but nope, it seems it's problem with keybinding SAS toggle with FlightComputer, which ends in "KillRot" function being toggled. That ends in not even ASAS mode, it just locks your fins totaly. Hope it helps. Also, JDP, please make it optional choice to kill rotation/get sas torque. Almost impossible to fly spaceplanes with recent RT. Anyway, great mod, best luck with it, had a lot of fun (and got some C# knowledge too).
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