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Motokid600

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Posts posted by Motokid600

  1. This seemingly happened out of nowhere one day I went to play. The joints that the base parts here use to hold a rocket seem to have changed to rubber bands. My craft will sink then bounce on load and fall over. It is attached however. Just very loosely. What could be going on? Wasnt doing this before and I cant for the life of me think of any changes I made.

  2. 19 minutes ago, Dientus said:

    The link in the image

     

    https://external-preview.redd.it/v4kwlBRnmTnBysy_-axX40562syrP6ESN7YTNDs2nBE.jpg?auto=webp&s=7590a80b9967488fab2c462504794aa38cd3fdac

     

    The link to yours

     

    https://kerbal-forum-uploads.s3.us-west-2.amazonaws.com/monthly_04_2016/hqdefault.jpg.a19ebc1366a51ba116fd73b80700399e.jpg

    Just "shooting from the hip" (guessing) but it looks like the first one is a cropped version of the second one. I didn't do a web picture search to find the original. You could always ask the person who posted it about it, but unless you created it I wouldn't worry about it.

     

    Hm. Maybe. I also apparently posted in one of the links the user had in their post a long time ago. Maybe that did it. Sorry about that. Mods can scrub this topic. 

  3. I was browsing the KSP Reddit today on mobile and found a topic that had a particular image linked to it. The forum avatar you see here. Is this some bizarre coincidence? How could this be possible? I'm not sure if I should be concerned. Here is the topic. Nevermind it's contents other then the "show spoiler" image. https://www.reddit.com/r/KerbalSpaceProgram/comments/oegfsd/i_love_you_ksp_but_youre_still_a_mess_and_i_need/

     

    Is it just me? Or does everyone else see my avatar? 

     

  4. 1 hour ago, Kill3rCat said:

    Things look a bit iffy on my side, not sure why. Using the latest KSP, got the mod (and its dependencies) from CKAN.

    Main issues are that Laythe's clouds appear on the dark side (it looks very off) and that the terminators don't have a colour gradient.

    My mods (as previously mentioned, installed through CKAN) are as follows: 

    Not sure about the terminator gradient, but IIRC the glowing clouds for Laythe has been an AVP feature since day one. "Bioluminescence" of some sorts.

  5.  I did. No luck. However I came across this thread.

    I believe this is the same issue and am getting ready to test this now. Occording to the OP in this post its the small cubic strut being attached to a decoupler that is causing the bug. Going to remove that part from my design to see if it works now..

    Edit: YEP! That did it! Good God... must've been three hours last night uninstalling mods. >.< So as to why this is a problem with the cubic strut is beyond me. My first guess would be an issue with restock.

  6. Wow. I cant believe I found this. Months later Im having this issue as well and go figure im using the hell out of that cubic strut attached to decouplers for this exact reason. Trying to launch multiple sats at once. Pulling my hair out trying to fix it. If its honestly just the damn cubic strut causing the issue then... oof..... Ill try removing them from my design and report back.

    Edit: Yeah. Removing the cubic strut fixed it. Sorry I know this is months later. But @Korbat do you happen to recall if you were using restock at the time? That's my first suspect. But at this point im so burnt out on troubleshooting I think im just going to avoid using the cubic strut on decouplers. May have something to do with it being a part with no mass.

    Edit2: Nevermind saw the list in the OP. Yeah I see both ReStock and ReStock Plus of which I also have.

  7. I believe I too have the same issue when trying it decouple multiple satellites. I have a log.  This just gets spammed badly after separation when the bugged craft is focused.

    dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN
      at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
      at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <2afc64dea36946459d4707808bdac511>:0 
      at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <2afc64dea36946459d4707808bdac511>:0 
      at PatchedConicSolver.Update () [0x00000] in <2afc64dea36946459d4707808bdac511>:0 
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

  8. Quote

    Indeed the audio limiter needs more work,  when sounds are way too loud it has a hard time trying to turn anything down in time and causes crackles. better to disable it for now and just lower the volume of the game

    That does seem to be the best solution so far. What is the point of the audio limiter and all of its settings if I may ask? If it can just be governed by the in-game ship volume setting?

  9. It seems certain engines are making a crackling/popping sound in my speakers while others are just fine. I see aloooot of settings on here under audio limiter all of which I dont know the function of. However when disabling audio limiter ( Tried muffling. No change. ) it seems to have gone away. That or the engine is just so much louder I cant hear it :P Any possible tweaks I can make?

  10. 1 hour ago, Emilius73 said:

    The first bits of Mun Base Camp have been shipped. Next is the rovers (both crewed and flatbed to install modules), and after that I'll try to get all the remaining modules there in one launch. :blush:

    I'll edit this post with more pics as I progress, don't want to fill up the whole thread!

     

     

    Interesting lighting. Using TUFX?

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