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Excrubulent

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Everything posted by Excrubulent

  1. @MisterFister: If you read my statements carefully, I think you'll find that they don't actually disagree with anything you've said.
  2. I'll have to give that a go. I just updated texture management, used the aggressive version, and now I'm down around 2.5GB. It's a much nicer feeling Also, since people seemed interested in my dropship (I call it that because its rear ramp allows it to drop off cargo at landing sites), here are some more pictures. On its way to orbit. Delivered payload, brakes deployed for reentry. Landed with nearly 50% fuel left. Also, I love this cockpit. RasterPropMod gives the camera displays. It makes landing so easy. Now for a proper payload. This is the kind of thing I designed it for. Removing the science & crew module. I love IVA. Long-range science mission deployed. Used a grappling hook to recapture the previous mission. Returning a vessel from the surface of Minmus would be worth some tasty science, however I haven't packed any KAS parts that will allow me to dock with it. That's an issue because it drifts in warp, so I need some more supplies. Docking the supply ship. RPM's docking cams and MechJeb's Smart ASS make this possible. I don't trust MechJeb's autopilot to dock, though. I've never docked like this before. Wow, some of those bay doors wouldn't open again if they had clipping enabled.
  3. EDIT: With the latest update, this issue is resolved for me. Cheers, Nathan & DYJ! I'm having the same issue. This happens for me after saving certain craft, then loading them again after closing and reopening KSP. It happens to pWings. I've also had it with two different craft, both times the craft saved & loaded just fine, but after exiting the game and coming back, they exploded/shed their wings on reload. The wings also behaved as though still attached when looking at the fuel lines. I X'd out of the game just after I experienced the issue, so it's right at the end of the log. You can see that the wings actually have a relative velocity to the craft of about 27m/s when they collide with other parts of the craft. Right now I absolutely cannot reload this craft. It happens every single time. output log craft file Before exiting the game. Reloading after entering the game again.
  4. Okay, on the main thread for procedural wings, here, they're talking about the issue. I'll report back here if they find a fix.
  5. Just updated MechJeb to 2.4.0.0, no dice. Here's the log: https://www.dropbox.com/s/0rw0bwsfbhplzsu/output_log.7z?dl=0 I've never really trawled through these before, but from what I can see the procedural wings start with a different momentum to the rest of the craft. Any short term solution, so I can at least rescue my craft before this mod gets fixed? EDIT: I X'd out of the game right after the wings came off, so the incident is right at the end of the log.
  6. Okay, I've updated everything I've got now. Now apart from KM, NASAMission and Squad folders, everything in my GameData folder is newer than the 16th of this month. The problem remains, but looking at the mission log, it's different each time, and it's not clipped parts that are colliding with each other, it's parts that are directly connected to one another. I've also had once or twice where the wings flew off, but there were no explosions, and nothing in the log. Nope. Nothing has gone wrong at all. Also, your wings are over there now. Should I start a new thread about this?
  7. Oh, wow. I was just going by what ModuleManager was flagging. I need a better way to keep track of this stuff.
  8. What do you mean I haven't installed it correctly? Do you mean it's got a notification in the screenshot telling me it's outdated, or is there something else? EDIT: Okay, I figured it out. The folder should be TriggerTech, not the mod name.
  9. I am using part clipping. I'm using a shape that clips through the wings to make the engines more aerodynamic. I need to do that because I'm using FAR. This never happened before 0.25, and now it's happened twice in a row. I've updated all my mods, including the 0.25 updated Firespitter dll. EDIT: Didn't see Master Tao's post. I'll try updating those parts. The Klockheed Martian parts are included in B9, if I'm not mistaken.
  10. Got the same issue, except it only happens after closing the game and reloading a flight in progress. Got this beast into orbit: Then the next day loading it back in: Ouch. That's approximately a 350,000 monies ship lost there, plus my most senior of Kerbals, unless I can figure out how to stop this bug. I don't have modular fuel tanks installed myself, here's my GameData folder: It also happened with another spaceplane I was using, much smaller and simpler. I got it into orbit around the Mun, including a bunch of reloads along the way. Then after closing the game and reloading the ship later, kaboom. Sometimes bits explode and sometimes they don't, but it always winds up as an unrecoverable mess.
  11. Fixed it - FAR doesn't play nice with the 64-bit Windows version of KSP, which is a bit annoying. I kinda don't like having to skate along the 3.5GB 32-bit RAM limit, with only a few hundred MB to play with.
  12. Yup, there's also a similar part in the Firespitter pack. I think the only difference is the colour - B9's is blue and Firespitter's is red. I do sometimes use Firespitter when I need certain wheel shapes & sizes. For instance, I've made fuel tank buggies with the big orange tanks that can drive in & out of the back ramp on this plane. Just tie them down using KAS parts and they're good for suborbital hops to Kerbin City, and whatever else you can think of. EDIT: While I'm here, my new problem is that the control surfaces on the plane aren't moving. This is new since 0.25, is this a problem with FAR, B9, or what? I'll have to go through and make sure all my mods are updated, but just thought I'd ask. I initially only updated the ones that I was told were incompatible with 0.25.
  13. They might not be precisely the same height, but I've used both wheel sizes in B9 to make them level. Eyeballing it in the SPH, I couldn't say which was higher. They certainly look the same height to me. Just a bit of body flex would undo the difference, in my opinion. Besides which, on landing you have to land rear wheels first, so there's just no getting around it. EDIT, because I didn't see all the replies before my first reply: In fact, just to take off, I've got extra wheels at the back to stop tail strike, and the rearmost landing gear can be raised independently to assist with rotation on takeoff - see action group 2 in my first photo.
  14. Yeah, but I can't see how I'd ever land it, which is kind of the point - to save money. No use having an SSTO that you can't land.
  15. So, may I present the Prince Rupert's Drop. It's named after a physics phenomenon, the fact that it's a dropship (it is actually capable of landing, dropping off a cargo, and returning to orbit without refueling), and my son, Rupert. Overview, and action groups Bay lights on. The cargo is for a mission to test the turbofan engines landed on Minmus. Hey, I don't design the missions, I just get paid. Extremely well, in this case. MOAR SABRES! MOAR INTAKES! I use FAR, and procedural wings, and B9, and a bunch of other mods. Those three are the critical ones for this design, though. I've designed a few like this, I'm getting fairly proficient at it. I also made one with the massive cargo bays, but I haven't unlocked them yet in this playthrough. Also I need to unlock those nuclear generators, as I don't like spending an action group on solar panels.
  16. Oh, the difficulty settings are in the Space Center escape menu! Thank you! That makes sense - they should be different for each save file. I was looking in the main settings menu. Taking a photo now. I need it that big so I can get space stations and landers into orbit without wasting money on staging.
  17. So I've got an SSTO plane made with B9. Suffice it to say that to make orbit in a sane amount of time I've needed to fit it with 4 SABRE M's and 8 SABRE S's. It's a beast. I was most of the way through developing it when the 0.25 update hit. Now I've finally gotten around to updating all my mods and I tried to launch it, and the runway doesn't survive. One thing I can do is drive the plane off the edge of the runway, then launch it on the grass, which doesn't make any sense and most the time doesn't work because this thing isn't so good at navigating the runway debris. It's all-wheel-drive but it's not exactly an off-roader. Is there a way around this? Can we mod the runway to be tougher? Can we just turn off the destructible building feature? I don't think it'll affect my game very much. I'm such a save-scummer that I'd never accept a destroyed building anyway.
  18. Yes, that's what I've done. I'm posting because it doesn't work after everything has been installed.
  19. Yup, I've got 1.2. I just installed it last night. Does that mean you don't need the RPM version of VV?
  20. Having a bit of trouble getting to VV from RPM, using KSI's MFD. I've got VV installed, and VV listed under PLGN on the MFD, but clicking on that menu item does nothing: Clicking 3 on the MFD in the middle does nothing. No message or blank screen, just no response. Not sure if this is an issue with VV or with the MFD, but does anyone have a clue why this might be happening?
  21. The thing is, the mouse picking works, but at the same time, the wings will disappear if you look too far away, and this happens when no wing editing is going on. So it doesn't make sense that it has anything to do with when in the frame various things are done, because it lasts over many frames and doesn't resolve with time. Anyway, that's a bit of a curly issue. All the best with it when you do get around to it.
  22. Double post because I noticed another thing. When the camera pans so the root of the wing is outside the camera's FOV, the wing disappears. I had this problem with a mesh generator I was working on, and I'd like to spare you the trouble of going through what I did to fix it: it's caused by a mismatch between the MeshCollider of an object and the MeshRenderer. The camera is doing a thing called frustum culling, where it removes anything outside its frustum (that's the name for the camera's FOV shape). However, it's using the collider to test whether it should cull. So in the case where the render mesh is inside the camera but the collider is outside, the object stops being rendered, so you see it disappear. There are two possible fixes: 1. Make sure the collider mesh matches the render mesh. If you do this, you can't just set MeshCollider.mesh = generatedMesh; You need to first set it to null and then assign the new mesh, which will prompt the collider to update its cache. Just assigning the new mesh won't prompt the update and nothing will change. That's unfortunately not in the documentation. Updating the cache can be slow for large meshes, but the wings seem to have fairly simple geometry, so I can't see it being an issue. 2. If you don't need a MeshCollider, don't use one. If there's no collider, I don't think the frustum culling happens, so it'll always render. That said, I don't know how the mouse picking is working if the collider doesn't match the visuals, but that was the problem when I encountered this bug myself. That's all. I'll take a look at the code myself and see if I can elaborate on that, but I might not get the time soon. I've worked in Unity but never modded KSP before. EDIT: I should say I've only noticed this bug in the editor, not in gameplay. EDIT 2: Nope, it happens in gameplay as well. It's just harder to pan the camera away from the wings during a flight.
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