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Everything posted by toadicus
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Gristle, I do add a tweakable to turn the pumps on and off, though I'm not sure why it'd be named "True". I'll check it out. Also, those exceptions are probably caused by your old version of AntennaRange; it's broken WRT the most recent ToadicusTools. Grab a dev build now, or I should have it released later today.
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steve_v, glad that helped! I'll upload it shortly. In the meantime, I've answered your AntennaRange query over in the AntennaRange thread. - - - Updated - - - TweakableEverything has been updated to version 1.11.4! Because we just can't get enough of bugmaking and bugfixing lately, this version fixes problems I created in the last update, which is apparently the new normal. CHANGELOG: v.1.11.4 [2015-05-22] * TweakableRCS: Fixed the throttle slider for saved craft to no longer increase RCS strength to laughable proportions. * TweakableReactionWheels: Fixed the throttle slider for saved craft to no longer increase reaction wheel strength to laughable proportions. * TweakableParachutes: Added FerramAerospaceResearch to the exclusions list in the .cfg so we don't load up when we don't need to.
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Since ManuxKerb can't duplicate his issue with the latest build, I'm still considering it a "release candidate". Last call for bugfinding, folks. - - - Updated - - - steve_v, the last official release of AntennaRange is broken WRT the most recent release of ToadicusTools, and is also missing out on a lot of bug fixes and optimizing I've been doing in the dev series. Pending another bug free day or so, I plan to release the most recent dev build as an official release this weekend. If you're in a hurry, you can snag the latest dev build now and help test.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
Thanks for the feedback, OzoneGrif! Those are cool bits of functionality that I would like to add. I'll need to sit down with some maths to figure out the best way to get at the suicide burn and collision calcs.- 577 replies
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Metanolo, symmeclept, it looks like I inadvertently packaged an in-house testing .cfg with EVAManager last time it went to CKAN, which requires you to track EVA propellant and fill it from pods. Since Squad starts rescue contract ships with zero resources, this means you don't have any EVA propellant. Personally, I like that change, but it's true that it doesn't play very nicely with Rescue contracts. To remove this functionality, remove EVAManager.cfg from the EVAManager folder. I've re-uploaded EVAManager to KerbalStuff, so future versions will not include that cfg in an active format by default. I really should go put a caveat in there to make it work better with rescue contracts, because I really like it as a mechanic. rhoark, it should be able to do that once I add the ability to select specific existing modules for editing. That's the biggest thing missing at this point. Metanolo, I tested AR just now with sending an individual experiment via the blue button and nothing went wrong. Can you please try to isolate your issue and, if successful, report it with reproduction steps and a log over in the AntennaRange thread? Link is in my sig if you need it.
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FirroSeranel, steve_v, and anyone else with excessively high SAS/RCS throttle issues: I changed the way those tweakables work from a 0..100 scale to a 0..1 scale. There's nothing misplaced in the code (I don't think), but I neglected to get anything in there to convert older saves (saved ships, active craft, etc) from the large numbers. So, now if it detects a number higher than 1, it will divide it by 100 and reset the range on the tweakable to 0..1 (converted to % by string formatting magic). Can you give this dev version a try and see if it resolves the issue? Thanks! [zip] [tar.gz] [tar.xz] Mokmo, the report you gave previously, based on everything I know about Squad's Staging subsystem, suggests that you have some parts in your ship that are incorrectly identified as being on a stage with an index higher than the actual highest stage on the ship. Because of the way Squad keeps track of the index, this gets their code confused and it all falls apart. The difficulty with that is that I don't have a more authoritative source of the stage count in a ship than Squad is exposing, so I can't just put some code in to say "make sure your inverse stage is smaller than X", since I apparently can't trust X in every case. I haven't been able to make TStaging duplicate your issue, but I haven't actually tried to play the game properly in weeks and I can only get so creative in my lab tests. Do you have a .craft file for a ship exhibiting these problems, that uses no or minimal mods? If you're not sure what mods it uses, you can upload it to KerbalX; they'll tell you.
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Quick update regarding TweakableParachutes and FAR: the RealChuteLite that's packaged with FAR doesn't use either of the two values that TP tweaks, and shouldn't need them adjusted. Since nothing bad is happening I'm going to leave it alone for tonight, but if you want to make the useless sliders go away, add, ",!FerramAerospaceResearch" to the :NEEDS[] block in TweakableParachutes.cfg, thus: @PART[*]:HAS[@MODULE[ModuleParachute]]:FOR[TweakableEverything]:NEEDS[!RealChute[B],!FerramAerospaceResearch[/B]] { MODULE { name = ModuleTweakableParachute deploymentFactor = 1 semiDeploymentFactor = 2 } }
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
toadicus replied to ferram4's topic in KSP1 Mod Releases
I know I'm butting in where I don't belong, but Jikahn, I recommend you try the new TE release and let ferram4 know if that fixes your issue.- 14,073 replies
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ManuxKerb, I'm going to need more information. What mods do you have installed? What steps bring you to this result? Can you post a log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log)? I have tried to reproduce the problem and I can't do so. Is anyone else having this issue with the latest dev build? scribbleheli, the output log is in the folders I mentioned above, and is not named for the date or time or anything like that. I specifically need one of those three log files, NOT the KSP.log file that lives in the root KSP folder. Thanks!
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OK yous guys. I'm packaging the last official release of KSPAPIExtensions until the new split version gets released and adopted, assuming that happens. For now, we're depending on the whole thing. I also fixed up TweakableParachutes a little bit. Jikahn, I tried reproducing your issue with this version per your steps, and couldn't do so. Hopefully that means it's fixed. I haven't messed around with tweaking the RealChutesLite stuff that comes with FAR yet. I'll take a look and maybe talk to ferram4 or stupid_chris; it might be best to disable TweakableParachutes when FAR is installed. CHANGELOG: v.1.11.3 [2015-05-21] * Changed the way KSPAPIExtensions is packaged to make it play more nicely with others. * TweakableParachutes: Fixed the tweakables to be easier to use and not appear to be on "0" all the time.
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everyone ever, I think smjjames' concept of going to the previous, full KSPAPIExtensions release is probably the best resolution until the split version is released and other mods start compiling against it. I'll test some ASAP to make sure I don't need to do any recompiling. Thanks to all for your variously-helpful bug reports, and for loving the mod. Jikahn, thanks for the report, I'll look in to it!
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Gristle, I must've buggered something with my packaging this weekend; I'm re-uploading all three mods ASAP. smjjames, please calm down. I did my best to duplicate your steps, thus: Open up a sandbox game Load the Kerbal X (I don't have time to actually play the game and build cool stuff ) Turn a few of the decouplers on and off, so TStaging has done some work. Alt-click to copy half the ship off to the side Remove an engine and leave it off to the side Add a different engine Add a stage with a "+" button in the staging list Move something to that stage Empty some other stage Delete that stage with the "-" button in the staging list Toggle some TStaging parts on and off just to test This produced no ill results. I see from your log that, in fact, something is causing code that is called by my mod to experience exceptions, but since the first such problems in your log were entirely separate from my mod, I'm guessing there's some sort of extenuating circumstance. Please try to isolate the problem with nothing but TweakableEverything and its dependencies installed. If you can't do that, add mods back until you find the blend that causes the problem. Then remove mods until you find the minimum set that exhibits a problem. This way I can target testing to figure out what's going on. Because it's not my code that's generating the exception, the best I could try to do is capture it and refuse to do anything, unless I can find something I am or someone else is doing that is prompting Squad's code to misbehave. I'm willing to believe that's happening, but I can't duplicate the issue with the report you've given me. Take a deep breath, think about specific steps that have led you to the bug, and give me the minimum set you can come up with. The harder I have to work to find your problem, the longer you have to wait for a fix. KWRocketry does not depend on any part of TweakableEverything. They don't distribute it and none of their files include my modules or patches to add my modules. jazzkutya, thanks for pointing out my fail. Fix coming in the forthcoming reupload. - - - Updated - - - I've reuploaded version 1.11.1 with a few tweaks, notably a more confidently-consistent compile and packaging of ToadicusTools. I've also changed up the way I'm packaging KSPAPIExtensions, in response to some discussion with taniwha. Note that as of right now I have no idea if this will play nicely with other mods using KSPAPIExtensions. I am doing what I can to work with taniwha to make some changes to make the more vital bits of KSPAPIExtensions a little easier for most mod authors to use, but as of right now things are a bit in flux, and our time zone difference makes it slow going. I did some cursory testing alongside procedural fairings, and that seemed to be fine, but beyond that I make no claims as to cross compatibility at this point. I'm confident this is something that will be resolved between taniwha and myself in a few days, after which other mods depending on KSPAPIExtensions might need to play a bit of catch up. If that proves false, I'll go back to using Squad's tweakable if another solution can't be found. I also put in jazzkutya's fix. Thanks! - - - Updated - - - Go get the latest AntennaRange and it'll be 100% kosher.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
I've re-uploaded VOID here and at KerbalStuff, compiled and packaged with the very latest version of ToadicusTools. Any weirdness stemming from incompatible versions of ToadicusTools should be gone.- 577 replies
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scribbleheli, this mod does in fact do relaying. Without more information it's going to be hard for me to help you; can you get me a log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log)? Also, did you check the right-click menu on the Rover antenna to see if it said why it couldn't transmit? Potentially better yet, try the latest dev build and see if the "pretty lines" help you diagnose the problem. If they're showing one thing and you're seeing a different behavior, though, please report it. Screenshots would help, but logs are better. Speaking of the latest dev build: here's a new one! [zip] [tar.gz] [tar.xz] This has yet another optimization pass to the relay pathfinding, making use of our now-cached "best relay" per Vessel information. It seems to behave identically to me. In general I consider this to be a "release candidate".
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dudecon, how long is "significant" time warp? I've let it sit here with full logging enabled (which means it is very slow, sad) for a good 8 years now and nothing has gone wrong. Have you timewarped far enough that the very notion of time is starting to degrade, or something? Did closing and re-opening map view fix anything? Did returning to the space center and then reloading a vessel fix anything? Do you have a log from that run I can take a look at? I've talked with dudecon in another venue and checked his log file; I'm pretty sure his issue was related to another problem. I also ran my test network in timewarp for 75 years without a problem. Considering this a non-issue for now. ManuxKerb, please try again with the latest build. I have checked it against the new orbital surveyor and the science lab (which both use the new TransmitData overload), and both call my method correctly, call Squad's correct method, and add science.
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ctbram, thanks for the log, that makes it pretty clear. I'm going to need to touch bases with taniwha about this one; it might be that I need to make KSPAPIEL participate in elections with KSPAPIExtensions to avoid such conflicts. Basically, both of the above are trying to help ProceduralFairings, and KSPAPIEL doesn't have everything PF is looking for. Gristle, are you getting your content with CKAN? I couldn't update ToadicusTools on KerbalStuff for CKAN this afternoon, but have done so now. See if that helps!
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So, I didn't understand how the Science Lab worked at all, and had to do some completely-vanilla (<shudder>) testing to figure out what it even does. But I've done that now (</shudder>), and I've tested it in a completely-vanilla install and an install with all my mods, and it appears to work just fine in both, as evidenced here in the modded install by VOID's transaction log and Squad's screen message: The problems with experiments last time were related to some code changes on Squad's end that I wasn't aware of, and was naively assuming hadn't happened. I've solved that issue, and to my awareness all science transmission is correctly working now. In case anyone here is as behind on actually playing the game as I am, here are some steps to duplicate my test: Build a super-awesome science lab station and populate it with scientists. Cheat yourself to a bunch of different places so you can run a bunch of different experients in/over different biomes and stuff Put all that data in the lab (using the yellow beaker "process" function on the experiment page). Tell the scientists in the lab to start researching. Make sure the lab is in a high orbit somewhere and time accelerate for about a year. Enjoy the light show. When you've recovered from your motion sickness, tell the lab to "Transmit Science" Wait several seconds. Enjoy the spoils of your hard-cheated victory. - - - Updated - - - Update: Just to be sure you've got all the latest stuff, here's a re-up of the AntennaRange dev build. It includes some changes to ToadicusTools also included in the latest TweakableEverything that may or may not have anything to do with the HOLY COW FLIPPING OUT bugs, but I don't think I've changed anything else in here. [zip] [tar.gz] [tar.xz]
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Thanks guys, I'm looking in to it. I'm pretty sure it is specific to the OX-STAT, which is failing to start up properly for want of an animation. I'm testing a fix now, will release soon. Edit: Funny thing: this happened to me half a dozen times last night when I was trying to play after I released, but I was so tired I didn't even look in to it. - - - Updated - - - Update released! CHANGELOG: v.1.11.1 [2015-05-19] * TweakableSolarPanels: Fixed an issue that caused non-animated solar panels to unhinge reality.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
toadicus replied to toadicus's topic in KSP1 Mod Releases
It's been a long time since I wrote that, but as I recall, at this point I'm specifically preventing you from doing so. I'll add an option to allow it.- 577 replies
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