-
Posts
333 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Bizz Keryear
-
-
1st off: Thank you for making this. Great Mod. This should be stock!
2nd: I really would appreciate a persistent configuration.
Keep up the good work.
-
Big rockets often need additional reaction wheels to make them turn fast enough.
In 1.0.x (even in 1.0.2) I have recognized a behavior that weren't in 0.9.
When told to point at e.g. prograde or retrograde or to a node and has a additional set of reaction wheels (=RW) turned on it targets not dead center anymore but fairly off target (outside of the ring) and also shakes a lot.
That happens to balanced rockets (big rockets with sufficient RW) as well as small rockets / landers with slightly too much RW as well as test wise massive overpowered small rockets.
But as soon as the additional RW are deactivated the rocket even if totally underpowered (or any any case) is again dead center and also had stopped spazzing out.
-
The LVL 909 got nerved lately ... I am not sure if it is intentional that the thrust at sea level isn't even enough to pull its own weight anymore, but for now I assume it.
BUT the animation of the 909 at sea level looks really crap .. as like as the engine would run on 10% (or less) ... even in orbit it looks only like ~ 50% ... that can't be right.
... the sound effects, too btw..
-
When I choose rotate or move on parts in VAB or SPH the parts jumps to a different position after touching the arrows.
e.g. I try to move it up a little, touch the up arrow and the part jumps to the left.
-
OK, KER has now a problem, they nerved the enginsystem in a way that the TWR isn't correct anymore.
I made a test rocket thingy with 6 Terrier engines and KER told me I would have a TWR of 2.5 on that thing.
But on the pad the engines didn't put out hardly any thrust. (The animation of the engine effect looks like I am running it at 10% or so) it is getting better as higher I go (strapped a mainsail underneath for further testing) but they really nerved the Lv-909 and KER currently doesn't takes account for that.
-
Until fixed no FASA for me... The parts look really neat, though.
Good luck and keep up the good work. (I hope you are able to fix it soon)
-
I'll look into it.
Is the error the action shows up in the action list and can be assigned to an action group, but nothing happens on activation, or is the error that the actions don't show in the actions list to be picked?
D.
Info: Ok, all I did was in 1.0.0. Haven't used anything above, yet.
I can assign them to any group. They work in the "normal" extended action groups, just like intended. But they done nothing when I had put them into the lights group.
-
Any chance to get a proper 1.0 recompile?
Haven't checked yet (call me a lazy ....) but I assume a lot of silent errors...
-
Hello, thanks for this repport, I will make some test to mute Chatterer, I've seen that QuickMute has an other issue in flight (you need to do escape to actualise the mute/unmute) ...
For the button, can you send me your logs when this bug is coming ? I haven't seen it with only Chatterer and QuickMute installed. It's ok I've seen it, it's when you launch a vessel from the Space Center, I think all my mods which have a stock toolbar on the space center have this bug, I will work on it.
Yeah have seen other icons there, too. but at that place was also the FPS counter from Steam ... so it was hard to tell. Funny thing I moved the FPS counter and hadn't the problem since then (didn't play 1.0.1 / 1.0.2, yet).
Hadn't the mute issue you describe. Works fine for me for any stock sound any time.
Quick idea (do not do it if you consider it too much work):
Add a simple config window (which maybe pop up on pressing the button long) in which we can choose what to mute. Options: All (default), All but chatterer, Music only. Doesn't have to persistent over sessions, IMHO. -
Honestly, I couldn't care less about errors I never see and that never impact my game. I haven;t had a crash yet in 1.0.1 or 1.0.2. I only ever had a handful in .90. For all its quirks, KSP is a rock stable game on linux. A little log spam is certainly not a problem worth forgoing proper maneuver nodes.
Still no good ... you might not see it but it still will effect your game ... and when it only happens when you launch that super huge rocket and your frames go down to 1FPS instead of 10.
edit: so @Developer: Pretty pretty pretty please update it ... no new functions are needed just a fixes and adjustments for 1.0.x
-
Here's some reference related to that for future use if you decide to take this on. Unfortunately Kerbin won't have a dark shadow but you could probably see a large darker area. Not really sure how visible antumbras are from space
In the link you have posted is this video link
since that is a full one a partial one can only be less. -
Well I have seen other use the new data in their mod Sarbian e.g. . Maybe you should contact him about the numbers (and maybe he knows a way that KSP will tell your mod the numbers needed instead of hard coding them)
-
It's just a TXT file in KSP/GameData/000_Toolbar Then look for version.txt open it with notepad or what ever make it look like hope it helps.
EDIT- All, I did was edit 1 file.
That might fix that you get no error message from the compatibility checker, but that still not fixes it ... a proper recompile should be done. (IMHO caused this bar error messages in the debug log)
-
I dunno why but I still get a message that is build for 0.90 KSP Add-on checker GUI.
Maybe you haven't forget to update the file that sets this number?
-
Seeing how this is one of the mods I officially support with AGX (on top of liking it myself), I'll commit to releasing a 1.0 update of it, hopefully some time this weekend.
No promises on that release date though, some of the sensors tie into the engines which were totally overhauled for the new ISP/Aero system so I don't know how easy an update it will be.
D.
Yay! Thanks!
edit: If you are at it ... could you please fix that bug that the smart parts often don't recognize if the fuel is drained? I assume some kind of floating point issue a floor or round (round seems better) should help.
-
I did a quick test yesterday and the plugin works. I also lost 2 hours of my life burning canards and kerbals around, I can't be bothered with recompiles.
Nope, it doesn't work for me. The Acom stays in place even if the rocket is moved around (which might put the the ACOM way out of the rocket). Also it always shows me forces ... even if the thrusters are dead center on COM.
At least it doesn't crash KSP. ... But is not working either.
edit: Never mind, Build Aid has decided to work properly, now. Dunno what that wired behavior earlier caused, though.
-
Just a short notice: Don't know whos fault it is but it doesn't seem to work in 1.0 with Aviation Lights v3.7. (edit: I can still click them manually, but I can't use them on a action group e.g. lights)
Anyway I love this mod.
-
Just a short notice: Don't know whos fault it is but they don't seem to work in 1.0 with extended action groups. (edit: I can still click them manually, but I can't use them on a action group e.g. lights)
Anyway I love them.
-
Yeah cool!
Well a small issue. For me it seems all of your fairing bases don't seem to fit really well. Would it be possible to instead use the procedural fairing size changer?
edit: And another one. The fairings in this pack won't attach to to any base. I assume an issue with the position of the nodes. It also seems that the have radial attachment turned on.
-
I really love quick mute
... it is just that I'd like also to have that it works on mods ... like e.g. chatterer (which currently has to muted separately)
... and I have a slight issue that the button shows up again a second time (it shows up normally as working button and the mute icon is also on top of the resources button) ... but it can also be something different that causes this.
All your quick mods are really neat. I like them.
-
Future Mode:
Moving on to version 13 and 14 modes; what I want to do is allow for the disabling of the stock scanner (basically just prevent the scanning event from showing up) and replacing it with SCANsat-style scanning. This would prevent any kind of instant scanning and would allow me to generate the map overlay textures myself so that they would match the big map overlay[...]
But isn't that easy when you have already it in scansat ?
you just need modulemanager to overwrite / delete the default properties in the stock scanner and replace it with yours. well to change that ingame might be a bit more difficult ... but still if you made your scanner so that it can work like the stock one and be able to activate this ingame ... the just overwrite the stock properties so it has yours..
MODULE
{
name = ModuleOrbitalSurveyor
ScanTime = 5
SciBonus = 10
}
MODULE
{
name = ModuleOrbitalScanner
CheckForLock = true
}or
MODULE
{
name = ModuleResourceScanner
MaxAbundanceAltitude = 500000
RequiresUnlock = true
ScannerType = 0
ResourceName = Ore
} -
Dude, ksp has the fastest updating mods I have ever seen! Even minecraft doesn't update this fast...
That is because Minecraft doesn't help modders in any way... they often make it more difficult for them instead. (not like GTA but well still hard) KSP is an extreme mod friendly game. (not as much as Space engineers .. I think ... but well still really good)
--------------
The version 1.0 update is mostly working. The actual map-breaking bugs have been fixed and are relatively minor.Resource integration is fairly simple and seems to be working ok. Map overlays are working the same as before, though I'd like to get to the point where I can override the stock planet overlay so that easy-mode scanning can be disabled.
One immediate issue that I've noticed is that not all overlay types actually seem to match up. Only the dot grid overlay seems to actually be accurate.
The poles have very high Ore density, but they don't show anything using the line or blob overlay. There are other differences visible as well when switching between the different modes, but the dot grid seems to be consistently more accurate.
The SCANsat map overlay is working the same as before.
http://i.imgur.com/tYJbXof.png
Regular SCANsat functions also seem to be OK (a minor tech node adjustment is needed) and MechJeb integration works with 2.5.
Hopefully I'll have something ready by the weekend.
Wow that is looking really good (and better than my installed one [dev5] in whhich the big map is totally broken).
There is only one more question: At whom I have to point my weapon at to get these binaries?
Well anyway keep up the good work.
edit2: With other words: Don't hog* your dev6 binaries and publish them (because they seem to work better in 1.0 than the dev5 do)
-----
*= Not sure if that is the right verb here. My instinct says it so but English is not my native language.
-
Are there no more 32 and 64bit versions and different operating systems? It's just basic and aggressive now?
No more KSP64 anymore so no more 64bit variant of the texture compressor. (I think)
@rbray89 thanks for the update but could you please poke CKAN and tell it that 5-0 is out (that thing is still stuck on 4-3)
-
Undo is easy...
1: save craft (use a temporary name if needed)
2: break symmetry
3: check/verify all is correct and as expected (only desired parts were affected).
No need to undo anything?
1: save craft again
Need to undo:
1: reload saved craft
You are troll aren't you?
If I would remember to save the craft each time it is critical then I wouldn't ask for an undo. That is what most people also forget to do.
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
in KSP1 Mod Development
Posted
@DMagic
Thanks for the update ...
Maybe you have to live with it that you have install some experimental mods manually.