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Apollo13

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Everything posted by Apollo13

  1. This is the Orbit Decay bug. It's been reported several weeks ago. Today, NathanKell of Squad took the lead to fix it.
  2. It's a bug with ALL wheels and landing legs. Been document in BugTracker for many months. Squad has no answer.
  3. I also get stutter. Only using 29 mods. It's an intermittent problem. Mostly happens at Mun and Minmus bases. Fps is 35+, then drops to single digits for a few seconds. Then back up to 35 FPS. Repeat.
  4. JPLRepo, Thanks for answering. Yep, I had a full-on brain fart. Of course it's a Unity 5 class, not PartTools. I feel like an...
  5. I've been a developer for about 45 years. When developing for Unix/Linux, I use a text editor (gVim), whether C/C++ or Assembler for apps or device drivers. When creating mods, I use the MS Visual Studio. As others have stated, it provides the functionality you need and doesn't get in the way. I don't know your development methods, but I prefer efficiency and expediency.
  6. Edit the CFG file for each container and set: internalAccess = false to internalAccess = true Then restart the game.
  7. I created several mods that require the Animation class. I searched this 1.1 class list (Class List), and I do not see it. Does it still exist in PartTools for 1.1? Or, has it been replaced by another class?
  8. vers. 1.0.11 broke the Greenhouse. In the top image, is a Greenhouse that I previously set to Deployed status. It cannot be deployed. In the bottom image, with the Interior Overlay on, you can see it thinks it's deployed.
  9. Colliders NEVER have rendered meshes. If you have those in your mod, remove them. I'll try box colliders. However, the walls are not rectangular shaped. I'll test that. Yet, there are stock cargo bays where you can place items against walls inside.
  10. OK. Given the workaround to make 3.2.8 work correctly (hitting the C-key, then ALT-C), it worked fine. So, I've reverted to 3.2.8. Thanks for keeping EEX alive. A must have mod for me.
  11. vers 3.2.9 has broken Toggle Snap. In 3.2.8 and earlier, clicking the icon would toggle between free placement and the current degree setting. Now,clicking that does nothing.
  12. Whenever I develop mods, I usually just have Squad, my mod folder, and two other mods to decrease load time and prevent incompatibilities.
  13. My GameData consists of only Squad and EditorExtensionsRedux. EDIT: When I first come to the VAB, the Angle indicator shows 0° . That's when the problem occurs. Upon hitting the C-key, I can then place the Battery. When using ALT-C or SHIFT-C, the indicator does not return to 0°. Rather, it shows the dot-in-circle icon, as it should. I can still place the battery anywhere, i.e., it works correctly. It has a problem ONLY when 0° shows in the Angle indicator. Scenario: 1. Ensure no vessel is in the VAB 2. From KSC, select the VAB 3. The Angle indicator shows 0° 4. Select/place OKTO2 5. Select/place structure 6. Select and attempt to place Battery. Cannot be placed 7. Hit C-key 8. ALT-C key until Angle indicator is dot-in-circle. Indicator will never show 0° 9. Select/place Battery. This will work correctly.
  14. I've been using these lights in 1.1.2 without an update. Nice to see igorz grab this and go with it.
  15. In this image, I can place the battery only on the +z axis of the structure. I cannot place it on -z, +x, -x I can place it on the -y axis of the OKTO2. I cannot place it centered on +y axis of the structure; it can only be placed on the +y if offset towards the +z axis. KSP vers. 1.1.2.1260. I also deleted the entire EEX directory and installed fresh from SpaceDock. Vers 3.2.7 works perfectly. SIDEBAR: I know how frustrating this can be to you. I've been a developer for 45 years. The toughest bugs are the one that you can't replicate or are intermittent.
  16. vers 3.2.8 is broken. I've reverted to 3.2.7. I can surface attach parts to only the +Z side/surface of another part. EDIT: can also attach to attachment nodes
  17. I've created a simple open cylinder, whereby the sides and end pieces have colliders (convex). However, I am unable to attach items inside the cylinder. In the first image, it shows the colliders. The second image shows that the colliders have no meshes to render and they are all convex. This image shows that the colliders are created in Blender. Finally, the part displayed in the VAB, where I cannot attach even a stock light inside. I can attach it outside, though. I want to attach items to the inside surfaces. The CFG file allows surface attachment: // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 What am I missing?
  18. Thanks to KottabosGames YT, I learned about this. KottabosGames Review
  19. yes. As an experiment, I removed it. It ended up removing the entire animation for the door. EDIT: was just now able to remove it. Mod works...for now. Give it time, and it will fail again.
  20. It's a simple mod (Cargo Bay, with two animated doors). I've put Mesh Colliders on the main Body and each door; all three pieces have the Mesh Collider convex flag set. What/Where should I be looking to resolve this error? Is it an unset flag/value in Unity? Is it something in my modeling program (Blender)? Sometimes, this works fine. Then not. The part compiled correctly in the Unity Editor without errors. Imported from Blender to Unity via an FBX file; animation (single) was baked. All Unity Mesh Colliders are set to Convex. In another thread, FreeThinker suggested that I "check the syntax of all defined float curves in the config file". How can I change the defined float curves in ModuleAnimateGeneric? Here is a link to a ZIP file with: 1) BLEND file; 2) FBX file; 3) CFG file; 4) texture PNG file; 5) GameData directory Project Files sidebar: previously posted this thread in wrong sub-forum
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