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KSP2 Release Notes
Everything posted by Apollo13
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mysterious force acted on craft
Apollo13 replied to royying's topic in KSP1 Technical Support (PC, modded installs)
This is the Orbit Decay bug. It's been reported several weeks ago. Today, NathanKell of Squad took the lead to fix it. -
Landing gear falling through run way
Apollo13 replied to Tenchikun's topic in KSP1 Technical Support (PC, modded installs)
It's a bug with ALL wheels and landing legs. Been document in BugTracker for many months. Squad has no answer. -
Anyone NOT getting stutter with mods?
Apollo13 replied to funkcanna's topic in KSP1 Technical Support (PC, modded installs)
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. -
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.
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Edit the CFG file for each container and set: internalAccess = false to internalAccess = true Then restart the game.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Apollo13 replied to Nils277's topic in KSP1 Mod Releases
Wheels work for me. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Apollo13 replied to Nils277's topic in KSP1 Mod Releases
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. -
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.
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Apollo13 replied to IgorZ's topic in KSP1 Mod Releases
I've been using these lights in 1.1.2 without an update. Nice to see igorz grab this and go with it. -
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.
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delete this post
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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?
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Thanks to KottabosGames YT, I learned about this. KottabosGames Review
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Need Help with KSP.log Error
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
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. -
Need Help with KSP.log Error
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Yes, it is set to legacy. -
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