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vardicd

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Everything posted by vardicd

  1. 1 Quality settings are the same, 2 I do not play with Kopernicus. I have already ruled out both Kerbal construction time, [which modifies launch times, sites, resources, and was my number one suspect] and world stabilizer, which modifies world conditions when loading vessels It's really confusing me, as most of the mods I'm running are just part packs, launch escape systems, near future, feline utility rovers, pathfinder, buffalo, etc, or mods that modify parts, like dock rotate, jet sounds, wheel sounds, mk-1 cabin hatch. Kerbal construction time and world stabilizer are really the only 2 mods I have that affect "the world" to the best of my knowledge. I've got UI mods, like KSP alternate resource panel, kerbal alarm clock, and others like them, but nothing I'd suspect would affect the world, or how vessels load into it.
  2. Here's an odd one, has anyone had any problems launching rockets from the woomerang, or desert launch sites since starting to use this mod? I know it's not a restock issue, because in a clean install with only restock it doesn't happen, but in my main install of 150+ mods, the minute I add restock the restock parts start falling through the woomerang and desert launch site platforms. Insofar as I can tell, non-restock parts aren't affected. I'm starting the process of troubleshooting my mod list now, but was wondering/hoping someone else had seen this before and could give me a leg up on identifying the offending mod. Edit: Correction problem is specific to Woomerang site. Desert site is fully functional with no problems.
  3. Oh... Oh I feel like an idiot. I didn't see that there were 2 download links there. I only noticed the top 2. my bad.
  4. So Maybe I'm clicking in the wrong place, or maybe I've missed something, but it seems that when I click the Github download link for restock+ on the first page, it takes me to the github release for just restock? Can't seem to find Restock+, or is it included in the download of Restock? Okay, correction when I click the github download links for both Restock and Restock plus, it gives me the download of Restockplus, but the Github page says Restocked, which confuised me. the spacedock links take me to the respective mods correctly. Never mind, I'm a blind idiot.
  5. @Angel-125 I started my mod testing today, trying to replicate and isolate the bug I had previously, and I saw in a previous post that someone had trouble with Baris+Better burn time+B9 Part Switcher, so I thought I'd start with Better burn time, since I use it also, and right off the bat I thought I hit gold. I discovered I had a number of issues related to workers and buttons not working as I felt they were intended. I then re-cleaned install folder, downloaded a clean copy of KSP and only installed Baris and Module manager to compare, and only realized then that the same issues show up without any other mods installed, I just hadn't noticed when I was first playing around with the clean install of Baris. I've made a video linked below, to show my discovery, and as I say in the video, I'm sorry about the poor quality, and I hope it's helpful. EDIT: I should also add, I don't know if you're aware of these issues, and this is what you were referring to when you said "Sometimes that happens and I haven't figured out why yet." or if you didn't realize that this was present in baris alone, or if you've overlooked this, and thought the issue was only present with a mod-combo interaction. So, I guess I apologize if I've just told you all things you already know, but don't know how to fix. I didn't consider that till just now, long after I made the video and got it uploaded. My original assumption was that you were implying that you hadn't figured out why this happens with other mods. Again, sorry if I miss understood. EDIT 2: I just reloaded my main install with all my mods, and baris' behavior definitely gets worse with all my mods installed, so I'll keep checking to see which are affecting it. Not sure how long this process will take.
  6. @Angel-125 Regarding the [non-functional/poorly] functioning buttons that I previously reported. It definitely seems that it's a mod interaction that's causing, or exacerbating the [poor/lack] of functionality. In a stock install with only baris installed the buttons seem to work just fine, mostly. I have discovered that sometimes the '+' button will go unresponsive and fail to add workers to a project, but clicking literally anywhere other than any button, on the open baris window in the editor will reset the button and allow it to work again. In the coming days I'm going to start adding mods one at a time and testing baris to see if I can isolate what mod or combo of mods is making the situation worse. If I'm successful I'll report it to you, and perhaps that will aid in figuring out how to prevent or correct the problem. Should you choose to do so.
  7. okay, so at least I know I'm not the only one that's running into issues. I always feel like a total idiot when I come looking for answers and no one else has the problem, implying I'm doing something wrong or have a unique mod interaction ruining things.
  8. @Angel-125 So I just downloaded this and decided to try it out over KCT, which is changing hands, and experiencing growing pains, and it seems I'm having an issue with the workers interface. Just starting out I'm using 50 out of 25 available workers, and if I click the max button it jumps to 75 out of 25 workers. the + and - buttons don't seem to do anything at all. Is this a known bug, or perhaps a known mod conflict? I've tried reading back through the pages here, and I saw overkill13 posted about it above on the 25th on November, and didn't seem to get a response on it. I also see that the mod appears to have updated since then so I'm not sure if the issue was dealt with but then somehow got reintroduced, or if it's just a failure on my end?
  9. The only parts that I know of that gather and store compressed atm are in the Heisenberg airship mod. the large blimp reaction wheel parts generate it, and store an amount. Not sure which other parts from that mod do, if any, but if you want to use those air rcs bits on other craft you should be able to copy the relevant modules from the airship mod, to some other part you choose to make them work.
  10. I like the idea of clamshell fairings, but no matter what I do, how I design them, one of more of the clamshell 'sides' always gets stuck to the craft, usually at the fairing base and flops around breaking bits on the ship. I've never figured out how to get clean seps on the stock clamshells. Cool little mod though.
  11. I'm sorry what menu? I don't know if there's a list of stored parts . I've never tried to look and see. I'll play around with that next chance I get and see if I can find anything. The game/mod obviously has to track that somewhere but if that's visible to the player or not, Asking in scrapyard thread may get you an answer faster.
  12. Ah, my bad. I answered this post last night on my way to bed, and being half asleep didn't look at your install and situation as closely as I should have. You're looking for the scrapyard interface to apply used parts to a build. The option to use already built and recovered parts can be set to auto apply during builds, but I don't recall if it is automatically. regardless this is what you're looking for:
  13. Yeah the ability to use recovered parts natively was migrated out of KCT and is now handled separately by : You may also want to look at: If you're not already using this mod, it allows you to recover dropped stages automatically, either by making sure there are parachutes, or by ensuring there is a probe core, and engines and fuel contained within, and the mod will do a 'simulated' powered landing for you. It is still possible for stages to burn up on re-entry if you drop them too high/too fast though.
  14. Understandable, was just trying to help, and clear up any confusion you may have had.
  15. @5thHorseman The issue this mod affects is the movement of shadows across the ground, due to the movement of the sun [time of day] I posted a video above, relinked in this post, that shows the movement of the building shadows across the ground at KSC. the first 17 seconds of video show the shadows moving in a very jerky, stop and go fashion. This is without Sunfixer. the remaining 10 seconds of video shows the same shadows moving across the ground much smoother, with Sunfixer installed. Both videos are recorded at 100x time warp. This mod doesn't actually make any changes to the Sun itself, so far as I understand it.
  16. Really that got fixed? I swear it still happens when I play. I'll have to look closer next time I play.
  17. I believe this has more to do with the jerkiness of shadows moving across the ground, due to the movement of the sun in the sky. if you watch the shadows of the KSC moving across the ground as the day passes in a relatively low time warp, then install this mod and watch again, you should see a big difference. See below, though I'm sure you can do a much better job showing it:
  18. @DMagic Looking back over the last few posts here, it seems people are having some inaccuracies with waypoints and such, and I've got something interesting for you, it seems that in at least some cases, SCANsat may be seeing planet bodies reversed? It thinks their north pole is their south pole, but without actually flipping the map. I was just playing and put a waypoint at the north pole for a mission I'm flying and SCANsat is showing that marker at the south pole of Kerbin: I'm wondering if perhaps this could be contributing to the problems people are having, if SCANsat is reading the planet one way [reversed], internally, but displaying it incorrectly in the display? I fully admit, I have no idea how this works, and am just making a guess from what I'm seeing. I leave it to you to know/figure out if this is relevant. https://www.dropbox.com/s/ygydr1jt0xquh5z/output_log.txt?dl=0 Output log, in case it will help you.
  19. I don't know what IVA mod you are referring too, but I do not JSI Transparent Pods installed. Though as far as IVA mods are concerned, I do have and 2 asset packs installed because they are needed for the IVA's of Kerbal flying saucers. I'll pull those out of my install later tonight after I get home, and see if that removes the issue. See if I can't narrow down the potential causes. EDIT: I've removed the 3 mods I mentioned above and the issue still persists, I'll have to spend a lot more time over the coming days with a fresh install and test if it happens with just buffalo installed and then start adding mods till I find what's causing it. will report back later.
  20. @Angel-125 Minor issue for you, I've found some of the parts from buffalo are semi-see-through. It's minor, but I thought maybe you'd want to know about it. I'm not using any mods that affect graphics or visuals. So I don't think this is an issue coming from any other mod, but I don't know?
  21. After many additional tests, the SCANsat units are in fact draining power as intended, the basic solar panels on my sat are just capable of powering it a lot better than I realized. 2 exposed to sunlight are enough to keep it fully powered with both units running, and my probe core and antenna connection. I retract my inquiry.
  22. Pretty sure Helldiver's Shuttle mod, {KSO?} can't think of the actual name of it, once upon a time had KSC~ish ground vehicles too. I think there are some people making an effort to keep that alive too @Omega482 Quick question, do your crates and tank props actually allow cargo or fuel to be carried, or are they just for show?
  23. Thanks for the help with finding the output log. Silly place to put it. It wouldn't surprise me at all if it is from a mod conflict. I spent 9 hours going through all my mods a few days ago trying to nail down 2 bugs, one was causing duplicate options menus in the new game selection, and duplicating my flag selections. Narrowed that down to Nertea's stockalike station expansion, and reported it. Nertea had accidentally left an extra file or something in the release version, and then I had accidentally installed RoverDude's Konstruction mod which hadn't updated to 1.5.1 and was crashing my game on load. I figured I'd ask here before I spent another multiple hours trying to track down a mod conflict, and see if anyone else had seen issues like this first.
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