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vardicd

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Everything posted by vardicd

  1. confirmed conflict with mechjeb in the latest version, clean install with only remote tech is fine, add the mechjeb mod, and throttle stutter occurs. setting time delay to false removes throttle stutter. still can't get Github to work with me.
  2. Okay, that made it appear. Also, it appears this stutter issue is a conflict with mechjeb, when I removed the Mechjeb mod, the stutter vanished. testing further
  3. Yes, I've been using this mod since just a few days after you released it. I can go to Github, but when I click on new issue, it sends me to a page that says error 404, this is not the page you're looking for.
  4. I can't find that- In the Gamedata/remotetech2/ I have, Parts, plugins, textures, remotetech_antennas, remotetech_Mechjeb, remotetech_Squad_Antennas, remotetech_squad_probes. {Parts} is just the parts, {Plugins} only has one file, Remote tech2, and {textures} are the textures. I'm so confused. and Github gives me a error 404 when I try to use it. And trying to open the file in plugins just gives me pages of gibberish
  5. I can't figure out how to edit settings, or even find the option for settings? and yeah, all my unmanned stuff can't get enough lift to go anywhere, just throttle stutter and crash on the pad. Manned craft work fine. Also I know how to get my persistence file, but can someone tell me where to find this output data log thing?
  6. I don't know what github is, nor how to use it, but I'll try to figure it out, but I have throttle stutter right off the launch pad, with no signal delay. Throttle will jump from full, to null, to somewhere in between and back again.
  7. I'm getting throttle jitter on any unmanned craft I launch after the last update. Didn't notice it at all before.
  8. Damn, I was hoping I was wrong, but yeah, removing remote tech fixed it for me. I really want this mod, but I loved the old remote tech, and I'm so happy to see it come back. I'll have to set this one aside until this conflict is resolved. I will be watching though. Keep up the good work!
  9. I haven't noticed any framerate issues, but I tried this mod, and liked it. Flew a few missions with it, then installed the new remote tech, and it stopped working. All the parts are there, resource lists, its just no oxygen gets used, and no co2 gets produced, not sure what's up, experimenting now. Amyome else seen this, I may have just flubbed something.
  10. I watch that Scott Manley vid, what last night. I laughed at him for screwing up something, and it was a real bug. Who knew?
  11. I have no Idea what any of this actually means, but I shall assume awesomeness is in store, sir. Thank you for this amazing mod.
  12. Ok, I'm fairly new here, been a lurker for a while, but I noticed the other day in career mode, the avionics nose cone part, told me a report had a science value of 140, and when I landed and recovered the craft, I got 8 science for it. This is on a stock game, except for the tree loader mod. Am I missing something? This is the only part that seems to give a false science gain report. Is this a bug with the stock part.
  13. No it was a one experiment shot, new science part, here's links to screenshots I took of the experiment, and the results on recovery. https://drive.google.com/file/d/0B80kA-XeDQQlWDlHRWM2WWJPLUE/edit?usp=sharing https://drive.google.com/file/d/0B80kA-XeDQQlemJtaVFtWThtNzg/edit?usp=sharing
  14. Ok, I've got a curious bug, I've been playing with Traditional Tech by Nazari 1382, and I've noticed that my science haul per mission is getting cut bad. I had one experiment the report told me was worth 120, but on recovery I got 8. and it doesn't happen with any other tech trees, has anybody else seen this? I sent a message to Nazari about it, but I'm looking for other inputs. Does anyone know of any mod conflicts that can cause this?
  15. I've found that by editing the mod part files to fit the stock techtree, they show up no matter what tree I load in my game, I'm using Kethane, KAS, Engineer, remote tech, and others and they all show up.
  16. Oh, I didn't realize it was a bug. I just thought it was an artifact of the new terrain conforming grid. I'm not sure what it being on the tracker for reference means. i'm still really new at figuring out a lot of this stuff.
  17. This isn't so much a bug, but has anyone else noticed that at certain angles, the Kethane grid disappears? Is it just my game? Is it because of the new terrain contouring grid? Kethane is still my fav mod, and this isn't a problem, was just curious if others had noticed it, or if it was just me. Okay, that's good, I wasn't sure if it was just me, or what was up.
  18. That did indeed fix it, I just assumed a manned pod would pass signal along.
  19. Especially considering, I changed the design at the last minute to not include Mechjeb on the groundstations, if I hadn't they would have worked.
  20. Wait, Signal processor? Do you mean my ground stations need a probe core to work like I meant them too, even though they are manned? If that's what it is, I'm going to feel so dumb.
  21. I just double checked, if I have a satilite in orbit point a dish at the Mun, I get a connection, but the ground stations on Kerbin do nothing, no connection at all.
  22. Ok, I sent you a pm, with a link to a google drive I just set up, and a list of mods I use, let me know if that's what you need, and if you get it, ok? I've never done this, total noob, and I really want to help, 'cause I love this mod.
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