eodh
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Everything posted by eodh
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
eodh replied to ensou04's topic in KSP1 Mod Releases
Check http://a.pomf.se/xvphor.jpg -
I can confirm with two savegames in my back that the bug is at least, closely related to "resources" (I can confirm that removing the Community Resource Pack "solves" the issue). I couple of days ago I started a new save and copied a resource scenario from a presistent savefile that had the bug occurring. And voilàthe bug also started happening in the new save. So... yeah. Edit: I just did a new test. Stock KSP, only Community Resource Pack, after analyzing Kerbin the bug has appeared. It pretty much confirms CRP is the culprit (you have to Rever back to VAB 2-3 times in order to reproduce it) Tomorrow I'll delete cfg by cfg to see if any resource in particular is causing this very weird bug
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For some reason i can't get anything to connect to the radial Winch. The normal one works just fine. Pic related: http://a.pomf.se/xkhbff.jpg
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Well for me works partially, sometimes it doesn't spawn any Kerbal, but I can control the vehicle anyways. Although most of the time it does spawn a Kerbal, but its not sitting and you've got to switch from the "vessel" to the Kerbal, right click on sit and board. But I have a heavly modded set up so who knows what's causing conflict... I dont complain because it still do the job though.
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Well actually nevermind, probably my savegame is corrupted anyways :^)
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When I say SAS, I mean the hole thing including the autopiloting function. RT completely disables stock SAS/Autopilot, to the point that if you want to turn on the stock SAS/Autopilot you have to manually delete your current RT command. For example "point to node", "point to retrograde" etc., disables stock SAS/Autopilot. And this mod only works with stock SAS/Autopilot. Edit: Actually I'm not sure if it would be more appropiate to ask in RT thread for a compatibility config with Persistent Rotation instead...?
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Nope, that didn't do it :/ New log: https://drive.google.com/file/d/0BxWJPHau1WxfZ1N0cU1TVm12Zkk/view?usp=sharing
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Ah nice. Well personally I'd remove the negative countdown, I mean if I need some extra days I can add more supplies, dont really see a point there, it can even make it more complicated imho. Also visually I think its better another resource bar like monopropellant, liquied fuel, etc., than a countdown, although hovering would tell you the exact days or something... Or making them just like the stock resource gauges.
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Ah, bug. Ok I think I still have to understand how it's suposed to be in the first place. So now re-reading the OP, I'm guessing that it should stop on -15 days? Ok that starts making more sense...
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-76 days
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Fair enough, but what if the station is empty? The life support count down still runs. I did a test, I docked 3 kerbals into an empty space station with -76 supplies. Kerbals are know under that timer, but they can work, etc. http://a.pomf.se/abrcan.jpg
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And what if I have an space station in strike for a year because no supplies, I dock with my space shuttle, it counts like one ship, would my well feeded kerbals in the shuttle suddently go strike?
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Well if you have a small monitor (1360x768 here) and ALSO happen to use mods that add new celestial bodies, like OPM, the planet selection lacks of space and its not draggable apparently, so that's another thing I believe it should improve. http://a.pomf.se/zcndkg.jpg --Edit: or make something like Kerbal Engineer in the rendevouz menu, where the moons are submenus of their planets. (Btw did you read my request about this mod detecting RemoteTech's SAS? Its so much better than the stock SAS...)
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Ok I did an installation with all the mods I had when it started happening. I can actually reproduce the error exactly. For example, go SPH, launch, fly a bit, and return to sph. Just did that, here's the log: https://drive.google.com/file/d/0BxWJPHau1WxfcXJ5RHVZc182NXM/view?usp=sharing
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Not only attaching, parts dropped into the ground explodes sometimes. I found that enabling "No Crash Damage" in cheats solves this so... maybe it could be programmed so when you grab something its "unbreakable" until, say, 5 seconds after you dropped/attached it?
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Hey, I'm having problems, I can't narrow the exact reproduction steps, but occasionally when I enter the VAB/SPH I'm missing all categories. Pic related (includes logs): http://a.pomf.se/ymtiby.jpg Edit: Actually checking the error log from the begining, I think it may have something to do with Cryogenic Engines mod (http://forum.kerbalspaceprogram.com/threads/117766-1-02-Cryogenic-Engines-high-Isp-chemical-rockets!-%2803-05-15-fuel-switch-fix%29)? Screenshot 2: http://a.pomf.se/ioizlm.jpg Edit 2: it seems to happen when you do a "Revert back to SPH/VAB"
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[WIP] RealScience - Say good bye to whack-a-mole style "science"...
eodh replied to Agathorn's topic in KSP1 Mod Development
Will sandbox mode get some love...? -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
eodh replied to NecroBones's topic in KSP1 Mod Releases
Oh I think I remember. I haven't used the stock ones for a long time... -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
eodh replied to NecroBones's topic in KSP1 Mod Releases
I have a bug were the launch clamps appears randomly during the mission if I used them in the launch. Its really weird. http://a.pomf.se/qoekez.jpg http://a.pomf.se/gecgkq.jpg What can be causing it? -
Hello, is there any possibility for this mod to be compatible with Remote Tech? Well, it seems to be "compatible" as in not totaly broken, but Remote Tech has it's own "SAS" system for probes, but it doesn't work in warp mode with this mod... Thank you.
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Oh, nice, thank you both!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
eodh replied to Ven's topic in KSP1 Mod Development
You sure, checked the debug logs? Also, anyone else have notice huge performance drops, specially in the VAB. I think they're mostly related to solar panels, refractions, etc. Not GPU related. -
Hello. How can I configure this Interestellar Fuel thing? I'm trying to get the switch options from Nertea's Cryogenic Engines in Fuel Tank Plus, which is Liquid Hydrongen plus Oxydizer y believe.
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
eodh replied to ensou04's topic in KSP1 Mod Releases
Occasionally, this mod is throwing thousands of exceptions, making my framerate drop to 7-8fps and eventually to crash. I understand is not updated for 1.0 though, I wonder if we could expect an update for this mod, because it's really good and I can't imagine IVA without it anymore... -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
eodh replied to Ven's topic in KSP1 Mod Development
I think that some part of this mod (like capsule pods) may cause some sort of confict in the VAB with the new FAR's re-voxelization thingy for the aerodynamics: http://forum.kerbalspaceprogram.com/threads/20451-1-0-2-Ferram-Aerospace-Research-v0-15-Euler-5-8-15?p=1920783&viewfull=1#post1920783 Or I could be completely wrong though, it just worked without SPR... Makes any sense?