UntamedZer0
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Mystery Yaw Movement
UntamedZer0 replied to UntamedZer0's topic in KSP1 Technical Support (PC, unmodded installs)
A complete wipe seems to have cleared it up. I tested the craft with my flight stick and the issue was not there. Thanks for the help and sorry about my noobishness. -
Mystery Yaw Movement
UntamedZer0 replied to UntamedZer0's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah then I unmodded it and I suppose something got left behind. Those 2 the culprit? -
Mystery Yaw Movement
UntamedZer0 replied to UntamedZer0's topic in KSP1 Technical Support (PC, unmodded installs)
I will do a fresh re-install and create a new save with the craft and see what happens. I know there is a bit of the design flaw with the craft but the problem persisted even after simplifying the craft. The video above I made just taking it for a quick flight to record the issue in action. https://www.dropbox.com/s/9wp9vy4rttogzte/spinnybug.zip?dl=0 for everything else -
Mystery Yaw Movement
UntamedZer0 replied to UntamedZer0's topic in KSP1 Technical Support (PC, unmodded installs)
I put all the logs, save, craft file and Dxdiag in a zip file. What would be the best way to get it to you? I have handed the craft file to friends who have not had the bug happen to them but as you can see in the video it's there. I will try alt-x and unplugging my flight stick. This was not an issue ever appearing with it in previous versions. -
Considering the nature of the bugs I have encountered I am inclined to agree with Kiro's point. This should have been a release candidate rather than a final release. If this were a release candidate (.99) the devs wouldn't be under such a rush for a hot fix and those of us that do have a collection of nastier bugs wouldn't feel so let down.
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Mystery Yaw Movement
UntamedZer0 replied to UntamedZer0's topic in KSP1 Technical Support (PC, unmodded installs)
Here is a short video demonstrating this bug. If SAS is on it makes no difference. Nothing will correct the spin accept user input. -
It's not bad design. I have a video processing right now that clarifies it. It spins on it's own with or without SAS on and with or without reaction torque on. You can start the craft spinning in the opposite direction and it will over come that spin and begin to spin the opposite way on it's own without any input whats so ever. Over 2 years of KSP tells me what a bad design is. This is symmetrical and balanced with a centered COM. There is no reason this should happen. Update: Here is your example.
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I wasn't aiming that at you Red, was aiming it at the others saying my stating the game is unplayable is invalid. I have a video demonstrating this bug processing on youtube right now and will show everyone exactly what I am talking about very shortly.
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I am not the only one in the stock support forums to report this bug. Not everyone has it but the ones of us that do get it can't play the game. It doesn't matter if it is just a simple command pod or what. It will spin on it's yaw axis in space. You can't call someones point invalid just because you do not get the bug. Good for you. I wish I could put anything in space without it spinning wildly out of control for no reason. Just because it is playable for you without the bug doesn't mean I do not have the bug or my saying it is unplayable isn't a valid point. Put yourself in my shoes, anything you put in pace no matter how large or small spins out of control and assuming you manage to make it through that anything you send into space will suddenly and without reason do a 180 flip on re-entry and explode therefore making it impossible to recover science. That's unplayable. If you don't have that bug then good for you. Don't call those of us that do have a game breaking bug liars or in possession of an invalid point because things are working good for you. They are not working well for all or we wouldn't be discussing a 1.0.1 hot fix now would we? Logic. Use it.
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It's no exaggeration when everything you send to space spins on it's yaw axis out of control and if you do manage to get past that you will always die on re-entry because of the pod flip bug. So you tell me how to a play a game about space flight when all of your space flight physics are bugged, Poofer. If you think that's playable then be my guest. I consider that broken entirely. Can't complete space missions to gain science to advance. That's the very definition of broken and unplayable.
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I have to say that I am a bit disappointed. Over 2 years of playing KSP early access with no bugs that make the game unplayable. Then 1.0 releases and my space physics break entirely. Pods flip 180 on re-entry and spin wildly in space with no input or explanation at all stock. The sad fact for me is that early access was playable. 1.0 release is completely unplayable. Very disappointed. A place I never expected to find myself with KSP.
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I have found an issue where the final stage of my craft will begin to gain mystery momentum to it's right yaw axis in space. No input is being supplied and SAS can not correct it. The COM and balance of the vehicle is centered and there is no RCS or any method for it to gain this motion except through reaction torque. I turned off reaction torque to see if that was causing it and it was not, it continued to gain speed. You can correct the motion manually and reset SAS but the SAS system will supply no input to correct it even though the SAS icon switches to it's 2 arrows chasing one another active state. I can supply a video if necessary.
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[0.24.2] EZ-Snack Oven - Snacks! for MKS [0.1.0 - 2014.08.29]
UntamedZer0 replied to RoverDude's topic in KSP1 Mod Releases
If only we could get ECLSS and SNACKS together with MKS/OKS we would have, quite possibly, the perfect set up. -
[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
UntamedZer0 replied to toadicus's topic in KSP1 Mod Releases
I know it is an odd issue I am having too. Thanks for looking into it and I will give these things a try. I figured surely that a clean install of everything would cure the issue but it did not. I get that feeling I have the one in a million weird bug. Thanks for looking in to it and if I get it figured out I will let you know though I hope and doubt anyone else will have it.- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
UntamedZer0 replied to toadicus's topic in KSP1 Mod Releases
Yes I have been playing with mods since April of 2013. I have installed this mod correctly since I first started using it months ago. I have re-installed it a half dozen times while trouble shooting. I did all this basic stuff first and exhausted all options which is why I came here.- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
UntamedZer0 replied to toadicus's topic in KSP1 Mod Releases
Yes I picked a part and launched. Did not appear. Win 7 64 bit OS.- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
UntamedZer0 replied to toadicus's topic in KSP1 Mod Releases
Yes, and as I said with Toolbar in VOID acts as if it isn't installed at all. No stand alone VOID button, no Toolbar button, no VOID configure window. NOTHING. Without Toolbar, any version, VOID works fine.- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
UntamedZer0 replied to toadicus's topic in KSP1 Mod Releases
By not work I mean Toolbar will be there and no sign of any VOID button anywhere and no option for it in the toolbar. As if the mod simply isn't there. Install is by the books and works as intended without Toolbar 1.7.6 or 1.7.7. As soon as either Toolbar is installed VOID vanishes like it was never installed. Remove toolbar and void works fine alone. As I stated I have tried this in both exe's and with and without any mods and with a fresh install and the result stays the same. I will give you the contents of my log as requested if you think it will do any good. The contents of the file is too much to be posted in a spoiler here, how would you like for me to send you the file?- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
UntamedZer0 replied to toadicus's topic in KSP1 Mod Releases
I am having a strange issue with VOID 14.2. It simply will not work with Blizzy's toolbar for me. If any version of the two are installed together, even if they are the only 2 mods in a clean install, they will not work. One will work fine without the other, but never together. This is a problem that just manifested for me. So I did a complete re-install of the game and the two still will not get along regardless of x86, x64, their being the only 2 mods or not, or version. I want to use VOID and I need to use Toolbar for the other mods I want to use. I have tried rolling back toolbar versions and wanted to try rolling back VOID versions but deleted my local older copies and can not find them for download on-line. Any ideas?- 577 replies
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Hello everyone. I am a bit of a new streamer but have been playing KSP for a long time now. I prefer to operate clean debris free re-usable space programs. Currently Bearospace Industries is using TAC Lifesupport, Biomass, Kethane ,as well as numerous other mods. The Wayfarer Interplanetary Reconnaissance Program operates out of Horizon Station, a self sustaining biosphere in geostationary orbit in phase with KSC for easy rendezvous from ground. The program is currently in the middle of it's WF-1 shake down run to solar orbit and back to the Mun to test the low-g command module. Then it's off to Horizon Station to prepare for the upcoming WF-2 Duna Fly by mission. If any of this interest you then by all means come view my stream! I try to stream often so if it is down feel free to try again later. http://www.twitch.tv/untamedzer0/
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I have had issues with the ASAS drifting on me in .21 as well as in .22. It will not always hold it's heading dead for me and sometimes will meander off course even if the craft is capable of righting it's heading. I figured this was just an adjustment to ASAS to make you pilot more but the way you talk it's closer to a bug.
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I wish there was a toggle for the aggressiveness of the ASAS. I know the guy who coded the ASAS probably wishes to give me a good slap after that comment. I wish you could have it in a passive mode like it is now and set it to a more aggressive mode that allows it to lock your heading dead and expend whatever resources you have to hold it if it can be held. At any rate I feel it is progressing and is still an evolving feature with a long ways to go I am sure.
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Looks like a good place for post 1, my no life KSP addiction.