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DirkLarien

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Everything posted by DirkLarien

  1. ...............................................
  2. Thank you ;-) This solved the sparks with every landing. Mine now looks like this....guess i could remove the BD entry since they don't work anymore...:
  3. 1.3.1 is current ....it looked promising on 1.3.0 most mods worked even though with some voodoo involved :-) .... and then they patched it 1.3.1 which broke it all again. :-/ careful with USI it can brake your save ! (since kerbals have stats with it) I recommend making a copy of your whole KSP directory and just try it, you ll see. If it does not work. You have your backup.
  4. ....so I've heard. What does that change on the point, that Squad are still patching the game by small backwards incompatible increments ?
  5. It is a shame because it is more complete then most other games i played in years. Squad is shining beacon of perfection among unfinished and bugged up software that is being called "released" these days. I think they done stellar job, but in my opinion starting to overdo it. Oh i can do away with some of the mods, but there are those i simply cant work withou. Like : Infernal robotics + sequencer, B9, RCS build aid, Ker.Foundries, KIS, KAS, Realchute, and some basic essentials like you mentioned. I believe that moders are massive part of KSP's success. If Squad wants to do more with KSP so badly, why not do bigger expansion packs? Instead of making new patch every few months? This way they can even sell it. I will gladly pay for big expansion! Current state is not only non-lucrative for them, it is annoyance for us. Way of bigger expansions is win win situations for both parties. ..... ok they loose some of the spotlight in the process i admit....but it was niche game from the get go anyway. Folks who play it don’t just stop..... there is no end game to KSP.....you live it :-D
  6. too bad the moders always play catch up with patches. While at the same time trying to fix issues in their creations. Imagine using more then few mods. You stay on certain version and it just so happens that one of the essential mods you really like skipped your particular version. Well now you have to update anyway, but since moders do this in their spare time. It takes a lot of time dedicated to fixing all the issues presented in new version. Eventually like it happened many times before, these moders might get tired of it, give up and simply move on. This happened before, you might not remember it (judging by your profile) or you perhaps not use mods. Squad made something amazing. And very creative community grew around it. Yet after release they don’t want their child to go its own way.
  7. I am eternally grateful for what you gave us. KSP is amazing game. Never was anything that would kept me hooked for so long. And it is hard for me to say it and i apologize in advance for saying it. : Please stop developing the game. Let us play it, please.
  8. EUREKA !! So after rigorous testing i found what is behind my....our issue. Fascinatingly enough its not mod itself i think. But it is save itself. There has to be some kind of setting in each save folder that is messing with sequencer....or perhaps setting for each mod. I tried fresh 1.3 KSP install with just IR + sequencer (and dependables like tweak scale and mod-manager) to test if it got messed up in patching process itself since i was updating via patch file instead of clean install. And with some basic sequence it worked. Second step was moving all the mods from main install to this "newly found working" install. Test sequence good so far. Third step was moving the saves. And lo and behold my original craft exhibited same issue like before. After transferring just craft file into a new sandbox save everything worked like charm. So this fixes my issue which is fortunately only tied into my design sandbox save folder i don't care about. But for the people who were designing in their main career save it might prove as major hurdle. ....will try one more thing be back soon ;-) EDIT : Its worse then i thought Its not not just sequencer it is tied into bigger issue. KSP saves from previous version to 1.3 get messed up again. I see no Kerbals in my old saves ...... (missing kerbals were caused by not updated different mod...unrelated) or perhaps some other mod that haven't got updated properly and that could cause corruption of saves. But anyway the issue is corrupted save.
  9. Oh it is not issue with install process itself, besides like i said, i followed W8jester's instructions. What my gut feeling tells me is most likely issue is either version mixture of the whole infernal robotics folder. Or IR having conflict with some other mod. That is why i wanted that folder of yours. It is fastest way to check. ....i don't think somebody would sue you for it :-) .... unless you start selling it. It depends on copyright / creative commons version... but you don't want to do it and i respect your decision. Got to do it the hard way. ....
  10. That was a quote, not my issue. :-) I just resized it so that it doesn’t take that much forum space. Anyway from looking at what you say about the picture ....no it seems like its not related to my issue. But it did worked fine few months back. Then patch came ...yay :-( I had to redo the sequence, because sequences didn’t survive patching process. And i did so the same way as before. It used to work flawlessly like this....something seems off. EDIT: Just for fun, can you upload your own "MagicSmokeIndustries" folder ? It seems to work for you. This might help us pinpoint if its cased by our installation of infernal robotics and the rest, or some other cause. EDIT 2 : its not just "wait for servos" command it is the wait "timer" also. It seems that no matter what happens. Next set of commands after any kind of wait command wont get triggered. All Timers always stay in play state even after the state or time has run out and dont stop and switch to the next program in the row. Sequence itself is correct since if i click through the sequence manually - by hitting the next step icon - it works..... but that is not the point of the sequencer.
  11. Sadly even though i followed install guide i encountered same issue with the sequencer. Wait for servos - command waits indefinitely. and it don't seem to react to set up keyboard shortcuts.
  12. My apologies i was not running most recent one. you are extremely fast developer :-) I am not used to such speed. Thank you and sorry for bothering.
  13. New finding. Contract list gets also reset. And currently accepted contracts and contract archive get deleted !
  14. Howdy Thank you for all the hard work you do here. I have some feedback. When you launching a probe from carrier airplane it is essential to make the dropped probe/rocket the root of the set (set = plane + rocket/probe). So that when you decouple the rocket/probe that goes to space, you remain in control of that part that goes into space, not the plane ! (i think this could be nice bit of info added to OP since i doubt i am the last person to encounter this) Otherwise the plugin will not work properly. (it gets rather confused ) + I believe i encountered a bug. When i did like i described above and let the plugin recover the landed carrier(EDIT: it does not matter if you let plugin do it or do it manually afterwards. It is same) i found out that crew lost their experience levels like if they were fresh from kerbal academy. ....or clones !
  15. Sorry for the delay here is the craft file https://www.dropbox.com/s/psw9lsfa7rhztkl/Rabbit.craft?dl=0 Will test new release when i got a moment
  16. Ill provide you the craft file once i have acces to my PC in 4 days. It might be caused by one of the parts of some obscure mod or perhaps the wheels are bit confused by tweak scale.... Howdy . But i am not such a badass, these folks like Shadowmage here, who create all the mods are the real badasess. Anyway good to see you too. ;-)
  17. Turning advanced off again with already customised wheels wont reproduce it. I had to remove them and put a new ones with preset values. What seems to be the issue is default setting for those wheels. 1 is customised 2 is with default :-)
  18. Thank you for all the tips. Hmmm, about the advanced ... that was actually only thing that allowed me to land the vehicle. In automatic mode no matter the wheel setting it was too bouncy....i guess it might have been due to angle of the rear wheel struts. Anyway the mod is great. Thank you for all this.
  19. Had bit of a KSP binge lately and i found that ALG to be quite bumpy by default if you try to land in terrain. But after a bit of tweaking i found a solution So for anyone struggling: You need to enable manual suspension settings in difficulty menu. And lower the load rating ideally to minimum. which is 1. Had a bit of laugh landing in mountains with value around 6 ...just try it really
  20. You have fixed the Adjustable landing gear ? Is this real ? You are a hero ! Where is the donate button ?
  21. anyway.... How can we ordinary folk help in this?
  22. :-)) There is almost everything in the game now.....but we miss little tiny bit. There are no good wheels. :-)) And good chunk of people is looking for it. I have been asking all around but no luck so far. Found few people that might be interested, but either lack time or certain parts of the original models and so on. There is a thread : please come and debate share ideas there if you have any.
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