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Posts posted by Horus
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God bless you, @taniwha!
I totally understand your feeling about the KSP and the need for a rest from it And I really appreciate you could find time and strength to update your nice mods
Thank you very much, mate
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16 minutes ago, 610yesnolovely said:
AFAIK (ie. I could be wrong):
I believe that the issue is that rotating docking ports, before this fix, always cause the attached craft to be continually updated (position and rotation) - unfortunately due to the way numbers and physics work, this would accumulate very very small changes that over time (probably magnified further away from the docking port or root part). This might mean your craft may behave strangely or explode (you know the usual Kraken things). You might not notice anything, unless you add mods or code to show these tiny errors, or your craft suddenly goes nuts.
The fix disables this update if you enable the lock on the port - it becomes a static part, as it was before docking ports could rotate. Result is your craft will be less like to explode (sans usual Krakens and forgetting to add moar struts).
Note that there's a similar Toggle Locked on Breaking Ground parts for pretty much the same reason.
Thank you for the explanation and your time spent for it. Really appreciate it.
I guess this is the reason I didn't notice anything like that you described due to non-extensive play sessions.
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Hi,
Can anyone please explain what docking port drifting is it all about?
Trying to notice something like that in game, but I see no corresponding issues.
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The latest build works fine! Thank you!
Regarding the Occultation Camera Processor and the questions you've mentioned. Since it requires extra efforts I think it's not really worth it.
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12 minutes ago, linuxgurugamer said:
Try this, please: https://www.dropbox.com/s/mtawus63yzxfrbh/CactEyeTelescopes-1.8.0-1.5.2.1-beta.zip?dl=0
Also, the Occlusion code was never written, so I'll be removing that from the OP later
The game is loaded with this version OK. But no CactEye functionality in the game.
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2 minutes ago, linuxgurugamer said:
Looking into the spacedust dll errors
Might be that expansions somehow caused the issue? The blocking error thrown right after mentioning "serenity" smth. from expansion.
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1 minute ago, Idleness said:
Although not listed in the OP, I see the latest beta patch notes mention CTB and TC which are often Dependencies on LGG mods. @Horus @Ravien do you have Click Through Blocker and ToolbarController installed?
Yes. I've posted a LOG above which has those additional mods on list.
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56 minutes ago, linuxgurugamer said:
Ignore it. ModuleManager is reporting false positives.
As a test, I downloaded the latest beta from github and installed it. didn't have any errors starting up. And even if you see errors like what you posted, if it is from ModuleManager, you can ignore it
I would gladly ignore it, but I cannot proceed further that point - the game's stuck on the loading process with the message mentioned.
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40 minutes ago, linuxgurugamer said:
[1.8.x, 1.9.x, 1.10.x] Cacteye 2 Refocused
Running KSP 1.10.1
I have an error while starting the game with this mod:
[EXC 11:09:31.145] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[LOG 11:09:31.147] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs:
SpaceDustWrapper 1.0.0.0 GameData\CactEye\Plugins\SpaceDustWrapper.dllAnd if I remove that DLL, I get the message that says that that DLL is not compatible with my game version:
[EXC 18:14:57.734] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[LOG 18:14:57.737] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs:
CactEye2 1.5.2.1 GameData\CactEye\Plugins\CactEye2.dll -
@linuxgurugamerthere's "Occultation Camera Processor" mentioned in the very first post. And there's "CactEyeOccultation" in science definitions of this mod. But I don't see neither that processor nor the science experiment in the game.
Grabbed the latest version. It's not for 1.10.1, right?
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On 11/25/2020 at 5:12 AM, linuxgurugamer said:
Beta release, 1.5.2
Grab it here: https://github.com/linuxgurugamer/CactEye-2/releases
[ERR 23:49:22.266] Cannot find a PartModule of typename 'CactEyeOptics'
The plugin missing I guess?
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7 minutes ago, Nertea said:
No, I mean I'd like to see exactly what's going on on the pad in terms of the UI. Also the log.
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7 minutes ago, Nertea said:
On the pad? Also, you don't need that intake, the part has its own intakes.
Yes, on the pad, static. Also, tried to launch it and land a bit aside.
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1 hour ago, Nertea said:
A screenshot of your craft might help.
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Awesome mod!
However, I'm so dumb that I don't understand how to make a harvester....harvest anything I've created a simple harvest vessel and put it on the launchpad. It states "Harvester: Disabled". What am I doing wrong? Testing in Sandbox mode.
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I've installed the recent version along with KSPWheel mod. Wheels are rolling only when folded... Not working when deployed. Also, when leaving the seat kerbal just falls on the rover floor and you cannot move him.
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Downloaded this awesome mod. Tried to open H Bubble craft, but it cannot find some parts. Including those H ones. Where can I find them?
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On 3/8/2020 at 5:37 PM, Horus said:
Nice to see this mod still alive
All rotor engines (those used for helicopters) are somewhat upside down in VAB\SPH and their attachment nodes are also turned 180°
Is it a known issue or have I installed something wrong?
This
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Nice to see this mod still alive
All rotor engines (those used for helicopters) are somewhat upside down in VAB\SPH and their attachment nodes are also turned 180°
Is it a known issue or have I installed something wrong?
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12 hours ago, JPLRepo said:
Update for KSP 1.9.x.
Bunch of changes in the changelog. See the Op.
Github does not have a link for mod package archive. Sources only.
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39 minutes ago, Drew Kerman said:
These are all the mods I have installed
daaaaaayum, bro!!! dat list tho
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Is it possible to turn a craft into Ground Station with this mod? With some obligatory preconditions, ofc. Like, need at least 6 ppl onboard and minimum 3 antennas.
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Looks like all NFeX antennas lost their feed feature due to config change in NFExplorationAntennaFeedsNFeX.cfg
// Patches applying feed properties to nfex antennas @PART[nfex-antenna*]:FOR[NearFutureExploration]:NEEDS[!RemoteTech&!RealAntennas] { @MODULE[ModuleDataTransmitter] { @name = ModuleDataTransmitterFeedeable } !MODULE[ModuleAntennaFeed] {} } The !MODULE[ModuleAntennaFeed] {} line can be blamed?
Is it intended to work like this or just a mistake?
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11 hours ago, Cheesecake said:
You only need to make a remotetech config for nfex.
Looks like it's not that easy this time. We are talking about NFeX reflectors feature.
Infernal Robotics - Next
in KSP1 Mod Releases
Posted
@Rudolf Meier
Hi
Thank you for keeping this mod alive.
Playing on KSP 1.12.5 with InfernalRobotics_v3.1.17 only mod.
Some parts have minor issues (like this Foldatron basic):
https://imgur.com/a/ZWX3VYI
Wrong attachment node placement, wrong rotation trajectory, wrong part initial state.
Also, if I switch "Foldatron - Inset" to Rotor state and turn off Damping force (be setting it to 0) - the part never rotates. And at some small rotation values the part shakes and twitches like crazy.