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KSP2 Release Notes
Everything posted by allista
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That's theb second biggest (in my humble experience) problem with IVAs: they need to match the exterior closely. The first is the trade-off between the amount of detail you need for it to look decent and the amount of time people will actually spend looking at it As for trying another IVA: it's right in the part config. https://github.com/allista/GroundConstruction/blob/master/GameData/GroundConstruction/Parts/Workshops/InlineGroundWorkshop.cfg Line 44
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No, it's not; but I'm not a 3D artist and don't have one spare, so no IVAs for my parts. The dummy black space at least allows to see the portraits when the ship is crewed.
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@HebaruSan, @VITAS pointed me to you, to join spacedock as python/flask backend developer. My GitHub profile: https://github.com/allista
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- totm july 2019
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TERM signal is just a normal signal that can be handled gracefully or even ignored. But Unity probably doesn't do this. It's the KILL one that the process doesn't even get Most likely it's just disk buffers being synced to the hard drive upon process termination. One can even see pieces of underlying C-library crash messages written over the top of Player.log when Unity player actually crashes as opposed to normal termination (including termination by a signal).
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Such behaviour is usually caused by infinite loops. I'll try to look at what's changed that could be doing this, but so far I'm unable to reproduce the situation to test it...
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Don't see anything apart from an NRE in KSPAlternateResourcePanel.ARPWindow.DrawWindow While here are many nasty NREs, including NavWaypoint system (NavWaypoint.Awake) and FlightGlobals. And everything ends in vessel destruction by unknown code path. Are you sure the logs are not swapped?
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You can scan though, say, Configurable Containers code (as it's the simplest of my mods) to see if you can make heads or tails of it. But KSP API is messy and poorly if at all documented. I learn it by decompiling and reading through the code
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Thanks for the testing! It's great! I'll still take a look at both cockpits to understand better the cause; maybe it could be dealt with on TCA side. If not, we'll have to bring this up to the respective devs to examine.
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Ok, will try to reproduce it then. A savegame or a craft would help
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That shouldn't be happening. No changes should affect existing games. What about logs?
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Astronomers Visual Pack?
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I'm sorry, I thought I've answered you earlier, but I didn't The log file you provided contains a lot of exceptions, many of which are from assembly loader trying to load incompatible mods; but some are from mods that are loaded but still incompatible and may cause trouble with vessel spawning. For example, NRE in USITools.ModuleStabilization.FixedUpdate may account for physical glitches that would cause explosions in the end. Another kind of exceptions that may cause trouble is NRE in Firespitter.customization.FSfuelSwitch.updateCost (which is also part of USI). This one is thrown when any of my mods tries to calculate part's cost, including IPartCostModifier changes to it. I'll safeguard against it in the future, but it should be fixed in Firesputter too. So first of all, you have to sanitize your installation from incompatible mods. That's a pain, but that's Squad with their short release cycles for you. Same here: 18k+ exceptions including some from Module Manager. It's a miracle anything works at all Also next time, please, zip the logs. 80Mb is a bit hard for mobile
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Good too know Need to make a list of incompatibilities somewhere public, though.
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Cannot reproduce this. I didn't try to put the hangar inside a cargo bay, but the hangar suspended on launch clamps, landing legs, wheels and other parts is solid enough to launch a payload and catch it with its floor; even when moving on the ground.
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@everyone Updated nightbuilds. Most changes are in GC: the dockable kit container does not allow building in it if docked via the wrong docking node (thanks, @DeW) added "Final Assembly" construction step that takes time, but not the resources (for technical reasons mostly, but for immersion as well) empty kit containers now cost EC and MaterialKits, so it won't be possible to recycle them to get profit fixed calculations of kit costs when it contains another kit container with yet another kit inside
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In career game you have to purchase them first in the tech tree. Then enable them in editor in TCA config window when you're building a new craft.
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I know you've reported this previously, but... the difference between the floor and the roof?! I need to test it!
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Updated nightbuilds: fixed several bugs, including crashing on right click on my toolbar buttons.
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@bcqJC fixed the issue with the Mk2 Can (which was much more general). You can check it out with the latest nighbuilds I've updated right now.
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Thanks for the testing! I didn't know part variants could have different orientations This is the cost of playing the game too little
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Still haven't had time to make proper releases of the whole batch, but for those of you waiting for the reorientation feature -- you can grab the nightbuilds here: https://mega.nz/#F!X1AEUKwC!u3xLqpJ2-EJlF7BgGSUlrQ This is more or less what is to be released, it's just that the corresponding changes to other mods are lagging.
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Nightbuilds for those interested could be obtained here: https://mega.nz/#F!X1AEUKwC!u3xLqpJ2-EJlF7BgGSUlrQ
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Didn't have time to make proper releases yesterday But you can grab the aforementioned night-builds here: https://mega.nz/#F!X1AEUKwC!u3xLqpJ2-EJlF7BgGSUlrQ
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Tried the save game that @DeW provided; also tried my own tests. Results are the same: containers are spawned as they should, no colliding, no explosions, no traveling with any relative velocity. The setup I used is: KSP-1.7.3 + my mods (albeit latest builds) + MM, CRP and other dependencies. So I don't really know what's happening there Can provide current debug builds for testing in your environment. Although I hope to make a batch release today anyway...
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@AlexO can't reproduce with Rendezvous either. Everything works as always.