Alshain Posted May 9, 2016 Share Posted May 9, 2016 This is a feature I requested long ago and just now realized they tried to implement (and I'm thrilled!) but it's still a little off. Basically the game now looks at the parts on the craft to decide the launch state of the Light and Gear buttons. However, it shouldn't look at just any part, it should only look at the parts in the action group. For example, I like my landing gear lights to turn on and off with the gear action group (not the light), so I remove them from Light and add them to Gear and then default them on in tweakable. However, this is causing the 'Light' button on the GUI to illuminate because it detects the Light as being on, then when I go to turn on cabin lights which are assigned to the Light action group, the button is backward. So in short, the fix is to make it only look at parts who's toggle light (and toggle gear) options are in the Light and Gear action group respectively. Link to comment Share on other sites More sharing options...
sal_vager Posted May 10, 2016 Share Posted May 10, 2016 Good suggestion, and definitely something to look at as a quality of life improvement! Link to comment Share on other sites More sharing options...
Alshain Posted May 10, 2016 Author Share Posted May 10, 2016 (edited) @sal_vager Why was this moved to suggestions? It's a bug, the light is backward. You have to turn in off to turn the lights on. Edited May 10, 2016 by Alshain Link to comment Share on other sites More sharing options...
sal_vager Posted May 10, 2016 Share Posted May 10, 2016 The button still works, it's just not tied to the contents of the action group, hence it's a good suggestion that this be changed. Link to comment Share on other sites More sharing options...
Alshain Posted May 10, 2016 Author Share Posted May 10, 2016 (edited) 6 minutes ago, sal_vager said: The button still works, it's just not tied to the contents of the action group, hence it's a good suggestion that this be changed. It doesn't work, it's functionality is backward, that makes it a bug. It wasn't bugged like that in 1.0.5, so it was introduced in 1.1 Look: Edited May 10, 2016 by Alshain Link to comment Share on other sites More sharing options...
sal_vager Posted May 10, 2016 Share Posted May 10, 2016 You know the forum isn't the place for bug reports, there is an issue tracker Link to comment Share on other sites More sharing options...
Alshain Posted May 10, 2016 Author Share Posted May 10, 2016 2 minutes ago, sal_vager said: You know the forum isn't the place for bug reports, there is an issue tracker It's not my job to fill out another companies issue tracker, unless you are offering me a job at Squad's customer service department (which I doubt). @Red Iron Crown said bugs were accepted in the forums technical support section so that's where I put it. Maybe you guys should get together and figure out how to, you know, moderate appropriately. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 10, 2016 Share Posted May 10, 2016 I did? When? Bugs go on the tracker, suggestions here. And this isn't the Technical Support section, either. Link to comment Share on other sites More sharing options...
Alshain Posted May 10, 2016 Author Share Posted May 10, 2016 4 minutes ago, Red Iron Crown said: I did? When? Bugs go on the tracker, suggestions here. And this isn't the Technical Support section, either. I might have got you confused with someone else, I apologize for that. It was someone with a Squad Employee tag (which you don't have), I'll look for it. Ok, found it here: Again, sorry I got you confused RIC. Link to comment Share on other sites More sharing options...
sal_vager Posted May 10, 2016 Share Posted May 10, 2016 Your fix is a change to the behaviour, so it's best described as feedback or a feature request, so this forum is the most appropriate place for it. And as I mentioned previously during pre-release... On 05/04/2016 at 3:56 PM, sal_vager said: Hi everyone! If you find a problem in KSP please report it on the pre-release tracker so it can be seen by the developers, investigated and fixed. And remember to check out the tracker wiki for information on submitting an issue report. Issues posted here will not be seen by most of the devs, and will not be copied over to the tracker by the moderation team. Feel free to discuss issues in the 1.1 Pre-release Branch area of the forum, but if you only report your issue on the forum it'll not be properly addressed. The same held true prior to pre-release, and currently. The tracker allows issues to be managed, assigned, tracked and resolved, the forum is not suited to this. Link to comment Share on other sites More sharing options...
Alshain Posted May 10, 2016 Author Share Posted May 10, 2016 @sal_vager Ok, well as is made obvious here you have the right hand not knowing what the left hand is doing. I don't know whether you or @Claw is the accurate one but since you work for the same company, you really should figure it out. However, I am not paid by Squad to move issues into a bug tracker. I am paid by another company to do the same and I will not give away my services for free, to do so would be career suicide. So, I no longer care, it does explain why KSP always seems to be bugged though, you don't know how to identify bugs! Close the thread please, KSP can stay bugged and awful for all I care. Link to comment Share on other sites More sharing options...
sal_vager Posted May 10, 2016 Share Posted May 10, 2016 Oh spotting bugs is easy @Alshain, but there's a little thing called severity, and issues are triaged so the most important ones are addressed when there is limited developer time, though I'm sure you know this Closing! Link to comment Share on other sites More sharing options...
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