linuxgurugamer Posted August 22, 2018 Author Share Posted August 22, 2018 7 hours ago, Daveroski said: Updated via CKAN. Latest release. So, I'm outside of Kerbins SOI. Planning to jump to my test beacon around the Mun. It's like.. Nahhh.. Gettifuh you bassa.. get some more warp drives! I pop back to KSP and then return to the ship and it seems to have had a memory wipe and it's like... Well... Helloooo Stranger! Hmmm mmmm! You can jump me right now! And can then jump to the test beacon. And of course once you report it... it goes away. Hasn't happened since. First, would be better if you just listed the steps without the commentary, kind of turns me off. Second, log file third, it's what I call a GOK (God Only Knows) Quote Link to comment Share on other sites More sharing options...
Daveroski Posted August 22, 2018 Share Posted August 22, 2018 1 hour ago, linuxgurugamer said: First, would be better if you just listed the steps without the commentary, kind of turns me off. Second, log file third, it's what I call a GOK (God Only Knows) First, I'm not sure I would want to produce the opposite effect - at least not without dinner and drinks. Second. As soon as I realised that the bug wasn't repeating I came right back and edited my post so that you wouldn't waste any time trying to find a fault I could no longer reliably reproduce. Third.. Not going there.. that would be discussing religion and that's against the rules. Quote Link to comment Share on other sites More sharing options...
bujobotaro Posted September 2, 2018 Share Posted September 2, 2018 I've been trying to change the forceGenerated for different FTL drives (im trying numbers like 60000) but in the actual game, it simply shows as 0. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 4, 2018 Share Posted September 4, 2018 (edited) On 9/2/2018 at 5:17 AM, bujobotaro said: I've been trying to change the forceGenerated for different FTL drives (im trying numbers like 60000) but in the actual game, it simply shows as 0. If you're not editing the files directly then maybe you're doing something wrong in your patch config. Show your config. Edited September 4, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Melcom Posted September 14, 2018 Share Posted September 14, 2018 Hello, i have a problem. The FTL-Mod is installed and i can use the parts. But, when i right-klick FTL-parts there is no mod-specific option. I can not start a beacon or do anything on a FTL-drive. I used older versions of this mod with great succes but i cant find the problem now. i use both latest versions of KSP and FTL. But i use some more part-mods. Could there be a conflict? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 14, 2018 Author Share Posted September 14, 2018 59 minutes ago, Melcom said: Hello, i have a problem. The FTL-Mod is installed and i can use the parts. But, when i right-klick FTL-parts there is no mod-specific option. I can not start a beacon or do anything on a FTL-drive. I used older versions of this mod with great succes but i cant find the problem now. i use both latest versions of KSP and FTL. But i use some more part-mods. Could there be a conflict? Did you install the dependencies as listed in the OP? New Dependency Click Through Blocker ToolbarController Quote Link to comment Share on other sites More sharing options...
Melcom Posted September 14, 2018 Share Posted September 14, 2018 (edited) 1 hour ago, linuxgurugamer said: Did you install the dependencies as listed in the OP? New Dependency Click Through Blocker ToolbarController That's it. Thank you for the help and the awesome work! Edited September 14, 2018 by Melcom Quote Link to comment Share on other sites More sharing options...
Mihara Posted October 20, 2018 Share Posted October 20, 2018 (edited) So I'm having a strange problem with this... Namely, vessels tend to randomly disintegrate -- or rather, get krakened apart, in the original meaning of the word -- upon successful jumps. That is, the jump succeeds, and then, after the ship gets unpacked, parts start falling off, or freeze after getting shifted far off their original positions. This happens about 40% of the time. What's weird is that there is clearly nothing relevant in the logs after that, but Flight Event log mentions structural failures on joints. I have a hunch that 60 frames is too low for HoldVesselUnpack with as many mods installed as I have, (GameEvents for SOI change take time to run, don't they?) but it'll take me some time to verify that... Alternatively, it might be some other mod interfering with the process (BonVoyage-driven rovers also seem to occasionally bend, so it happens at least sometimes with any kind of vessel unpack) but I currently don't have any idea which one. (ReCoupler?...) EDIT: ...It seems to reliably happen when the jump starts when any other vessels are in physics range. Edited October 20, 2018 by Mihara Addendum Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2018 Author Share Posted October 20, 2018 21 minutes ago, Mihara said: So I'm having a strange problem with this... Namely, vessels tend to randomly disintegrate -- or rather, get krakened apart, in the original meaning of the word -- upon successful jumps. That is, the jump succeeds, and then, after the ship gets unpacked, parts start falling off, or freeze after getting shifted far off their original positions. This happens about 40% of the time. What's weird is that there is clearly nothing relevant in the logs after that, but Flight Event log mentions structural failures on joints. I have a hunch that 60 frames is too low for HoldVesselUnpack with as many mods installed as I have, (GameEvents for SOI change take time to run, don't they?) but it'll take me some time to verify that... Alternatively, it might be some other mod interfering with the process (BonVoyage-driven rovers also seem to occasionally bend, so it happens at least sometimes with any kind of vessel unpack) but I currently don't have any idea which one. (ReCoupler?...) Log file would be helpful Quote Link to comment Share on other sites More sharing options...
Mihara Posted October 20, 2018 Share Posted October 20, 2018 8 minutes ago, linuxgurugamer said: Log file would be helpful Well, here's an excerpt. It doesn't look helpful: By the time you see any messages that look at all suspicious, the vessel has already disintegrated. (i.e. "debris" objects start getting mentioned and initialized.) The actual disintegration does not appear to correspond to any event that gets logged. As I mentioned above, though, I think I got it to happen reliably: It always happens when, before jump, there was another vessel (a beacon, in this case) within physics range, and seems to never happen if there was no such vessel. Let me see if this can be observed in isolation... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2018 Author Share Posted October 20, 2018 17 minutes ago, Mihara said: Well, here's an excerpt. It doesn't look helpful: By the time you see any messages that look at all suspicious, the vessel has already disintegrated. (i.e. "debris" objects start getting mentioned and initialized.) The actual disintegration does not appear to correspond to any event that gets logged. As I mentioned above, though, I think I got it to happen reliably: It always happens when, before jump, there was another vessel (a beacon, in this case) within physics range, and seems to never happen if there was no such vessel. Let me see if this can be observed in isolation... An excerpt is not useful. The log file has information not necessarily related to the immediate issue which is useful and needed Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted December 24, 2018 Share Posted December 24, 2018 (edited) hi! i was to move these parts up to basicScience (for science reasons!). I tried to edit the CFG to say: TechRequired = basicScience but they're still in the same research nodes. any tips on how to move em? thanks! Update: nevermind! figured it out. changed the values in the community tech tree cfg instead of parts Edited December 24, 2018 by dresoccer4 Quote Link to comment Share on other sites More sharing options...
bunjatec Posted January 28, 2019 Share Posted January 28, 2019 Hi, Anyone here tried running the current version on 1.6? (I just want to save time if it's known not to work) If not I may give it a go. Thanks! Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted January 28, 2019 Share Posted January 28, 2019 if you go on the spacedock download page you can see the mod is updated for KSP 1.6.1... if you want save time, first check the various download pages of one mod Quote Link to comment Share on other sites More sharing options...
jdalt40 Posted February 10, 2019 Share Posted February 10, 2019 Hey Linuxgurugamer, would there be any formula (for the beacon’s end instead of the drive’s end) to calculate how efficient the jump would be to a beacon at a specific height? Just launching probes that reach the escape velocity of the sun and wanted to see how much it would effect jumping to it if it was at 100 GM or 200 GM. Also, is there any way possible to introduce a scroll bar? I’m finding it rather hard to jump because of the amount of beacons I have (they tend to go off screen, I don’t know if turning off the stock window option will fix it, and I probably should’ve checked before bringing it up here). Quote Link to comment Share on other sites More sharing options...
DoubleUU Posted March 9, 2019 Share Posted March 9, 2019 I've read through this thread, or rather, skimmed through, trying to find out how far out is "pretty far". Experimenting is getting a little bit tiresome. Is there some documentation on how to calculate how far from a body the beacon and drive need to be to get 100% success chance (or at least high 90's)? The suggestions I found in this thread are all extremely vague and not much more useful than "pretty far". Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 11, 2019 Author Share Posted March 11, 2019 On 3/9/2019 at 12:49 PM, DoubleUU said: I've read through this thread, or rather, skimmed through, trying to find out how far out is "pretty far". Experimenting is getting a little bit tiresome. Is there some documentation on how to calculate how far from a body the beacon and drive need to be to get 100% success chance (or at least high 90's)? The suggestions I found in this thread are all extremely vague and not much more useful than "pretty far". It's rather hard to say, it depends on many different factors. Have you tried using the UI in the VAB/SPH (right-click the ftl drive and select Show/Hide possible destinations). It currently only works with beacons in orbit, but the UI has a slider with which you can vary the test altitude, as well as the test body for the vessel. Keep in mind that this is experimental stuff, so you don't know how the different values interact Quote Link to comment Share on other sites More sharing options...
DoubleUU Posted March 11, 2019 Share Posted March 11, 2019 10 hours ago, linuxgurugamer said: It's rather hard to say, it depends on many different factors. Have you tried using the UI in the VAB/SPH (right-click the ftl drive and select Show/Hide possible destinations). It currently only works with beacons in orbit, but the UI has a slider with which you can vary the test altitude, as well as the test body for the vessel. Keep in mind that this is experimental stuff, so you don't know how the different values interact Ah, I didn't notice that you could do that! Thanks, that helps quite a bit. Quote Link to comment Share on other sites More sharing options...
Enot02 Posted May 26, 2019 Share Posted May 26, 2019 This is an incredible mod! Also it's just the time to call some Rockmen's and Mantis' ships. Some Rebels' ships as well. Quote Link to comment Share on other sites More sharing options...
LemonZest Posted August 20, 2019 Share Posted August 20, 2019 Hey there! Having problems getting the newest version to work. I installed 2.2.2., and both of the dependencies, but I get no right click functionality and the custom toolbar from Toolbar Controller doesn't show up. What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2019 Author Share Posted August 24, 2019 On 8/19/2019 at 9:28 PM, LemonZest said: Hey there! Having problems getting the newest version to work. I installed 2.2.2., and both of the dependencies, but I get no right click functionality and the custom toolbar from Toolbar Controller doesn't show up. What am I doing wrong? Something isn't installed correctly. Please provide a log file Quote Link to comment Share on other sites More sharing options...
krh42 Posted September 17, 2019 Share Posted September 17, 2019 I am really happy to see that you have taken over my old mod. I stopped all these years ago, because I am just a programmer and not a designer, I could not create the models in Blender that was required to bring it to the next step it needed. Just for nostalgia I looked it up now, and saw that you have resurrected it, thanks, that is awsome! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 17, 2019 Author Share Posted September 17, 2019 8 minutes ago, krh42 said: I am really happy to see that you have taken over my old mod. I stopped all these years ago, because I am just a programmer and not a designer, I could not create the models in Blender that was required to bring it to the next step it needed. Just for nostalgia I looked it up now, and saw that you have resurrected it, thanks, that is awsome! Like you, I am not a designer I am a developer. I actually asked somebody else to make the new models. Good to see you back hope you stick around for a while. Quote Link to comment Share on other sites More sharing options...
krh42 Posted September 18, 2019 Share Posted September 18, 2019 17 hours ago, linuxgurugamer said: Like you, I am not a designer I am a developer. I actually asked somebody else to make the new models. Good to see you back hope you stick around for a while. I would like to stick around, would you be ok if I help with the mod? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 18, 2019 Author Share Posted September 18, 2019 1 hour ago, krh42 said: I would like to stick around, would you be ok if I help with the mod? Absolutely. It's been stable for a while, there were a number of improvements and refactoring which was done a while ago Quote Link to comment Share on other sites More sharing options...
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