LEGIONBOSS Posted August 21, 2017 Share Posted August 21, 2017 Hi! Apparently the "match heading" function makes the other vessel I'm controlling remotely not to change it's heading to mine in a smooth fashion, but in small jumps like if it was lagging. According to videos, it should be a smooth movement, so something must be wrong. I've tried a few things like disabling the SAS on the other vessel or making sure it has the capability to change it's heading (more reaction wheels, rcs) but nothing worked. Any ideas? I don't have anything else installed with any kind of remote control function (Burn together, MechJeb). Thanks! Quote Link to comment Share on other sites More sharing options...
Drakenex Posted September 24, 2017 Share Posted September 24, 2017 I've tried to add the altimeter module directly to a part, and everything attached to that part disappears from the staging list! Any ideas? I'm running 1.3.0. Thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 10, 2017 Author Share Posted October 10, 2017 New release, 1.9.8: Updated for KSP 1.3.1 Quote Link to comment Share on other sites More sharing options...
dtoxic Posted October 23, 2017 Share Posted October 23, 2017 On 10/10/2017 at 4:34 PM, linuxgurugamer said: New release, 1.9.8: Updated for KSP 1.3.1 Spoiler ADDON BINDER: Cannot resolve assembly: AGExt, Culture=neutral, PublicKeyToken=null Getting this when picking up part in VAB/SPH and when vessel loads on to the launch pad, other than that everything works ok (tested each part, no problems) The message appears only once in VAB/SPH , if the part is discarded and then selected again, no message. https://www.dropbox.com/s/ylx1qwjwc7bnz70/KSP-SP.rar?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 23, 2017 Author Share Posted October 23, 2017 15 minutes ago, dtoxic said: Reveal hidden contents ADDON BINDER: Cannot resolve assembly: AGExt, Culture=neutral, PublicKeyToken=null Getting this when picking up part in VAB/SPH and when vessel loads on to the launch pad, other than that everything works ok (tested each part, no problems) The message appears only once in VAB/SPH , if the part is discarded and then selected again, no message. https://www.dropbox.com/s/ylx1qwjwc7bnz70/KSP-SP.rar?dl=0 Ignore it. It is looking for Action Groups Extended Quote Link to comment Share on other sites More sharing options...
dtoxic Posted October 23, 2017 Share Posted October 23, 2017 2 minutes ago, linuxgurugamer said: Ignore it. It is looking for Action Groups Extended kk Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 23, 2017 Author Share Posted October 23, 2017 3 minutes ago, dtoxic said: kk Please open an issue on github about it Quote Link to comment Share on other sites More sharing options...
Temeter Posted November 22, 2017 Share Posted November 22, 2017 Oh god I didn't know at all someone continued this amazing mod!!! Thank you sooooooooooo much @linuxgurugamer <3 <3 <3 Quote Link to comment Share on other sites More sharing options...
bigbadvoodoodady_1 Posted December 10, 2017 Share Posted December 10, 2017 Doesn't work for me anymore... At least the fuel switch doesn't work, I've placed it on a stock "FUEL" tank and it's supposed to trigger Action Group 1, but all it does is turn red, and then switch the switch to "OFF", it doesn't stage. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2017 Author Share Posted December 11, 2017 16 hours ago, bigbadvoodoodady_1 said: Doesn't work for me anymore... At least the fuel switch doesn't work, I've placed it on a stock "FUEL" tank and it's supposed to trigger Action Group 1, but all it does is turn red, and then switch the switch to "OFF", it doesn't stage. This is like taking your car to the mechanic and saying "It doesn't work" and then leaving. In other words, useless. At the very least, a log file is needed. May be helpful to have the craft file and the save file, but let's start with the log file (see my sig for details) Quote Link to comment Share on other sites More sharing options...
danielboro Posted December 11, 2017 Share Posted December 11, 2017 actually its worse, as in if the mechanic has the car he can have a look and test it he didnt even bring the car p.s. 17 hours ago, bigbadvoodoodady_1 said: supposed to trigger Action Group 1 17 hours ago, bigbadvoodoodady_1 said: it doesn't stage. source of problem or bad writing? Quote Link to comment Share on other sites More sharing options...
bigbadvoodoodady_1 Posted December 12, 2017 Share Posted December 12, 2017 (edited) I'm not going to apologize to you for not being a coding or technical guru... just because I don't have the same amount of knowledge doesn't "ENTITLE" you to free shots at someone else's character. How do I pull these logs you need? Trying to find the Unity folder, is it named something else now? (yes all of my folders are viewable) Best wishes! Edited December 12, 2017 by bigbadvoodoodady_1 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 12, 2017 Author Share Posted December 12, 2017 (edited) 1 hour ago, bigbadvoodoodady_1 said: I'm not going to apologize to you for not being a coding or technical guru... just because I don't have the same amount of knowledge doesn't "ENTITLE" you to free shots at someone else's character. How do I pull these logs you need? Trying to find the Unity folder, is it named something else now? (yes all of my folders are viewable) Best wishes! I spend a lot of time writing and supporting mods for KSP. After a while, it gets tiring to say the same the over and over. I was trying to give you an idea of what you asked. The other post wasnt mine, and IMHO did go too far. But, look at what you asked. Other than saying it wasnt working, there was no other information. KSP version, mod version, other mods installed; nothing. If that had been provided, then it would have improved the response. please accept my apologies. Instructions for finding the log files are in my signature. But, to make it easy, here it is: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Edited December 12, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
danielboro Posted December 12, 2017 Share Posted December 12, 2017 8 hours ago, bigbadvoodoodady_1 said: I'm not going to apologize to you for not being a coding or technical guru... just because I don't have the same amount of knowledge doesn't "ENTITLE" you to free shots at someone else's character. How do I pull these logs you need? Trying to find the Unity folder, is it named something else now? (yes all of my folders are viewable) Best wishes! i apologize for the remark i added and back to the problem you wrote On 12/10/2017 at 9:55 PM, bigbadvoodoodady_1 said: trigger Action Group 1.....it doesn't stage did you write it wrong AG1 and stage are not the same thing and AFAIK AG cant trigger stage Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 16, 2017 Author Share Posted December 16, 2017 On 12/10/2017 at 2:55 PM, bigbadvoodoodady_1 said: Doesn't work for me anymore... At least the fuel switch doesn't work, I've placed it on a stock "FUEL" tank and it's supposed to trigger Action Group 1, but all it does is turn red, and then switch the switch to "OFF", it doesn't stage. We are waiting for the answers to our questions so that we can help you Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 31, 2017 Share Posted December 31, 2017 (edited) Any known conflicts? Been struggling with performance on a 100 part vessel and finally figured it was from nre spam in flight. The full ship has 2 EC detectors, 2 Altimeter detectors, and i think 4 resource detectors. The error seems to be thrown by every detector, I tried taking the parts off one by one and they all seem to be throwing the same error. Launching with no smart parts fixes it, but I am having fun with them. So far I am unable to reproduce in my modded game using just stock parts. Still investigating, will post more when I figure out how to reproduce it. log file EDIT: Ok, so I figured it was a mod conflict since I cant reproduce it, so I started stripping parts off my probe until I was just left with a fuel tank and the smart parts. Still doing it. The fuel tank was RLA, so I put in a stock tank, swapped root, moved the smart parts over, and yep, still doing it. Found it, whoop, I'm bad. Easy to reproduce. Create new vessel, put on an EC detector and have it activate action group 1. Go to action group one and have it set to activate the same detector that would trigger it. Bam. Yeah, I had my parts mixed up when I was setting up my probe. The idea was to use two EC detectors to switch on and off the small derp fuel cell as an emergency backup power source if I ever go to the probe and its dead for some reason. The EC detectors only seemed to trigger once and don't have the auto reset option like some of other smart parts so I decided to have each action group turn the other detector back on and got them mixed up, with everything setup properly it does work. Edited December 31, 2017 by eberkain Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 3, 2018 Author Share Posted January 3, 2018 On 12/31/2017 at 8:53 AM, eberkain said: Any known conflicts? Been struggling with performance on a 100 part vessel and finally figured it was from nre spam in flight. The full ship has 2 EC detectors, 2 Altimeter detectors, and i think 4 resource detectors. The error seems to be thrown by every detector, I tried taking the parts off one by one and they all seem to be throwing the same error. Launching with no smart parts fixes it, but I am having fun with them. So far I am unable to reproduce in my modded game using just stock parts. Still investigating, will post more when I figure out how to reproduce it. log file EDIT: Ok, so I figured it was a mod conflict since I cant reproduce it, so I started stripping parts off my probe until I was just left with a fuel tank and the smart parts. Still doing it. The fuel tank was RLA, so I put in a stock tank, swapped root, moved the smart parts over, and yep, still doing it. Found it, whoop, I'm bad. Easy to reproduce. Create new vessel, put on an EC detector and have it activate action group 1. Go to action group one and have it set to activate the same detector that would trigger it. Bam. Yeah, I had my parts mixed up when I was setting up my probe. The idea was to use two EC detectors to switch on and off the small derp fuel cell as an emergency backup power source if I ever go to the probe and its dead for some reason. The EC detectors only seemed to trigger once and don't have the auto reset option like some of other smart parts so I decided to have each action group turn the other detector back on and got them mixed up, with everything setup properly it does work. I dont follow, can you make a small test vessel for me? Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 3, 2018 Share Posted January 3, 2018 https://drive.google.com/open?id=1H_aexWqwXe3OfsBfY4HooOoiSiOu9lYf This is just a fuel tank and a smart part that will throw the error when you load to the pad. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 3, 2018 Author Share Posted January 3, 2018 4 hours ago, eberkain said: https://drive.google.com/open?id=1H_aexWqwXe3OfsBfY4HooOoiSiOu9lYf This is just a fuel tank and a smart part that will throw the error when you load to the pad. Thanks. Quote Link to comment Share on other sites More sharing options...
LEGIONBOSS Posted January 24, 2018 Share Posted January 24, 2018 Hi! Are the Valves supposed to empty the whole vessel (not just the part they're attached to) of the resource that's in the part they're attached to? Do I have to manually block the flow between the drained part and the rest of the ship? Log, test rig: Any advice is appreciated Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 24, 2018 Share Posted January 24, 2018 5 hours ago, LEGIONBOSS said: Hi! Are the Valves supposed to empty the whole vessel (not just the part they're attached to) of the resource that's in the part they're attached to? Do I have to manually block the flow between the drained part and the rest of the ship? Any advice is appreciated I'd expect that they would drain all resources in the current stage at a minimum? (without looking at the code, that is) (I only use the valves just before touchdown back on Kerbin to reduce the mass and lower the speed of descent under the parachutes.) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 25, 2018 Author Share Posted January 25, 2018 22 hours ago, WuphonsReach said: I'd expect that they would drain all resources in the current stage at a minimum? (without looking at the code, that is) (I only use the valves just before touchdown back on Kerbin to reduce the mass and lower the speed of descent under the parachutes.) I'll have to double-check, but I'm pretty sure it's only the part attached to. The code only pulls resources from the part. If KSP decides to move resources on it's own, I can't do anything about that Quote Link to comment Share on other sites More sharing options...
Geonovast Posted February 3, 2018 Share Posted February 3, 2018 On 1/25/2018 at 11:54 AM, linuxgurugamer said: I'll have to double-check, but I'm pretty sure it's only the part attached to. The code only pulls resources from the part. If KSP decides to move resources on it's own, I can't do anything about that The valves are draining resources from the entire ship for me as well. Obeys fuel priority, as if an engine was burning. After a re-entry failing from my re-entry tanks being emptied without me realizing, I loaded the shuttle on the launch pad and the valve on the shuttle dumped all the tanks and the main external fuel tank. Tested it with just Smart Parts installed, still does it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 4, 2018 Author Share Posted February 4, 2018 (edited) Sounds like the game is making the fuel flow. All perfectly expected. Try turning off the crossflow Edited February 4, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
ArkaelDren Posted February 4, 2018 Share Posted February 4, 2018 Sorry Linux... No I'm not being helpful, unless you count getting a warm fuzzy feeling knowing someone feels sorry for you. Thx for all the work, its giving me the ability to run solar during the day, and Nerts reactors at night. Quote Link to comment Share on other sites More sharing options...
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