mr. engino Posted August 16, 2018 Share Posted August 16, 2018 I finally encountered that jittery spacecraft glitch that comes with this mod. I was wondering if I reduce the extended physics range, would that help mitigate the issue? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted August 16, 2018 Author Share Posted August 16, 2018 52 minutes ago, mr. engino said: I finally encountered that jittery spacecraft glitch that comes with this mod. I was wondering if I reduce the extended physics range, would that help mitigate the issue? Are you using the lastest version of the mod? Which range are you using? Quote Link to comment Share on other sites More sharing options...
mr. engino Posted August 16, 2018 Share Posted August 16, 2018 (edited) 3 hours ago, jrodriguez said: Are you using the lastest version of the mod? Which range are you using? I am using version 1.7.0, and the range I'm not entirely sure, I think it's the default range. EDIT: I checked, the range is 500 Edited August 16, 2018 by mr. engino Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted September 11, 2018 Share Posted September 11, 2018 so I had the physics range set to 500 so is this the ship shaking you are talking about? is THIS a side effect of the mod? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted September 12, 2018 Author Share Posted September 12, 2018 11 hours ago, mindseyemodels said: so I had the physics range set to 500 so is this the ship shaking you are talking about? is THIS a side effect of the mod? Yes, I'm pretty sure you have vessels/debris loaded that are quite far away from each other. You can mitigate this by reducing the 500 km or removing the debris. Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted September 12, 2018 Share Posted September 12, 2018 7 hours ago, jrodriguez said: Yes, I'm pretty sure you have vessels/debris loaded that are quite far away from each other. You can mitigate this by reducing the 500 km or removing the debris. I reduced it to 80 and that made the ship's legs explode so until I figure things out i'm just gonna go without this mod Quote Link to comment Share on other sites More sharing options...
Ultimate Steve Posted September 29, 2018 Share Posted September 29, 2018 Hi, love the mod and thanks for your work on it. I'm having a problem, although it's probably working as intended. When I load a save the mod will focus on each vessel for a second or two to load it, but in some scenarios I have a dozen active craft and who knows how much debris... I will have to let it run for a minute or two to load. Is there any way around this? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted September 29, 2018 Author Share Posted September 29, 2018 6 hours ago, Ultimate Steve said: Hi, love the mod and thanks for your work on it. I'm having a problem, although it's probably working as intended. When I load a save the mod will focus on each vessel for a second or two to load it, but in some scenarios I have a dozen active craft and who knows how much debris... I will have to let it run for a minute or two to load. Is there any way around this? Hi @Ultimate Steve this is by design in order to extend the terrain properly. Without it, other vessels landed on terrain will collide and be destroyed. In a future release I will add a switch to disable the extended terrain option. Quote Link to comment Share on other sites More sharing options...
Spearka Posted October 6, 2018 Share Posted October 6, 2018 I've been getting quite a lot of clipping issues with this mod, some of my craft wind up falling under the ground or just explode by themselves. Is there anything on a fix? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted October 21, 2018 Author Share Posted October 21, 2018 Hi all, I have published a new release recompiled for KSP 1.5.1 (It should work of previous KSP 1.4.X versions too)https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.8.0 Changelog: = v1.8.0 - Recompiled for KSP 1.5.1 - Default range reduced to 50 km - UI simplifed. Removing options that were not used - Added button to disable de mod. - Added message to warn the user when the flickering fix is activated. I have recorded a video doing a quick demo of the PRE UI doing a BDA battle. Quote Link to comment Share on other sites More sharing options...
kendoka15 Posted November 20, 2018 Share Posted November 20, 2018 I've been playing this game for a long time and have played it a whole lot but I've never been able to do Falcon 9 style 1st stage recovery in a way I liked (FMRS is nice but I'm not a fan of how each stage isn't simulated at the same time). This mod made it perfectly doable with no clonk Thanks Quote Link to comment Share on other sites More sharing options...
Danielrojo Posted December 10, 2018 Share Posted December 10, 2018 On 11/20/2018 at 2:32 AM, kendoka15 said: I've been playing this game for a long time and have played it a whole lot but I've never been able to do Falcon 9 style 1st stage recovery in a way I liked (FMRS is nice but I'm not a fan of how each stage isn't simulated at the same time). This mod made it perfectly doable with no clonk Thanks Same, it took me a couple of days to find the right tool to make it possible, and this is exactly what I needed! (since even KOS don't work when the vessel is further away from the physics range) Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted December 12, 2018 Author Share Posted December 12, 2018 On 11/20/2018 at 2:32 AM, kendoka15 said: I've been playing this game for a long time and have played it a whole lot but I've never been able to do Falcon 9 style 1st stage recovery in a way I liked (FMRS is nice but I'm not a fan of how each stage isn't simulated at the same time). This mod made it perfectly doable with no clonk Thanks On 12/11/2018 at 12:03 AM, Danielrojo said: Same, it took me a couple of days to find the right tool to make it possible, and this is exactly what I needed! (since even KOS don't work when the vessel is further away from the physics range) I'm glad you like it guys . That is the main purpose of this mod, to support multi-vessel scenarios Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted December 26, 2018 Author Share Posted December 26, 2018 Hi all, I have published a new release for KSP 1.6. You can find it here: https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.9.0 Quote Link to comment Share on other sites More sharing options...
ShawnPhillips Posted December 26, 2018 Share Posted December 26, 2018 Awesome, now just waiting on BDArmory and KAS to update for 1.6. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 9, 2019 Share Posted January 9, 2019 I have a stupid question to this mod: is there any specific reason why you set the pysic ranges for each vessel and not globally? (like in) 'PhysicsGlobals.Instance.VesselRangesDefault' I fell above it, because I had some Issues with Kerbal Konstructs loading assets too late, and I only queryied the default settings. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted January 9, 2019 Author Share Posted January 9, 2019 1 hour ago, Ger_space said: I have a stupid question to this mod: is there any specific reason why you set the pysic ranges for each vessel and not globally? (like in) 'PhysicsGlobals.Instance.VesselRangesDefault' I fell above it, because I had some Issues with Kerbal Konstructs loading assets too late, and I only queryied the default settings. Hi @Ger_space, When I was doing the initial development of the mod I tested different approaches to achieve the extended range for every vessel. I tried to use just a MMPatch overriding the default values but it didn't work as expected. (you can see more about it here : https://github.com/jrodrigv/PhysicsRangeExtender/issues/1) I will give a try again, maybe it works now. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 9, 2019 Share Posted January 9, 2019 Just now, jrodriguez said: Hi @Ger_space, When I was doing the initial development of the mod I tested different approaches to achieve the extended range for every vessel. I tried to use just a MMPatch overriding the default values but it didn't work as expected. (you can see more about it here : https://github.com/jrodrigv/PhysicsRangeExtender/issues/1) I will give a try again, maybe it works now. no need, I changed now Kerbal Konstructs to query the active vessels setting, when its on a flight scene. Quote Link to comment Share on other sites More sharing options...
imkrazy Posted January 12, 2019 Share Posted January 12, 2019 I've been having a recurring problem that makes what I'm trying to do impossible. I'm using this mod on KSP 1.6.1 with BDArmory, and i've been trying to test an intercontinental ballistic missile, but whenever I get within about 20 KM of the target, it disappears. I haven't been able to figure out why or make a workaround, And it makes atmospheric rendezvous impossible. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted January 12, 2019 Author Share Posted January 12, 2019 19 minutes ago, imkrazy said: I've been having a recurring problem that makes what I'm trying to do impossible. I'm using this mod on KSP 1.6.1 with BDArmory, and i've been trying to test an intercontinental ballistic missile, but whenever I get within about 20 KM of the target, it disappears. I haven't been able to figure out why or make a workaround, And it makes atmospheric rendezvous impossible. That sounds very strange. Because this mod was implemented to enable BDArmory to do such things. Would you mind to open a issue here: https://github.com/jrodrigv/PhysicsRangeExtender/issues Please attach your KSP.log after running the scenario. Thanks Quote Link to comment Share on other sites More sharing options...
Tobesy Posted February 21, 2019 Share Posted February 21, 2019 Which version of this mod should I get if I want to play it on 1.4.5??? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 28, 2019 Share Posted February 28, 2019 @Tobesy Try 1.7. Although its not directly made for 1.4.5, it is made for 1.4.3 so it should most likely work Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted March 1, 2019 Share Posted March 1, 2019 16 hours ago, Murican_Jeb said: @Tobesy Try 1.7. Although its not directly made for 1.4.5, it is made for 1.4.3 so it should most likely work Huh. @jrodriguez mentioned the 1.8.0 version also worked for previous 1.4 releases... can the latest version (1.9) also be used on 1.4.x? As a side note, has anyone tried fly-back boosters on RSS? In other words, is it possible to set a ~200km physics bubble without significant wobblyness on the stages? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted March 1, 2019 Author Share Posted March 1, 2019 18 minutes ago, Tonas1997 said: Huh. @jrodriguez mentioned the 1.8.0 version also worked for previous 1.4 releases... can the latest version (1.9) also be used on 1.4.x? As a side note, has anyone tried fly-back boosters on RSS? In other words, is it possible to set a ~200km physics bubble without significant wobblyness on the stages? @Tonas1997 Regarding the version for KSP 1.4 I would suggest to try to use the latest version. In case something is not working as expected I suggest to use an older version ( 1.7.0) Regarding to fly back bosters and landing them you can certainly do it, how do you plan to do it ? Mechjeb? I can give you some tips Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted March 1, 2019 Share Posted March 1, 2019 1 hour ago, jrodriguez said: @Tonas1997 Regarding the version for KSP 1.4 I would suggest to try to use the latest version. In case something is not working as expected I suggest to use an older version ( 1.7.0) Regarding to fly back bosters and landing them you can certainly do it, how do you plan to do it ? Mechjeb? I can give you some tips Thanks for the reply! I'm not playing KSP as of now, but will get back to it in a few weeks once I get a better laptop. I was actually thinking about doing it the hardcore way, with my own kOS scripts Quote Link to comment Share on other sites More sharing options...
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