nickicool Posted November 25, 2019 Share Posted November 25, 2019 Is US2 will have compotibles with USI-LS mod? Quote Link to comment Share on other sites More sharing options...
nefrem Posted November 25, 2019 Share Posted November 25, 2019 The bug isn't here everytime, and it isn't permanent at all. When i restart the game the bug's gone. Here is my mod list (if it could help) : Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 25, 2019 Share Posted November 25, 2019 3 hours ago, nickicool said: Is US2 will have compotibles with USI-LS mod? US2 is compatible with USI-LS. There are wedges for supplies and fertilizer. Quote Link to comment Share on other sites More sharing options...
arkolis Posted November 25, 2019 Share Posted November 25, 2019 Would it be possible to add a Tantares Green skin to this? If you don't have time I could help and send it to you, just need something to work off. Thank you for all the work on this mod!! ~Ark Quote Link to comment Share on other sites More sharing options...
Pell Posted November 27, 2019 Share Posted November 27, 2019 The quad core part for 1.25m does not have autostrut. Is this intentional, and if not is there a chance it can be fixed in the next release? I've also noticed some strange yellow lines on the 2.5m cylindrical fairing, similar to what appears in the aerodynamic overlay. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted November 28, 2019 Share Posted November 28, 2019 (edited) Is anyone else seeing flickering yellow lines in the US2 fairings? The 1.25 & 0.625 cylinders are ok, but the 2.5m cylinder & the 1.25 to 0.625 tapered fairing both have it. I haven't checked the other tapered fairings, but I feel like its related to the solar panel option on the fairing doors. This was in both RC5 & RC6 with KSP 1.8.1, not sure of any other build & I did not see this in 1.7.3. The lines are visible in both VAB & on an active craft. I'm going to try it in a fresh save with just US2 & dependencies, hopefully tomorrow & I'll post a log from that if it continues in the fresh save. Probe landed on Minmus at night, with the 1.25 to 0.625 taper fairing opened - it had the solar panels option on. The red lines are also new - I haven't seen them anywhere else before this. VAB with solar panel option turned on - yellow lines follow the doors VAB with solar panel option turned off - yellow lines still present, but stay pointing inward 2.5m fairing in the VAB. I only took one image, but IIRC it follows the same behavior as the taper fairing. Edited November 28, 2019 by Cavscout74 Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted November 29, 2019 Share Posted November 29, 2019 2 hours ago, Cavscout74 said: Is anyone else seeing flickering yellow lines in the US2 fairings? The 1.25 & 0.625 cylinders are ok, but the 2.5m cylinder & the 1.25 to 0.625 tapered fairing both have it. I haven't checked the other tapered fairings, but I feel like its related to the solar panel option on the fairing doors. This was in both RC5 & RC6 with KSP 1.8.1, not sure of any other build & I did not see this in 1.7.3. The lines are visible in both VAB & on an active craft. I'm going to try it in a fresh save with just US2 & dependencies, hopefully tomorrow & I'll post a log from that if it continues in the fresh save. <snippage> Yeah, I have the same thing. I just haven't said anything about it because it doesn't really bother me. It's not actually affecting the gameplay so... meh. Quote Link to comment Share on other sites More sharing options...
Daishi Posted November 29, 2019 Share Posted November 29, 2019 On 11/28/2019 at 12:07 AM, Pell said: The quad core part for 1.25m does not have autostrut. Is this intentional, and if not is there a chance it can be fixed in the next release? I've also noticed some strange yellow lines on the 2.5m cylindrical fairing, similar to what appears in the aerodynamic overlay. The quadcore got some really bad oscillation with autostrut turned on, so we removed it a while back to stop peoples craft exploding under stress. 3 hours ago, Cavscout74 said: Is anyone else seeing flickering yellow lines in the US2 fairings? The 1.25 & 0.625 cylinders are ok, but the 2.5m cylinder & the 1.25 to 0.625 tapered fairing both have it. I haven't checked the other tapered fairings, but I feel like its related to the solar panel option on the fairing doors. This was in both RC5 & RC6 with KSP 1.8.1, not sure of any other build & I did not see this in 1.7.3. The lines are visible in both VAB & on an active craft. I'm going to try it in a fresh save with just US2 & dependencies, hopefully tomorrow & I'll post a log from that if it continues in the fresh save. Probe landed on Minmus at night, with the 1.25 to 0.625 taper fairing opened - it had the solar panels option on. The red lines are also new - I haven't seen them anywhere else before this. VAB with solar panel option turned on - yellow lines follow the doors VAB with solar panel option turned off - yellow lines still present, but stay pointing inward 2.5m fairing in the VAB. I only took one image, but IIRC it follows the same behavior as the taper fairing. 1 hour ago, MaxxQ said: Yeah, I have the same thing. I just haven't said anything about it because it doesn't really bother me. It's not actually affecting the gameplay so... meh. Sooo you guys seem to have a current dev build instead of an early release build Solar isn't ready yet, so the development tools are still turned on in the configs. In each parts corresponding .cfg file there is a USSolarSwitch module, with a DebugMode set to true. Setting it to false will turn off the directional indicator lines. On 11/26/2019 at 11:27 AM, arkolis said: Would it be possible to add a Tantares Green skin to this? If you don't have time I could help and send it to you, just need something to work off. Thank you for all the work on this mod!! ~Ark Coming soon! Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 29, 2019 Author Share Posted November 29, 2019 Make sure you're using the latest version of the beta (currently RC7) you shouldn't be seeing the yellow lines. Quote Link to comment Share on other sites More sharing options...
Pell Posted November 29, 2019 Share Posted November 29, 2019 6 hours ago, Paul Kingtiger said: Make sure you're using the latest version of the beta (currently RC7) you shouldn't be seeing the yellow lines. is there an RC7 for 1.8+? because i'm not seeing one on the beta download page. just RC6, and there's an RC7 for 1.7+ Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted November 30, 2019 Share Posted November 30, 2019 21 hours ago, Daishi said: Sooo you guys seem to have a current dev build instead of an early release build Solar isn't ready yet, so the development tools are still turned on in the configs. In each parts corresponding .cfg file there is a USSolarSwitch module, with a DebugMode set to true. Setting it to false will turn off the directional indicator lines. Honestly, I wasn't aware of the built-in solar panels, so haven't used them. I've only noticed the lines on the 2.5m part. Anyway, as I said earlier, it's not a big deal to me, so I'll just leave things be until the full release is... well, released. Quote Link to comment Share on other sites More sharing options...
Rasip Posted December 7, 2019 Share Posted December 7, 2019 (edited) I'm having a bit of a problem with RC7 on 1.8.1. Both the advanced goo unit and advanced materials bay are saying "cannot run experiment; science module full" when i hit the observe button. The only options are to close it and observe. I tried bringing it back from the Mun but still got no science points from it. The only other mods are KIS, KAS, Mechjeb, Kerntrotter's Feline Utility Rover, NavyFish's Docking Port Alignment Indicator, ScanSat, Triggertech's Kerbal alarm clock and transfer window planer, And the one i suspect is causing the conflict Automated Science Sampler. The temp/pressure wedge works just fine though. Update: removed all other mods. The ones on my ship at the mun still don't work. They work when i make a new craft. Maybe a bug with save/quick save? Edited December 7, 2019 by Rasip Updated. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted December 10, 2019 Share Posted December 10, 2019 Question, are the wedge goo and material bays only supposed to be able to be run only a limited amount of times, even with a scientist restoring them? Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted December 10, 2019 Share Posted December 10, 2019 1 hour ago, juanml82 said: Question, are the wedge goo and material bays only supposed to be able to be run only a limited amount of times, even with a scientist restoring them? From my playing, they seem to have something go wrong if the animations and science modules don't go at the same time. Running an experiment through [x]Science, especially without the experiment deployed, seems to cause them to lock up, with the "science module full" or whatever the warning is, and the only way I have been able to fix it so far is just restore a save point. As long as I manually run the experiment, I can keep resetting with a scientist. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted December 10, 2019 Share Posted December 10, 2019 1 hour ago, Krakatoa said: Running an experiment through [x]Science, especially without the experiment deployed, seems to cause them to lock up, with the "science module full" I've noticed this too, though I didn't realize it was caused by [x]Science. But yeah: experiment won't run (even from the PAW), says the module is full, but an EVA scientist has no "take data" or "restore" option.. Quote Link to comment Share on other sites More sharing options...
GJdude Posted December 12, 2019 Share Posted December 12, 2019 On 12/10/2019 at 3:27 AM, Wyzard said: I've noticed this too, though I didn't realize it was caused by [x]Science. But yeah: experiment won't run (even from the PAW), says the module is full, but an EVA scientist has no "take data" or "restore" option.. I've seen this as well, I think it might be connected to how [x]Science doesn't run the animations, or something like that. The way in which it runs them is definitely breaking them somehow. Quote Link to comment Share on other sites More sharing options...
Jognt Posted December 12, 2019 Share Posted December 12, 2019 (edited) On 12/10/2019 at 1:23 AM, juanml82 said: Question, are the wedge goo and material bays only supposed to be able to be run only a limited amount of times, even with a scientist restoring them? On 12/10/2019 at 2:51 AM, Krakatoa said: From my playing, they seem to have something go wrong if the animations and science modules don't go at the same time. Running an experiment through [x]Science, especially without the experiment deployed, seems to cause them to lock up, with the "science module full" or whatever the warning is, and the only way I have been able to fix it so far is just restore a save point. As long as I manually run the experiment, I can keep resetting with a scientist. On 12/10/2019 at 4:27 AM, Wyzard said: I've noticed this too, though I didn't realize it was caused by [x]Science. But yeah: experiment won't run (even from the PAW), says the module is full, but an EVA scientist has no "take data" or "restore" option.. 1 hour ago, GJdude said: I've seen this as well, I think it might be connected to how [x]Science doesn't run the animations, or something like that. The way in which it runs them is definitely breaking them somehow. It’s a known incompatibility with X Science. X Science (according to its OP) is not planning compatibility with science modules beyond stock so I recommend doing these experiments manually to prevent issues. Edited December 12, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
TicTac Posted December 15, 2019 Share Posted December 15, 2019 On 11/7/2019 at 3:58 AM, Paul Kingtiger said: ... Note this doesn't fix the issue with resource amounts resetting (to full) when reverting to the VAB, we're still working on that. ... Is this still an outstanding issue? I noticed it when using v1.7.0.10 on CKAN. Quote Link to comment Share on other sites More sharing options...
Rover 6428 Posted January 7, 2020 Share Posted January 7, 2020 (edited) Looks very nice! Edited January 7, 2020 by Rover 6428 Quote Link to comment Share on other sites More sharing options...
moguy16 Posted January 7, 2020 Share Posted January 7, 2020 @Paul Kingtiger any idea when the update will officially come out? and what is it's version number and where can i find the beta? thx Quote Link to comment Share on other sites More sharing options...
Lathari Posted January 7, 2020 Share Posted January 7, 2020 On 8/7/2018 at 7:32 PM, Paul Kingtiger said: Download from OneDrive Use the onedrive download to access: Previous versions Beta releases Source code Balance spreadsheets and other information @moguy16 From first post, can be found from here. Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted January 7, 2020 Author Share Posted January 7, 2020 2 hours ago, moguy16 said: @Paul Kingtiger any idea when the update will officially come out? and what is it's version number and where can i find the beta? thx Beta for this update isn't out yet, there's a lot to check and balance and I want to fix everything I know about before I hand a beta over for you to find the stuff I missed. I'll announce the beta here once it's ready. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 8, 2020 Share Posted January 8, 2020 On 12/12/2019 at 9:14 AM, Jognt said: It’s a known incompatibility with X Science. X Science (according to its OP) is not planning compatibility with science modules beyond stock so I recommend doing these experiments manually to prevent issues. I have had the problem with science experiments locking up and refusing to work when I have xscience installed, even if i try and do the experiments manually, even with the xscience window closed. It doesn't happen every time, just randomly, but it seems even just having the xscience mod installed can become a ticking time bomb for experiments. I can't say for sure if that's xscience alone, or interacting with some other science based mod I was running at the time, mind, but I have seen it. Quote Link to comment Share on other sites More sharing options...
garwel Posted January 9, 2020 Share Posted January 9, 2020 When I attach the tapered fairing adapter 0.625 (USAdaptorShroud0625) to the stock 1.25 m heat shield, it gets overheated quickly during the reentry and burns up (even though I still have lots of ablator). It doesn't happen to the similar stock adapter (which, by the way, also has a higher maxTemp). Perhaps the adapter is a little bit exposed from behind the heat shield or for some reason it believes that it's deployed when it's not. I haven't tested the other US2 shrouds yet. Quote Link to comment Share on other sites More sharing options...
Daishi Posted January 9, 2020 Share Posted January 9, 2020 4 hours ago, garwel said: When I attach the tapered fairing adapter 0.625 (USAdaptorShroud0625) to the stock 1.25 m heat shield, it gets overheated quickly during the reentry and burns up (even though I still have lots of ablator). It doesn't happen to the similar stock adapter (which, by the way, also has a higher maxTemp). Perhaps the adapter is a little bit exposed from behind the heat shield or for some reason it believes that it's deployed when it's not. I haven't tested the other US2 shrouds yet. It could be slightly exposed, yeah. Most of our parts are a smidgen larger than the stated diameters (due to clipping issues with wedges poking through the doors, and having the walls and collision meshes thick enough to ensure they seal around the wedges themselves) so it's probably what's happening. I'll check if i can tighten that 0.625m adaptor up. Quote Link to comment Share on other sites More sharing options...
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