PrivateFlip Posted November 1, 2013 Share Posted November 1, 2013 This is really a great idea for plugin and well executed with all the arrows. Stumbled on it by chance, it's one of those things I never knew I needed. Quote Link to comment Share on other sites More sharing options...
Boamere Posted November 16, 2013 Share Posted November 16, 2013 Hmmm my Dry center of mass doesn't seem to be changing, can anyone tell me why? and Sorry about the size :/ Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 16, 2013 Share Posted November 16, 2013 Hmmm my Dry center of mass doesn't seem to be changing, can anyone tell me why?Sorry about the size :/Perhaps you've managed to build the one ship that doesn't have a moving COM! This is the holy grail of planes! I'm not worthy! Quote Link to comment Share on other sites More sharing options...
m4v Posted November 16, 2013 Author Share Posted November 16, 2013 Hmmm my Dry center of mass doesn't seem to be changing, can anyone tell me why?Sorry about the size :/ Wrong DCoM settings, try disabling liquid fuel/oxidizer.When a resource is enabled, the mass of that resource is added to your dry mass. If you want to see the mass of your vessel when completely devoid of resources you toggle off all of them. What you have in the screenshots says that your "dry" mass includes the mass of liquid fuel, since your plane seems to only have liquid fuel, the DCoM isn't going to change. Quote Link to comment Share on other sites More sharing options...
Boamere Posted November 17, 2013 Share Posted November 17, 2013 (edited) Wrong DCoM settings, try disabling liquid fuel/oxidizer.Thanks I'll try that EDIT: yep it worked, I was having a dumb moment *facepalm* thanks Edited November 17, 2013 by Boamere Quote Link to comment Share on other sites More sharing options...
SgìobairOg Posted December 10, 2013 Share Posted December 10, 2013 GUI doesn't seem to be coming up for me. Thought I saw something flash on the screen when I first clicked the CoM button but nothing after that. Quote Link to comment Share on other sites More sharing options...
Andon Posted December 16, 2013 Share Posted December 16, 2013 OK, so I've found that this plugin is fantastic. My ONLY issue so far has been that it doesn't calculate fuel lines for Dry Mass (Which I've been using to calculate RocketPart usage for Extraplanetary Launchpads... yes I know, very VERY specific) Quote Link to comment Share on other sites More sharing options...
ouch Posted December 17, 2013 Share Posted December 17, 2013 I just wanted to say how wonderful this plugin is... My station construction time went from hours to minutes! And docking it's self has gone from being a tedious task to fun and enjoyable! Truly a "must have" download! Quote Link to comment Share on other sites More sharing options...
starcitsura Posted December 17, 2013 Share Posted December 17, 2013 This might be obvious, but this mod does not take into account the new thrust limiter tweak-able. It does however account for tweak-able fuel tanks. Quote Link to comment Share on other sites More sharing options...
Glockshna Posted December 17, 2013 Share Posted December 17, 2013 Seems to be working fine in .23 save for thrust limiting so far as I can tell. Quote Link to comment Share on other sites More sharing options...
starcitsura Posted December 18, 2013 Share Posted December 18, 2013 Just tested it again with a fresh download. Tweaking the thrust limiter has no effect on the reported torque. Quote Link to comment Share on other sites More sharing options...
m4v Posted December 18, 2013 Author Share Posted December 18, 2013 (edited) I haven't been playing KSP for quite a while now, so a .23 update will not come soon. I will eventually do it, is just that I'm distracted with other stuff at the moment. Is a good thing that at least the plugin works in .23 OK, so I've found that this plugin is fantastic. My ONLY issue so far has been that it doesn't calculate fuel lines for Dry Mass (Which I've been using to calculate RocketPart usage for Extraplanetary Launchpads... yes I know, very VERY specific)Fuel lines have no physical significance as far as I know, this basically means they have no mass. Unless that changed in .23. Edited December 19, 2013 by m4v Quote Link to comment Share on other sites More sharing options...
Tidus Klein Posted December 18, 2013 Share Posted December 18, 2013 It works! And that's all that matters.Fuel lines don't have mass and are not going to change your dcomEmpty is empty putting fuel lines on some thing only moves fuel not invisible dcom balancing liquid.If I was the op I would just go ahead and change the game capatibility to .23 Quote Link to comment Share on other sites More sharing options...
mythbusters844 Posted December 18, 2013 Share Posted December 18, 2013 There's one thing though: Pressing ALT + F2 shows a ton of red spam about GUI.lock stuff or something similar. Looking in the output_log.txt, it says it's from this mod. Quote Link to comment Share on other sites More sharing options...
Hodo Posted December 19, 2013 Share Posted December 19, 2013 There's one thing though: Pressing ALT + F2 shows a ton of red spam about GUI.lock stuff or something similar. Looking in the output_log.txt, it says it's from this mod.It is, it has something to do with the GUI icon that shows up in the SPH/VAB. Quote Link to comment Share on other sites More sharing options...
Smorfty Posted December 19, 2013 Share Posted December 19, 2013 ...Is a good thing that at least the plugin works in .23 no it doesn'tit spews out errors in the VAB/SPH and if you try to go back to the space center it crashes the game Quote Link to comment Share on other sites More sharing options...
Dirt_Merchant Posted December 20, 2013 Share Posted December 20, 2013 i can verify this as well, log spam eventually leads to a crash. anyone have any way to hotfix as we've seen with several other mods? Quote Link to comment Share on other sites More sharing options...
Hodo Posted December 20, 2013 Share Posted December 20, 2013 i can verify this as well, log spam eventually leads to a crash. anyone have any way to hotfix as we've seen with several other mods?The spam is caused by the tab bar that used to show up, it is no longer there or vanishes. I have no clue how to fix this and add it to the new icon bar that is in game. Quote Link to comment Share on other sites More sharing options...
rottielover Posted December 20, 2013 Share Posted December 20, 2013 The spam is caused by the tab bar that used to show up, it is no longer there or vanishes. I have no clue how to fix this and add it to the new icon bar that is in game.When the mod first started there was no gui, can you temp remove the gui stuff as the hotfix? (used to only show up when you displayed the COM). Quote Link to comment Share on other sites More sharing options...
dlmarti Posted December 20, 2013 Share Posted December 20, 2013 damn shame this has issues with 0.23, to me this is the most important mod I run. Quote Link to comment Share on other sites More sharing options...
Hodo Posted December 20, 2013 Share Posted December 20, 2013 When the mod first started there was no gui, can you temp remove the gui stuff as the hotfix? (used to only show up when you displayed the COM).Possibly, I don't know. damn shame this has issues with 0.23, to me this is the most important mod I run.It still works for me, granted it spams some error messages in the debug menu. But it works. Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted December 21, 2013 Share Posted December 21, 2013 Just thought I should let everyone here know: I was getting a weird interaction between this mod and UbioZur's Welding Tool v2.0 Playtest 5 wherein the text field at top center of the screen was missing, and there was no way to enter any text to write the name of your craft to be saved. I removed THAT mod, because this one is utterly essential to the game, IMHO, and the problem has ceased. Again, just F.Y.I., in case anyone else is experiencing the same thing. Hmm, just looked at the few posts above this one... Perhaps these two mods, UbioZur and RCSBuildAid, can cause random weirdness, and not just the specific problem I described. Anyway, if everyone, or at least the majority, of those who are having trouble ALSO have these two exact mods, maybe that's a clue? Just spitballing on this one.Later, everyone. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 21, 2013 Share Posted December 21, 2013 (edited) I tried out 0.4 to see if I got the same memory/crash issues others were seeing. So far, no problems. The only bug I've found also seems to happen without RCSBuildAid and I was curious if anyone else has seen it: If you right-click on an engine to get the tweakables menu, the CoM vanishes and refuses to come back. Edited December 21, 2013 by jrandom Quote Link to comment Share on other sites More sharing options...
localSol Posted December 21, 2013 Share Posted December 21, 2013 Thank you jrandom. I guess this might have to do with missing parameters causing it, new ones from 0.23 I guess. I thought there was something going on with TV 1.5.1 landing gear that had missing parameters, but I noticed when I right click a small jet engine (S) that hadn't been updated yet for 0.23, RCS build aid freaks out, but right clicking on a normal (M) turbojet doesn't cause the problem. Going to fix the NaN electric tweakable and see if that will help. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 21, 2013 Share Posted December 21, 2013 Nope, this spams missing method errors because one of the EditorLogic methods it uses was removed in .23 Quote Link to comment Share on other sites More sharing options...
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