metalpoetza Posted December 21, 2013 Share Posted December 21, 2013 Bug report: in 0.23 KAS makes the game incredibly unstable under linux. Things seem to work fine for a few minutes then the game aborts repeatedly. Uninstalling the mod fixes the problem. Link to comment Share on other sites More sharing options...
KAO Posted December 21, 2013 Share Posted December 21, 2013 B9, KW, and TAC run fine with .23they're just parts, they don't really need to be updated. I have several parts from version 0.16 and they run absolutely fine Link to comment Share on other sites More sharing options...
BigD145 Posted December 21, 2013 Share Posted December 21, 2013 I think almost everything you've linked works with 0.23. Still not a reason to not use .23 because all of those will be properly updated in due time, which is still not a reason to not update. Link to comment Share on other sites More sharing options...
Cadde Posted December 21, 2013 Share Posted December 21, 2013 B9, KW, and TAC run fine with .23Tac has issues with .23 that it doesn't have in .22they're just parts, they don't really need to be updated. I have several parts from version 0.16 and they run absolutely fineAgree on the "just parts" bits but i have read reports on B9 having issues with .23 as well, or something along the lines of not being entirely up to date with the changed implemented.I think almost everything you've linked works with 0.23. Still not a reason to not use .23 because all of those will be properly updated in due time, which is still not a reason to not update.Highlighted the issue... What you think and what is are two different things, the same way i won't take someones word for it if they "think" putting regular gasoline in a rocket engine would work. It may work to some degree but... hrm.I have no urge to test the new features of .23, i would like to when everything is up to date but as it stands, i can't do without the mods i have and a large number of said mods haven't been updated yet. In fact, i wouldn't even post here if i already had the .22 files for this mod and that is all i asked for, not someones opinion on why i should or shouldn't update the game. I have already tried and it didn't work, so i am saving myself the trouble and waiting for the mods to update in due time.I have already compiled 4.4 from the source, so as long as the part files doesn't crash the game i will probably be fine. I am testing it as i type this post. Still would prefer to have the .22 part files as well. Link to comment Share on other sites More sharing options...
Railgunner2160 Posted December 21, 2013 Share Posted December 21, 2013 (edited) Some of the TAC mods HAVE been updated to work in 0.23, you might want to check for updates..... Edited December 21, 2013 by Railgunner2160 Link to comment Share on other sites More sharing options...
DirkLarien Posted December 21, 2013 Share Posted December 21, 2013 I seem to be having a problem with KAS and my throttle. Whenever I do anything with the radial winch (extend cable, eject hook, etc) my throttle is instantly set to 0%. I tried using the GUI as well as action groups and the result is the same. I am trying to use a VTOL aircraft as kind of a skycrane thing so engine failure when I use my winch is no good Anyone run into this before? Solutions?yeah unfortunately i run into same thing.it doesn't matter which winch you use, or where do you place it (lowered object or lowering object)only advice i have:get yourself as steady as possible... just hover. (look where your throttle setting is and remember it )now start extending for a millisecond and quickly engage your throttle again to approximately position you remembered, get into hover againnow you can extend more for desired length, but you have to manage the hover. Which isn't easy. :-)It can be done. Pics in here Link to comment Share on other sites More sharing options...
BigD145 Posted December 21, 2013 Share Posted December 21, 2013 (edited) Gas in a rocket engine. Harhar. So funny.I hear about mods I don't use in other threads with people that do use them. So. I don't have proof, but I have a general idea.Adding KAS to your "tried and tested" setup? Not a good idea. KAS does not play nice with stock or mods. Vehicles blow up, a lot. This I know. KSP seizes up and chews through your RAM. This I also know. I've experienced it. I also have a copy of the original 0.4.4.zip laying around in a .22 install, I think... Edited December 21, 2013 by BigD145 Link to comment Share on other sites More sharing options...
Aknar Posted December 22, 2013 Share Posted December 22, 2013 I'm having an issue with the content window of the containers. It won't close once opened. Maybe it's just the close button that hasn't been assigned correctly but no one seems to be having trouble with this. No deal of walking away or trying to open new windows of that container or others would do the trick. So in the end, I have to be sure of which container I want to open because it's the only one I will be able to open. Any ideas on this? Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted December 23, 2013 Share Posted December 23, 2013 (edited) Just a quick question... what tweak do I need to make where to be able to add the lil Pegasus ladder to a storage box? Or a Mechjeb box for that matter?... and apparently I'm missing some sort of trick to make placed engines work? It says Oxidizer deprived? They're attached to a tank with plenty of both... Edited December 23, 2013 by CatastrophicFailure Link to comment Share on other sites More sharing options...
skbernard Posted December 23, 2013 Share Posted December 23, 2013 Just a quick question... what tweak do I need to make where to be able to add the lil Pegasus ladder to a storage box? Or a Mechjeb box for that matter?... and apparently I'm missing some sort of trick to make placed engines work? It says Oxidizer deprived? They're attached to a tank with plenty of both...anytime you add something new to your ship that you expect to work, you need to quicksave and quickload to make everything work right - this will make solar panels and other things work also Link to comment Share on other sites More sharing options...
TBryson2 Posted December 23, 2013 Share Posted December 23, 2013 I know there is an appropriate place to list issues, but need to know if anyone is experiencing this before I do so.Using Container Type A, I can put stuff in it, and when I attempt to OPEN it (other than the VAB or SPH) it will NOT open UNLESS I "grab" it first. It MUST be disconnected from my ship, or other structure before I can "open" the container. After it's disconnected, then I can successfully open it, but now I have space junk floating around and should I need more stuff out of the container later, it is way gone.Is this a known issue? Running KSP 23 with KAS 0.4.5Thanks,TB Link to comment Share on other sites More sharing options...
taniwha Posted December 23, 2013 Share Posted December 23, 2013 I know there is an appropriate place to list issues, but need to know if anyone is experiencing this before I do so.The place to check is where those issues are listed. If nobody has posted anything there, then you post your issue. If someone has, you maybe add some extra information to the existing issue. Link to comment Share on other sites More sharing options...
MaHuJa Posted December 24, 2013 Share Posted December 24, 2013 Using Container Type A, I can put stuff in it, and when I attempt to OPEN it (other than the VAB or SPH) it will NOT open UNLESS I "grab" it first. It MUST be disconnected from my ship, or other structure before I can "open" the container. After it's disconnected, then I can successfully open it, but now I have space junk floating around and should I need more stuff out of the container later, it is way gone.I saw this issue in ksp 22 with kas 0.4.4 (I think) - I'm kinda of suspecting the culprit is remotetech - do you have it as well, and if so could you remove it and try again? (I wiped my gamedata folder for .23)As a workaround, if you use the... "holders" for the containers, you can put them back into place rather than let them float off. (If the containers are correctly mounted, you can even release them on command rather than having to pick them up in EVA.) Link to comment Share on other sites More sharing options...
BigD145 Posted December 24, 2013 Share Posted December 24, 2013 RemoteTech and KAS have some issues, which keep being discovered. I had issues with the game freezing and others have different issues. It's a bit of a crap shoot on if the two will work for you. KAS still hasn't been updated in any major way in quite some time. The config files have been messed with but it seems the dll is largely untouched since before .22. Link to comment Share on other sites More sharing options...
Nightmare Posted December 24, 2013 Share Posted December 24, 2013 (edited) I had the problem in 0.22 that i tried to revive a satteliete with no antennas on it fly up to it place an antenna with KAS at an EVA on it and crash to desktop every time and it was not this one sattelite everything with a probe core everywhere in the whole system, als long as no antenna present install the first one and CTD. Oh you might ask how could the Sattelietes come into Orbit, i did it with a Shuttle, released them and noticed that I forgot the antenna .Now in 0.23 if i install Remottech it freezes in the loading screen when loading all the parts everytime at the same point at soem gigantor dish from remottech. So i await a future release of Remottech for 0.23... Edited December 24, 2013 by Nightmare Link to comment Share on other sites More sharing options...
BigD145 Posted December 24, 2013 Share Posted December 24, 2013 (edited) I had related issues and yours specifically, Nightmare. I tried removing the attachment of antenna's that KAS does, but that never fixed the issue. The dll's are most likely at fault. Redownloads and reinstalls did not fix the issue.The .23 update was only to get parts in "official" career science categories. Nothing else has changed. Edited December 24, 2013 by BigD145 Link to comment Share on other sites More sharing options...
Roxette Posted December 24, 2013 Share Posted December 24, 2013 I'm having an issue with the content window of the containers. It won't close once opened....Any ideas on this?I am sometimes seeing this problem of sticky windows with multiple add-ons and some built-in functions, I think it could be an internal .23 bug but I've not tried to isolate it. Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 24, 2013 Share Posted December 24, 2013 Love the mod and thanks for the update! Wanted to report in that with the .23 update I've been getting a random ship exploding when connecting a transfer pipe far more often than previously. Used to only have a strut blow when attaching occasionally, not almost half of the pipe connections have caused both ships to explode completely. Link to comment Share on other sites More sharing options...
Thorbane Posted December 24, 2013 Share Posted December 24, 2013 I'm using kerbal joint reinforcement and the EVA struts are really wobbly. Link to comment Share on other sites More sharing options...
TBryson2 Posted December 25, 2013 Share Posted December 25, 2013 (edited) I saw this issue in ksp 22 with kas 0.4.4 (I think) - I'm kinda of suspecting the culprit is remotetech - do you have it as well, and if so could you remove it and try again?Yes I am and yes I willAs a workaround, if you use the... "holders" for the containers, you can put them back into place rather than let them float off. (If the containers are correctly mounted, you can even release them on command rather than having to pick them up i'll give that a try as wellthanks Edited December 25, 2013 by TBryson2 Link to comment Share on other sites More sharing options...
Mystique Posted December 25, 2013 Share Posted December 25, 2013 I tried relocating radially attached engines (stock one, orange color) to different spots in-flight, but encountered a problem that after attaching them they can't get fuel at all (even when attached to fuel tank). Any ideas how to fix that? Otherwise, what's the point of making them grabbable at all? Link to comment Share on other sites More sharing options...
taniwha Posted December 25, 2013 Share Posted December 25, 2013 Mystique: did you try saving/loading? Many weird things can be fixed that way. Link to comment Share on other sites More sharing options...
Mr_Magpie Posted December 25, 2013 Share Posted December 25, 2013 I've been trying and having no luck adding the Part grab module to the Hullcams mod. I want to know if we can stick those to a kerbal and has a (shaky) first person view.Anybody managed this? Link to comment Share on other sites More sharing options...
Aknar Posted December 25, 2013 Share Posted December 25, 2013 Aren't the pipes a little big? I found "//Waiting scale bug to be fixed by squad " in the .cfg files. What is this all about and will it be resolved soon?Sorry to post this again, it wasn't answered and the size of things are bugging me a bit ^^' Link to comment Share on other sites More sharing options...
taniwha Posted December 25, 2013 Share Posted December 25, 2013 They transfer all sorts of resources, of course they're big. I think it would be better to just remove the comment. Link to comment Share on other sites More sharing options...
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