Mihara Posted January 11, 2014 Share Posted January 11, 2014 I can verify it did it again. I made sure to delete the old folders before I installed this version, just to cover that up front.My test was to go to the vehicle, set up the monitors, switch to the external view, then back to IVA. Each time, the monitors were reset to their defaults. Switching IVA views within the vehicle itself (undocked) did not result in a reset. Only leaving and re-entering that vehicle's IVA seems to trigger the problem.Cannot reproduce. Do you have any ModuleManager patches that affect ALCOR? Did you update RasterPropMonitor correctly? Doublecheck your resulting part configs (the ones in memory after everything is loaded - you can see them in the debug menu) for this: Every part that has a RasterPropMonitor in it has to have one, and exactly one, "MODULE {name = RasterPropMonitorComputer}" in it's part config. Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted January 11, 2014 Share Posted January 11, 2014 Cool this mod is, but stockalike it is not. Someone needs to get on that. Quote Link to comment Share on other sites More sharing options...
kiwiak Posted January 11, 2014 Share Posted January 11, 2014 Time to go to the mun. Quote Link to comment Share on other sites More sharing options...
kiwiak Posted January 11, 2014 Share Posted January 11, 2014 Cool this mod is, but stockalike it is not. Someone needs to get on that.There is LEM replica upcoming, so you sure will get some retro stock like feel from that. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 11, 2014 Share Posted January 11, 2014 Cannot reproduce. Do you have any ModuleManager patches that affect ALCOR? Did you update RasterPropMonitor correctly? Doublecheck your resulting part configs (the ones in memory after everything is loaded - you can see them in the debug menu) for this: Every part that has a RasterPropMonitor in it has to have one, and exactly one, "MODULE {name = RasterPropMonitorComputer}" in it's part config.I'll go over things with a fine-toothed comb. Thanks for the debugging tips. Quote Link to comment Share on other sites More sharing options...
Dreadp1r4te Posted January 11, 2014 Share Posted January 11, 2014 Freakin' fantastic. I'll whip up a mod showcase for ya, if ya want. This work of art deserves it. Quote Link to comment Share on other sites More sharing options...
Helix935 Posted January 11, 2014 Share Posted January 11, 2014 hmm i seem to be having a problem with the new Alcor pod which to be more specific involves the hatch not working which sadly did not work when i had landed my new Alcor lander as a test at the neil armstrong memorial Quote Link to comment Share on other sites More sharing options...
alexustas Posted January 11, 2014 Author Share Posted January 11, 2014 hmm i seem to be having a problem with the new Alcor pod which to be more specific involves the hatch not working which sadly did not work when i had landed my new Alcor lander as a test at the neil armstrong memorialIn what particular way does the hatch 'not work'? You can't go in from outside? You can't exit from inside? What exactly is wrong? Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 11, 2014 Share Posted January 11, 2014 did you perhaps place a ladder in the wrong position and its blocking the door can you upload a craft file so we can look at it.Also Alexustas are you going to release that habitat module Quote Link to comment Share on other sites More sharing options...
Dreadp1r4te Posted January 11, 2014 Share Posted January 11, 2014 Hey just finished recording a spotlight for you; I'll add commentary for it tomorrow and upload it, then PM you a link to do with as you please (or with your permission, I'll post it here.) While recording I noted that the MechJeb control buttons on the right hand side in the IVA do nothing, but the MechJeb monitor interface works fine. Not sure if I was doing something wrong, but I tried several of the Orbit commands and Target commands with the push toggles and nothing happened, nor did MechJeb register an activation (green light on part, or interface window change). Quote Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Share Posted January 11, 2014 While recording I noted that the MechJeb control buttons on the right hand side in the IVA do nothing, but the MechJeb monitor interface works fine.They don't do anything just yet. They will in a future version of RPM. With luck, it might be version 0.14. Quote Link to comment Share on other sites More sharing options...
Vahal Posted January 11, 2014 Share Posted January 11, 2014 I wanted to say this capsule is simply amazing. you both made an incredible work and made my landers so cool (too much in fact, I spent a so lot of time to just watch the interior an clic on buttons with "wouaaah" "jesus, so beautiful" "Oooooh" kid with new toy ). I had one an unexpected jour... issue. Due to my amazing piloting skills I landed on da Mün at something like 400m/s. You can imagine what happened... And, I guess not cause if my lander just exploded in billion pieces expanding everywhere and blowed around, the capsule wasn't destroyed (and Jeb was so happy to mess around). The ALCOR bounced on the munar surface three times at too much high speed to survive, anything else mounted on it was blasted and finally it stopped in a ground crack. I tried to crash this lander four times near the KSC to test and it appeared the ALCOR is REALLY, REALLY tough, perhaps adamantium made That was during 0.22 so did you modify this aspect of capsule?Once again, great job! Keep on guys! Quote Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Share Posted January 11, 2014 I tried to crash this lander four times near the KSC to test and it appeared the ALCOR is REALLY, REALLY tough, perhaps adamantium made Uh... That isn't supposed to be happening and I'm not sure how this could possibly be happening when it has a crash tolerance of 8, the same as the 1-kerbal lander can. Could it be there's some other plugin modifying it on your system? Quote Link to comment Share on other sites More sharing options...
Vahal Posted January 11, 2014 Share Posted January 11, 2014 nothing that change the crash tolerance AFAIK. I just tried to crashtest the ALCOR 0.7 and atm the capsule survived quite few times, perhaps ALCOR can absorb impact more efficiently when it doesn't crash straight into the ground, lot of time I had a narrow angle with ground, the capsule bounced of and sometime finally explode after some ricochets what is curious since it survives at a 330m/s impact and explodes after one at 20.ALCOR with brand new AIES fuel tanks and engine (never used before)Really close to straight angle impact...And bounce ALCOR better than ground unfortunaly, it exploded few bounces later at something like 25m/s (and trajectory looked like low gravity like ALCOR was really, really lightweight)i'll try with a pure stock install to be sure nothing interferes Quote Link to comment Share on other sites More sharing options...
alexustas Posted January 11, 2014 Author Share Posted January 11, 2014 (edited) I'v made some crash-test )free fall from about 8-12 m:Javascript is disabled. View full album Edited January 11, 2014 by alexustas Quote Link to comment Share on other sites More sharing options...
Vahal Posted January 11, 2014 Share Posted January 11, 2014 yep vertically it explodes almost all the time but it seems that if it impacts with a little angle that bounces and perhaps will explode if it impacts on belly or top. Is there a difference on game engine between side and top/belly?That was very spectacular on the Mün due to the low gravity, the capsule travels a long, long distance Quote Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Share Posted January 11, 2014 yep vertically it explodes almost all the time but it seems that if it impacts with a little angle that bounces and perhaps will explode if it impacts on belly or top. Is there a difference on game engine between side and top/belly?Sounds like some quirk of the terrain collider because the sides are not round but large and flat -- so it is more likely to slam down with a rib rather than the flat side.Compare this with the stock Mk1 lander capsule, if it bounces the same way, there's nothing we can do. Quote Link to comment Share on other sites More sharing options...
Vahal Posted January 11, 2014 Share Posted January 11, 2014 Will do o7One last for the laugh:You know I spent something like 30 min to only look all over the IVA saying to myself "dude, time to play only with IVA! Oh look that! Oh that's is so.. Satmap Youhouuu!..." And so on Quote Link to comment Share on other sites More sharing options...
czokletmuss Posted January 11, 2014 Share Posted January 11, 2014 Will there be some kind of a manual for the IVA (like pdf with 2-4 pages of expanation which button does what and so on)? Honestly I feel lost every time I use ALCOR Quote Link to comment Share on other sites More sharing options...
Helix935 Posted January 11, 2014 Share Posted January 11, 2014 In what particular way does the hatch 'not work'? You can't go in from outside? You can't exit from inside? What exactly is wrong?it would not let the kerbals leave the pod due to Ksp saying it is obstructed even though nothing is in the way although they can enter the pod but not exit Quote Link to comment Share on other sites More sharing options...
Ledenko Posted January 11, 2014 Share Posted January 11, 2014 it would not let the kerbals leave the pod due to Ksp saying it is obstructed even though nothing is in the way although they can enter the pod but not exitThis might be difficult to debug - I had the same issue with my module and at the same time, didn't - I couldn't exit on one install but could on another on a different computer. No idea why. edit: both installs were clean and unmodded, same version. Quote Link to comment Share on other sites More sharing options...
Boamere Posted January 11, 2014 Share Posted January 11, 2014 So are the buttons on the right side of the capsule (the ones that say kill rot etc.) set to do something in the future or am I missing something? Quote Link to comment Share on other sites More sharing options...
Guest Posted January 11, 2014 Share Posted January 11, 2014 (edited) Cannot reproduce. Do you have any ModuleManager patches that affect ALCOR? Did you update RasterPropMonitor correctly? Doublecheck your resulting part configs (the ones in memory after everything is loaded - you can see them in the debug menu) for this: Every part that has a RasterPropMonitor in it has to have one, and exactly one, "MODULE {name = RasterPropMonitorComputer}" in it's part config.Got it sorted. I didn't realise you had released a new version of RPM as well. Installing that cleared everything up. Edited January 12, 2014 by Jack Wolfe Quote Link to comment Share on other sites More sharing options...
Boamere Posted January 12, 2014 Share Posted January 12, 2014 Just felt like putting this here (my recent IVA mission with the ALCOR pod!)It's actually a scan sat... not a weapon of mass destruction Quote Link to comment Share on other sites More sharing options...
alexustas Posted January 12, 2014 Author Share Posted January 12, 2014 Review by Dreadp1r4te Quote Link to comment Share on other sites More sharing options...
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