Claw Posted March 14, 2016 Author Share Posted March 14, 2016 On 3/12/2016 at 1:35 PM, luizopiloto said: I'm not sure, but I think the cause of this bug is linked to a memory leak. That's an interesting hypothesis, and might be something worth looking into. I'll try to give it a poke and see what I can find! Link to comment Share on other sites More sharing options...
Fwiffo Posted April 11, 2016 Share Posted April 11, 2016 (edited) Has anyone else noticed the stock location for the white gas burst animation effect on the TT-38K radial decoupler is in a weird spot? Here's what I mean: The first separation is with stock TT-38K decouplers. Notice how the gas burst is too far away from the ship, and doesn't look like it's coming from the decoupler. The second separation uses a part modification I made to decouplerRadialTT-38K.cfg to anchor the effect to the same X location as node_attach on the previous line. i.e: fx_gasBurst_white = -1.16832, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple becomes fx_gasBurst_white = 0.01, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple Not sure why Squad was trying to make the effect start so far away from the part. Might be ok for extremely lightweight parts that rapidly clear the ship, but for anything of reasonable weight it just looks like it's in the wrong spot (at least to me). Can I propose this fix be added to this mod? ps. Here's the same video but with fuel tanks (and without slow motion). The problem is harder to see, but still present. Spoiler Edited April 11, 2016 by Fwiffo Add second video Link to comment Share on other sites More sharing options...
Claw Posted April 12, 2016 Author Share Posted April 12, 2016 13 hours ago, Fwiffo said: Has anyone else noticed the stock location for the white gas burst animation effect on the TT-38K radial decoupler is in a weird spot? I haven't noticed, but thanks for pointing it out. I'll take a look (seems easy enough to replicate and fix). Also, thanks for the suggested values. Link to comment Share on other sites More sharing options...
evileye.x Posted April 21, 2016 Share Posted April 21, 2016 Hello @Claw ! Can we hope for SAS fix for 1.1 ? Link to comment Share on other sites More sharing options...
GoldenGonzo Posted April 21, 2016 Share Posted April 21, 2016 1 hour ago, evileye.x said: Hello @Claw ! Can we hope for SAS fix for 1.1 ? I am hoping for this too, been checking CKAN often to see if we got the 1.1 update. Was loving your mod before the last update and I hope it gets updated so it can continue to work. Link to comment Share on other sites More sharing options...
tg626 Posted April 21, 2016 Share Posted April 21, 2016 I miss the SAS calming as well as the Parachute spreading.... Link to comment Share on other sites More sharing options...
Claw Posted April 22, 2016 Author Share Posted April 22, 2016 I've updated most of the code and moved some stuff over, including the SAS fix and the parachute spread. I need to go back and re-verify everything. I can't promise an exact date (because I still need to update documents and such), but should be less than a week. I'm also looking at updating the InFlightShipSave, though I might do that after an initial release to prevent delays for the core StockBugFixPlus. Link to comment Share on other sites More sharing options...
Curveball Anders Posted April 22, 2016 Share Posted April 22, 2016 1 hour ago, Claw said: I've updated most of the code and moved some stuff over, including the SAS fix and the parachute spread. I need to go back and re-verify everything. I can't promise an exact date (because I still need to update documents and such), but should be less than a week. I'm also looking at updating the InFlightShipSave, though I might do that after an initial release to prevent delays for the core StockBugFixPlus. If you manage to mentally survive being both 'Claw - the stock bug fixer' and 'Claw - the yellow tag Squad dev' then you'll have a very special place in many coders personal shrines The fine line between "this is broken, lets fix it" and "this appears to be broken in some installs on some platforms under some circumstances lets see if we can lock this issue down and fix it without causing any new issue in other installs on other platforms and make sure that we document what we've done" ... Link to comment Share on other sites More sharing options...
evileye.x Posted April 22, 2016 Share Posted April 22, 2016 Very glad to know you're working on it, as your fixes pretty much essential for me and I suppose lots of KSP players as well. Appreciate your efforts, thanks! Link to comment Share on other sites More sharing options...
tg626 Posted April 22, 2016 Share Posted April 22, 2016 I'd just like to file an idea, while I'm thinking if it, you have a module that prevents control surface movement while out of atmo. I think that engine bells should not move if the engine is at 0 throttle. So odd to see it swing around while using reaction wheels or rcs to rotate a vessel. Link to comment Share on other sites More sharing options...
Claw Posted April 22, 2016 Author Share Posted April 22, 2016 Well, I had migrated most of my code earlier in this release cycle and just now updated a bunch of bits (much of it is ready). It's now mostly a matter of updating all the necessary documentation to release. So keep your fingers crossed for this weekend. Other than SAS, there probably won't be a lot of new fixes yet, but I do have a few other new StockPlus bits that I think people will enjoy (called SettingsPlus, so let your imaginations run for a moment). Cheers, ~Claw Just now, tg626 said: I'd just like to file an idea, while I'm thinking if it, you have a module that prevents control surface movement while out of atmo. I think that engine bells should not move if the engine is at 0 throttle. So odd to see it swing around while using reaction wheels or rcs to rotate a vessel. I'll keep it in mind. I actually removed the control lockout bit because it was causing some folks a hard time. So it will stay out until I can find a more reliable, and uninstall friendly, solution. Link to comment Share on other sites More sharing options...
tg626 Posted April 22, 2016 Share Posted April 22, 2016 I seem to have a habit of suggesting the impossible Ah well, I know some things are so deep in the code they can't be reached via plugin. Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 22, 2016 Share Posted April 22, 2016 (edited) 30 minutes ago, tg626 said: I'd just like to file an idea, while I'm thinking if it, you have a module that prevents control surface movement while out of atmo. Dynamic Deflection can probably solve that one. Replace the defaults.cfg contents with: (you can also change defaults ingame, but I figure copy pasta is easier :P) DynamicDeflection { key = 0,0 key = 0.001, 100 key = 40,50 key = 80,30 key = 160,25 } no pressure => no dynamic pressure => 0% deflection (remove any values after the first two if you just want this surface lock functionality) Edited April 22, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
Alexoff Posted April 24, 2016 Share Posted April 24, 2016 In 1.1 there is bug with decoupling stage with mammoth engine Link to comment Share on other sites More sharing options...
vardicd Posted April 25, 2016 Share Posted April 25, 2016 19 hours ago, Alexoff said: In 1.1 there is bug with decoupling stage with mammoth engine Not really sure that's a 'bug' really, more a combination of the engines/fuel tank's mass, versus the ejection force of those smaller decouplers. In my opinion those smaller ones aren't made for kicking away things that big, under the influence of gravity, in space they'd be better. I replicated your setup, and It's fairly easy to fix, just use a few small seperatrons to kick the side tanks/engines away, or use the longer decouplers to hold the tanks and engines farther away. struts advisable. I didn't use them here, as I put it together quickly. Link to comment Share on other sites More sharing options...
Alexoff Posted April 25, 2016 Share Posted April 25, 2016 10 hours ago, vardicd said: Not really sure that's a 'bug' really, more a combination of the engines/fuel tank's mass, versus the ejection force of those smaller decouplers. In my opinion those smaller ones aren't made for kicking away things that big, under the influence of gravity, in space they'd be better. I replicated your setup, and It's fairly easy to fix, just use a few small seperatrons to kick the side tanks/engines away, or use the longer decouplers to hold the tanks and engines farther away. struts advisable. I didn't use them here, as I put it together quickly. It's bug of mammoth engine, it has bigger collider than visual engine and after decoupling it makes phantom force. Of cource I can solve this bug with some way (long decouplers, I don't remember it's name), one guy said this is quite old alpha bug, which was fixed in release. I created big rocket in 1.05 for Eve, it worked fine but now hydraulic separation of the first stage destroy rocket in a moment. Here is test craft Link to comment Share on other sites More sharing options...
vardicd Posted April 26, 2016 Share Posted April 26, 2016 Don't know if this is really your cup of tea, but I feel the sound staging and decouplers seems to be significantly louder than the other sounds in the game, and turning down the sounds that control the staging/decoupler sounds makes other sounds unhearable. would love if someone found a way to fix this. if anyone knows a mod, or way to adjust this, please let me know Link to comment Share on other sites More sharing options...
vardicd Posted April 26, 2016 Share Posted April 26, 2016 Also found this little gem: Link to comment Share on other sites More sharing options...
vardicd Posted April 26, 2016 Share Posted April 26, 2016 (edited) Hopefully the last thing i'll be posting here for a while, is anyone else noticing issues with the new stock wheels just exploding for no real reason? This is what I'm dealing with, can anyone explain why this is happening? Sorry about the Eve Online chatting going on in the background. Edited April 26, 2016 by vardicd Link to comment Share on other sites More sharing options...
Aerospike Posted April 26, 2016 Share Posted April 26, 2016 34 minutes ago, vardicd said: [...] is anyone else noticing issues with the new stock wheels just exploding for no real reason? Apparently, yes: Link to comment Share on other sites More sharing options...
vardicd Posted April 26, 2016 Share Posted April 26, 2016 48 minutes ago, Aerospike said: Apparently, yes: I said screw it, removed the fixed gear from my install completely, and moved the small gear to aviation tech. not messing around with all that nonsense. Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 26, 2016 Share Posted April 26, 2016 (edited) 6 hours ago, vardicd said: Also found this little gem Can't reproduce under stock only If you do find the wheels flipping, then tell us how, and list mods Edited April 26, 2016 by Gaiiden Link to comment Share on other sites More sharing options...
tg626 Posted April 26, 2016 Share Posted April 26, 2016 And check your r key (I think) Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 26, 2016 Share Posted April 26, 2016 2 hours ago, tg626 said: And check your r key (I think) tried that too, it just made the one gear right side up and the other upside down like it's supposed to for radial symmetry vs mirror Link to comment Share on other sites More sharing options...
Claw Posted April 26, 2016 Author Share Posted April 26, 2016 Well, I did fix the mirror so it properly works in stock (as shown a few posts above), so possibly one of the mods is conflicting with the recent change. Initially when the fixed gear was added, it was showing with the point back on one side and forward on the other. Was this a craft that was brought forward from 1.0.5? Or was it created new in 1.1.0? Does it properly mirror if you pull the gear off and reattach? Link to comment Share on other sites More sharing options...
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