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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)


Claw

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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!

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  • 4 weeks later...

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 by Fwiffo
Add second video
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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. :)

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  • 2 weeks later...

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.

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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 :wink:

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" ...

 

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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.

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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.

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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 by Crzyrndm
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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.

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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

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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

 

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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 by vardicd
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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.

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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?

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