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mostlikely

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  1. Old profiles will work fine, The problem occurred during the deployment.
  2. Thank you for your continued support. -Part-ID's look good now and undocking works as expected for newly deployed crafts. -The altitude filter works properly now too. I've only had time for minimal testing but all my new missions are going smoothly so far.
  3. I loaded your craft in my sandbox save and had the same issue. After I disabled the flow of all the tanks on all the parts of the payload section (electric flow on batteries, life support on pods, ect.) the TR-18A was available. The consumption of any of these resources invalidates the section as payload (I'm guessing the live support and not electric charge). Look like you are killing two birds with one stone by deploying an entire mission while recording for KSTS. Personally I use only fuel tanks for my record missions payload as only the tonnage matter in the end. Each has it's merrit it seems, you have less useless fuel tanks in orbit, I have no consumption problems ;).
  4. I found another small bug. When selecting the reference vessel for a complex orbit only vessels are shown that have an orbit below the mission orbit + 600,000m. (The SMA of the vessels are compared to the orbit of the mission.) I've created github issues for this one and the uid problem.
  5. I did some basic tests with 2 vessels launched manually vs 2 vessels launched with KSTS. As p4di pointed out the KSTS vessels are unable to undock after you save/load or go to the KSC. Looking in the persistence files: all the parts of the KSTS vessels have "uid = 0" whereas manually launched vessel parts all have unique numbers. When docked the dockUId of the docking port and rootUId of DOCKEDVESSEL module are 0 for the KSTS vessels while manually launched vessels have proper values. I then ran 3 quick tests by modifying the persistence before docking: Fill all the uid of the KSTS parts with an unique number from 1 and up: Undocking worked as normal Fill the uid of the dockingports: Undocking did not work. Fill the uid of the dockingports and the root part of the vessels: Undocking worked as normal. This makes sense as the core docking functionality looks for a way to identify both dockingport and root part of the vessel. If possible KSTS should assign proper uid's to all parts of the vessels it spawns. These ID's probably do not need to be assigned by the base functionality of KSP but they ideally should be unique uid's in the current game.
  6. @p4di I'm having the same issues. KSTS would not have been my first guess on the cause. I will do some testing this eve to get more info. Maybe it's an uid issue? I recall they were empty for the bugged docking ports along with the dockuid.
  7. Yep, missions time is supported and the eta is displayed nicely in the interface. On that note, another minor annoyance I found. The epoch and mean anomaly at epoch seem to be fixed for all deploy missions. There is a nice warning when trying to launch a deploy mission to an occupied orbit. But there is no warning launching multiple missions to the same orbit and no way to abort a mission in progress. Launching an unoccupied vessel, only to launch the same vessel right after with actual kerbals inside will only lead to a big explosion and dead kerbals.
  8. It creates the vessel in the proper orbit. It does so in the background though. So you could launch missions with KSTS while babysitting other vessels for maneuvering.
  9. Actually once you orbit around or land on a new celestial body (mun, minmus, ect.) the tourism contracts start requiring orbits and landings on this body too (which I don't think KSTS does yet? But it might be a great future addition!) However there are multiple kerbin-orbit only missions (space station, satellite, rescue, ect.) where KSTS removes the control risk and player focus investment (remember you still pay the funds and wait the time) of the launch with the exception of these tourism contracts. This just seemed odd to me when I started using KSTS so I thought I'd mention it. Another issue I noticed alongside the staging is the interaction with other mods that tweak parts. For example the settings for ModularFuelTanks are lost when a craft is deployed using KSTS.
  10. Great mod. Can't wait for the new orbital parameters. Was it a conscious choice to disallow tourists for deploy mission crew? Also I noticed staging for deployed craft is reset to single stage for the entire ship.
  11. In my game using gravityturn 1.6 with mechjeb 2.5.9 has some trouble with the circulisation node: [LOG 12:43:25.856] GravityTurn : Circularization burn 1876.8 m/s [EXC 12:43:26.024] NullReferenceException: Object reference not set to an instance of an object ManeuverNode.OnGizmoUpdated (Vector3d dV, Double ut) GravityTurn.VesselExtensions.PlaceManeuverNode (.Vessel vessel, .Orbit patch, Vector3d dV, Double UT) GravityTurn.MechjebWrapper.CircularizeAtAP () GravityTurn.GravityTurner.fly (.FlightCtrlState s) Vessel.FeedInputFeed () FlightInputHandler.FixedUpdate () The effect is that it keeps making nodes.
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