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Pirke

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  1. I recently got this DLC, and I do like the missions. It's been a long while since I played KSP (before 1.0), and I really enjoyed the Acapello-13. It makes the game more unexpected when stuff actually goes wrong, and they try to add a little story to it all, instead of just another "go here, make this orbit, grind science, etc". Changing objectives, like during launch at 10k altitude "yeah, abort and land, we forgot something" is fun to me. I do wish they added many more interesting missions, most of them feel like an enhanced tutorial though...
  2. When I restart the mission and do it a second time, it results in the same deformed rockets being loaded...
  3. So after completing the "crash into minmus" part, I'm brought back to the launch pad for the mun part of the mission. This is the craft that spawns: https://i.imgur.com/N5UNp1X.jpg It's a fresh clean install, no mods, just the two expansions.
  4. Just to let you know, real chute and kerbal inventory system don't work properly together:
  5. ksp.log https://drive.google.com/open?id=0B6OjJwPwNBdBWDNGdW1VSGdsWm8
  6. I have a problem: - I'm in EVA with the goal to add more parachutes to a command pod - I equip the wrench or screwdriver - I use X or H to attach a parachute to the command pod, but it doesn't appear - When I go to the space center and back to the ship, then the added chutes are visible as stages, but I don't see them on the command module itself - When I try enter the atmosphere and try to deploy them at a safe altitude they fail to deploy because they are inside a fairing (I don't have fairings) So I think they are added to the inside of the pod? I also tried attaching them to a crew hitchhikers module, but that has the same problem. I tried both 0.5.8 and 0.5.9.
  7. Hmm, I already done several, and accepted the Jool mission some time ago I think. Will uninstalling it makes me loose progress?
  8. https://drive.google.com/file/d/0B6OjJwPwNBdBTVAzd3c4Z0lQbE0/view?usp=sharing
  9. I'm at the latest KSP and contract config mod. Most contracts don't seem to recognize completion anymore, and when I have to wait 2 minutes (e.g. space station repair, or at the UFO with K files) the timer doesn't update and the wait time is not registered. Only when switching to space center does the timer start running, after 2 minutes (time warp) at the space center I go back to the Kerbal and then the contract can continue...
  10. Thanks, I just deleted that part of the contract from the save file and now the contract is completed properly. I'll probably have this issue some more as there are many outposts on their way to other planets on which I did the same...
  11. I have a contract which requires me to build an output on Minmus, it should have several module, 6000 liquid fuel, a docking port, power and antenna. It has all the required modules and fuel, it has a docking port, solar panels, and I added the antenna using KIS after launch so I wouldn't need fairings just for the antenna. This was the first time I tried using KIS. Antenna works, so I'm fine I think... I land on Minmus, but the part that says "docking port, power and antenna" doesn't have a green checkmark and the mission doesn't complete. In the save file: PARAM { name = VesselSystemsParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 typeString = outpost mannedStatus = 2 requireNew = True checkModuleTypes = Antenna|Power|Dock checkModuleDescriptions = has an antenna|has a docking port|can generate power launchID = 119 } I do have contract configurator, so maybe that interferes, but I think this is a stock contract (it required me to have 6000 liquid fuel in my base??? no contract pack would be so stupid...) so I suspect the Antenna placed with KIS isn't recognized... all the other requirements have "state = Complete"
  12. [quote name='fosborb']I think R-2A.cfg needs ReachState instead of an Orbital parameter. Not sure how to hit 150000 min altitude with SUB_ORBITAL otherwise.[/QUOTE] Yes, I found the same issue... first I tried suborbital with 150k alt, didn't work. Orbital at 150k also doesn't work cause you're not suborbital...
  13. I don't think you have real lift, you're simply in a very low orbit as if there was no atmosphere. I had a similar issue: 3 MK1 pods stacked on top of each other, during reentry they didn't slow down. As I had some tourist issues after that I made a bugreport with a link to logging here: http://forum.kerbalspaceprogram.com/threads/121042-Unable-to-resume-a-flight-with-tourists-from-space-center. Note that the logging is made after restarting KSP again and being unable to resume the flight. After some save game hacks i managed to resume the flight but the issue didn't occur the second time.
  14. KSP: 1.0.2.842 windows 32 bit Mods installed: FAR, DeadlyReentry, Firespitter, FogOfTech, KAX, KerbalConstructionTime, KerbalEngineer, KSP-AVC, ModlarflightIntegrator, FinalFrontier, ProceduralFairings, RealChute, RemoteTech, ScanSat, StageRecovery, TAC Life Support, KerbalAlarmClock All the above mods were released for 1.0.2, I did a full clean mod install. Problem: During career mode, I have a flight on a suborbital trajectory with 1 pilot and 2 tourists. I'm unable to continue that flight. Reproduction steps: This is how I got to this problem: - Launch a rocket with 3 command pod MK1s on top of each other - Jeb as pilot, and 2 tourists (Shelbro and Cermy) from a contract that want an orbital flight - Once in orbit, burn retro to start reentry - After burn, eject fuel tanks and engine, leaving only the 3 command pods on top of each other (and some chutes of course) - I noticed that these pods didn't have any drag, even at 5k altitude they didn't slow down. Probably a FAR bug (I used the latest "Fanno"), so I press Alt-F4 to try reentry again (I play on hard, no revert flight, but I make an exception with Alt-F4 for obvious bugs...) - I reload the game, go to space center to redo the reentry, hoping that the bug only occurred once In the space center I can't click the button with my flight (it's the only flight in progress). Nothing happens. Double clicking in the map also has no effect. When I look at the crew roster, I see Jeb is still an assigned pilot, but Shelbro and Cermy are available for a flight, even though they should be on board of that flight. In the output_log.txt I see an unhandled exception related to crew seating in the space center view: [Tracking Station]: SetVessel(Contract Orbiter) (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [PlanetariumCamera]: Focus: Contract Orbiter (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[internalSeat].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at KnowledgeBase.CreateVesselCrewList (.Vessel v) [0x00000] in <filename unknown>:0 at KnowledgeBase.OnMapFocusChange (.MapObject target) [0x00000] in <filename unknown>:0 at EventData`1[MapObject].Fire (.MapObject data) [0x00000] in <filename unknown>:0 at PlanetariumCamera.SetTarget (.MapObject tgt) [0x00000] in <filename unknown>:0 at SpaceTracking.SetVessel (.Vessel v, Boolean keepFocus) [0x00000] in <filename unknown>:0 at SpaceTracking+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KnowledgeBase.UpdateVesselInfoList (.Vessel v) [0x00000] in <filename unknown>:0 at KnowledgeBase.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) The log files and my save is available at https://drive.google.com/file/d/0B6OjJwPwNBdBcUdjLWYzS2RKNFE/view?usp=sharing - - - Updated - - - When looking at my save file, I notice that 5 other Kerbals are Assigned, instead of the ones I remember taking along. Also in the TAC Life Support logging I can see Shelbro and Cermy being on a flight, while the contract of Shelbro and Cermy is Active instead of offered for the others. Or are Kerbals Assigned when the contract hasn't been accepted yet? - - - Updated - - - Update: I did some editing of my save file: - update all 5 tourists from non-accepted contracts to "available" - update Shelbro and Cermy to "assigned" - update the idx of Shelbro and Cermy from -1 to 0 (the same as Jeb) Now I can resume the flight again. I don't know if I broke something else though... - - - Updated - - - And after retrying the reentry, no zero-drag bug occurred... but it still might be good to investigate the tourism issue
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