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lodestar

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Everything posted by lodestar

  1. That's not the problem. I can exit the VAB and recover from the space center view just fine. The problem is that when I revert to the VAB, the ship remains in flight, wherever it was. I noticed it when I reverted from the launchpad and it asked me to clean the old copy from there before launching. For all effects, the game works as if reverts were disabled in the difficulty settings, but it sends me back to the editor anyway. Before realizing what was going on I had a few kerbals appearing KIA in the complex and couldn't understand what happened. When I abort a manned flight by reverting to the VAB in the middle of a launch, the ship stays in a suborbital flight and crashes, killing everyone. Also, funds aren't returned and the game time doesn't revert back to the time of the launch. And this only happens in my career save. In my sandbox save everything works as expected.
  2. But it wasn't driving over water. it was on the plains next to KSC. It might be working perfectly for you, but even the UI doesn't work for me. In fact, the UI gets corrupted to the point that I had to kill KSP and restart. I'm running the Linux 64 KSP, heavily modded. Maybe it's some mod interaction, maybe it's something wrong with running it on Linux 64 bits, but it's simply unplayable.
  3. Both containers seem to have a minor syntax error in the initialResourceAmounts field of the FSFuelSwitch. The 3000 container uses commas instead of semicolons, the 6000 container uses semicolons but has only 3 values instead of 4. edit: I moved the MKS related issues to the MKS thread.
  4. Not sure if this is a stock bug or some weird mod interaction, but whenever I revert a flight to the hangar (Revert to Vehicle Assembly) everything seems to work normally, but the ship remains in flight. If I try to relaunch it immediately, I'm asked to clear the launchpad. If I exit the hangar, the ship remains in flight. Is anyone else experiencing something similar?
  5. The idea has great potential, but I just can't get this mod to work at all. 1st attempt: I built the simplest rover I could to test it (rovemate body, 4x rovemax wheels, solar panel and antenna) and launched it from the runway, but as soon as I clicked the "start AutoRove" button in the Rovemate right-click menu I got a spam of UnityEngine.GUILayoutGroup.GetNext errors in ExceptionDetector and the UI is all messed up. I can't even revert flight because the only button visible in the escape menu is "Resume Flight" and it also isn't working. 2nd attempt: After restarting KSP, launching the same rover again and struggling with the controls, I finally got the dialog with the coordinate input fields but even then I can't get the target to appear in the list and the rover just sits there. 3rd attempt: Now the target appears in the list and the rover moves, then after a few km the target disappeared from the list and the rover stopped. Edit: The exception mentioned in the 1st attempt is: [Exception]: ArgumentException: Getting control 1's position in a group with only 1 controls when doing Repaint. Aborting
  6. Sure, but I'm not reporting a bug right now :). I'm just asking if someone else experienced the same thing. It happened twice right after updating USI-LS from 0.3.1 to 0.3.2. I couldn't find anything unusual in the log file. The game simply crashed like it was killed by the OS. I'm running it from a terminal now in the hope of getting some info.
  7. I'm getting some random crashes when switching from a manned ship to the Space Center since the last update, 0.3.2. Anyone else with the same problem?
  8. Whenever I'm recycling something, I get a spam of "[Log]: [RESOURCES] Invalid flow mode: Both." Is that something to worry about?
  9. There's no way to do exactly that, as there's no clear memory boundary between add-ons, but maybe it's possible to count instances of add-on classes and figure out who is responsible.
  10. I have the plugin loaded but I'm having trouble getting the key bindings to work on Linux. I already disabled all OS key bindings to Alt+F1 and Alt+F but nothing works. Any ideas? Edit: Figured it out. The plugin actually uses KSP modifier key, not necessarily Alt, and I had it changed to the right Shift long ago because of the bug with keys triggering commands when typing in UI.
  11. Why does it put the engine in the same stage as the previous decoupler? The engine always activates when the previous stage is too close to the exhaust, creating an explosion.
  12. Same here, and I don't have science alarm, so Yes. The workaround by FancyMouse worked for me though. https://www.dropbox.com/s/j7rnm3n2l8k2iqt/RemoteTech.zip?dl=0
  13. Charfa, considering that you removed the throttling and there's a chance we end up stopping above the ground, is there any chance you add a feature to let us choose the target height instead of assuming zero all the time? That was a feature in the original, it was removed but I've always missed it, for the possibility of stopping a few meters above the ground and landing with airbags, Pathfinder/Spirit/Opportunity style. It's an interesting alternative to LFO+Mechjeb for getting a soft touchdown.
  14. Maybe I'm mistaken, but I have a feeling that when considering whether inflatables can be built or not, the workshop is considering the inflated volume. I'm trying to get some UKS MK-V parts built on site, and even with the fabricator module with 4000L volume, the only parts available are the utilities, non-inflatable modules.
  15. I guess that depends on what you mean by "civilized". Growth and technology aren't essential to what I would call a civilized society. In fact, a society that's mainly concerned with growth and technology as ends in themselves are going through a civilizational crisis.
  16. Assuming the brain can be reduced to a purely quantitative model... good luck with that.
  17. Nice idea. I always wondered if the contract system could be used to create a branching story/campaign. Trying it right now. But I feel obligated to point an inconsistency. The X-Files were named like that because the mysterious unsolved case files were filed in the X letter, the one with the least files. K is probably the most used letter in the Kerbal universe.
  18. Then your priority is being financially successful, not being a medical doctor. If what you want from life is being a doctor, 29 years-old is far from being too late.
  19. 29 years-old and you think you're too old for medical school? Are you kidding?
  20. I think that's exactly what Randazzo meant by ironically short-sighted. You're assuming all those years of study wouldn't change your perception of your own existential condition even one bit.
  21. It depends on what you mean by "something" and "nothing". If you mean nothing as the absence of everything, they don't. The so called laws of physics only deal with quantifiable aspects of reality, whatever can be reduced to mathematical language. If the laws of physics apparently allow something to be created from nothing, that means whatever physicists left behind when they reduced an ontological entity to a quantity and called it "nothing" is what really allows something to be created. A simple analogy is a fisherman who believes fish in a lake are created out of nothing because one day he catches nothing while fishing with a net, and the other day he catches something. He's missing the obvious fact that you can't catch fish smaller than the holes in the net.
  22. I haven't played KSP since 0.90 and this is one of the mods I missed the most. I'll give it a try too. Thanks.
  23. I don't use flexotubes at all, only the rigid kerbitrail tubes. As @Badsector just explained, you have to use the R key to change nodes. You can assemble everything on site from parts shipped in KIS Kontainers if you want to.
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