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Drew Kerman

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Everything posted by Drew Kerman

  1. Yea, so long as you don't have anything between you and Kerbin. That's the problem the polar satellites fix
  2. put the two polar probes into highly elliptical orbits, that way one can get high above the orbital plane while another goes below, and both spend a very short amount of time behind the planet as they will be moving very fast at that point. You can set it up so one is at the top of its orbit while the other is at the bottom. I will eventually have this same network setup, currently working to get my third equatorial satellite in position. make sure you have VOID installed so you can see your orbital period and semi-major axis values and be able to match the 3 equatorial probes so they don't lose position too much over time. It will be hard to get it exact, unless you go into the save file and manually make the values exact. I'm just getting it close and setting an alarm in Kerbal Alarm Clock to check up on them once every 30 days or so - plenty of RCS thrust to make adjustments over time as needed. Also with this setup there's really no need at all for a GSO satellite. The 2.5Mm omni antenna will work just fine on all your sats and then dishes on those sats can be used to reach outside of Kerbin's SoI.
  3. How is an error normal? It's not attaching some FX to the object properly. There was a similar issue with KW but I couldn't quite understand here what group name I needed to modify to fix it
  4. might want to add a small note for when you use the auto-weight calculation mode in determining descent speed that people should only adjust these values when just the equipment that will be falling under the parachute is active in the VAB. Or, RealChute can be a bit smarter and only calculate its weight based on the parts that will still be attached at the stage the chutes are placed into. Don't know if that's possible or not. Not a huge deal since you'll just end up with super large parachutes when you calculate descent rate with the whole rocket attached to your final stage, but that will also add unneeded weight.
  5. you can't. If you're doing anything beyond Minmus (which is what I interpret as "orbiting the sun")you need at least two additional probes in polar orbits so that they can relay signals from above/below the orbital plane. Otherwise while traveling within Kerbol's SOI from planet to planet (or to Kerbol itself) you will run the risk of a planet getting in the way of your signal.
  6. yea, it works fine for me with all the exceptions too, now that I've cleaned up everything else that was causing problems. I actually got exception errors from a number of mods that I had to redownload and replace because I guess they got corrupted when my computer froze. However FF is the only one I've replaced that still throws a bajillion exceptions. Distant Objects throws one and Protractor throws four. Here is what it looks like in the output_log: NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Haven't looked through the whole log but all the exceptions appear to be this same block of code
  7. Anyone know the fix for this? [LOG 03:04:28.906] PartLoader: Compiling Part 'NovaPunch2/Parts/LaunchEscape/NP_LES_EscapeTower_Small/part/NP_LES_EscapeTower_Small' [LOG 03:04:28.910] Added sound_rocket_hard to FXGroup running [LOG 03:04:28.911] Added sound_vent_soft to FXGroup deactivate [ERR 03:04:28.913] Cannot find fx group of that name for decoupler [ERR 03:04:28.924] Cannot find fx group of that name for decoupler
  8. Dunno if this has been posted yet but I saw this in my KSP.log: [LOG 01:58:25.716] PartLoader: Compiling Part 'KWRocketry/Parts/FairingBases/KWExpandedFairingBase/part1m/KW1mExpandedFairingBase' [LOG 01:58:25.719] Added sound_vent_large to FXGroup activate [ERR 01:58:25.721] Cannot find fx group of that name for decoupler [ERR 01:58:25.727] Cannot find fx group of that name for decoupler [LOG 01:58:25.728] PartLoader: Compiling Part 'KWRocketry/Parts/FairingBases/KWExpandedFairingBase/part2m/KW2mExpandedFairingBase' [LOG 01:58:25.731] Added sound_vent_large to FXGroup activate [ERR 01:58:25.734] Cannot find fx group of that name for decoupler [ERR 01:58:25.738] Cannot find fx group of that name for decoupler [LOG 01:58:25.739] PartLoader: Compiling Part 'KWRocketry/Parts/FairingBases/KWExpandedFairingBase/part3m/KW3mExpandedFairingBase' [LOG 01:58:25.742] Added sound_vent_large to FXGroup activate [ERR 01:58:25.744] Cannot find fx group of that name for decoupler [ERR 01:58:25.749] Cannot find fx group of that name for decoupler I looked in the part.cfg and saw this: // --- FX definitions --- fx_gasBurst_white = 0.0, 0.217, 0.0, 0.0, 1.0, 0.0, activate sound_vent_large = activate Assuming this is for when you decouple something from the fairing base, looking at part.cfgs for the stock radial decouplers the KW part.cfgs should actually be // --- FX definitions --- fx_gasBurst_white = 0.0, 0.217, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple (this is for both regular and expanded fairing bases)
  9. I was recently playing the game when I noticed my Saitek X52 joystick wasn't working so I unplugged it and plugged it back in. My computer seized up and I had to power off and power back on the machine. I immediately went to reload KSP and it hung up during load. After some mucking around with no success (including replacing all stock files and Module Manager DLL) I decided I had to just pull all my mod folders out of the GameData folder and start putting them back in one by one and keeping an eye on the KSP.log file. When I got to FinalFrontier, the KSP.log file was flooded with these exceptions: [EXC 00:34:46.146] NullReferenceException: Object reference not set to an instance of an object There were 358 of them throughout the file, not just in the area where FF stuff is loaded. I removed the FF folder and the exceptions went away. I continued adding folders and found a similar effect with the RCS Build Aid mod. With either of these two folders in GameData KSP would hang on load. So I deleted them both and re-downloaded them. Now with both folders in GameData with all the rest the game loads fine, but the exceptions still occur - but only with FF, no longer with RCS Build Aid.
  10. ok. I had my computer lock up and had to do a hard reset and when I tried to re-launch KSP it would hang during load and I found line after line after line of these null reference exceptions clogging up my KSP.log file. I'm still tracking down the cause and covering all bases along the way...
  11. Seeing this in my output_log.txt. Is it anything bad? PartLoader: Compiling Part 'Protractor/Parts/protractor - plain/part/protractor_plain' (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at ProtractorModule..ctor () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ProtractorModule..ctor () [0x00000] in <filename unknown>:0 UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(Object) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1)
  12. is this a bad thing? It shows up even when I only have Toolbar, MM and Distant Object in the GameData folder AddonLoader: Instantiating addon 'DarkenSky' from assembly 'DistantObject' (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at DistantObject.DarkenSky.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start()
  13. Works great for the one test I was able to pull off before I experienced a hard lock up of my PC. On reboot KSP no longer wanted to load. I'm still trying to figure out where the hell all these "NullReferenceException: Object reference not set to an instance of an object" things are coming from in my log file all the sudden
  14. The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the eighth mission - placing a science probe into LKO, performing experiments and retrieving the data after returning to Kerbin still eludes the Agency after Kerbin II burns up on re-entry. These are only the tweets related directly to the mission on launch day. For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. Previous Mission Reports Mission001: Rocket Test Mission002: Recovery Test Mission003: Chimps are for Wimps - F1 Mission004: Chimps are for Wimps - F2 Mission005: Chimps are for Wimps - F3 Mission006: Falling Forever Mission007: Falling Forever - moar powa! Catch up on what happened next over at @KSA_MissionCtrl!
  15. use this. Works like a charm - there is a reply a few posts down with a link to a Google or Wolfram equation you can just plug new numbers into. Just don't forget to re-calculate each burn with the new weight You can use VOID to get vessel weight, right-clicking on an engine will give you the ISP but you should note the max thrust in the VAB/SPH prior to the flight
  16. Thanks! Interestingly, a new account started up on twitter and followed me (and I followed them in return) called @M22_MissionCtrl - not sure if they got the idea from this thread or just stumbling across my twitter account but cool nonetheless. Hasn't really been updating much so far - they may be trying to play and update at the same time and will no doubt soon learn that's not a great thing to do
  17. its the physics delta time slider in the main settings menu. Slide it to the left until you get better performance (at the loss of some physics calculations)
  18. I'm happy to report the project is off to a good start. I've managed to accrue over 100 followers already, largely thanks to the support of the official KSP twitter - they obliged me with a retweet request and that brought in like 80 followers. A few more joined on their own and then I got to meet Scott Manley at the community meetup during GDC and he retweeted one of my tweets to him to help push me over 100. But the followers of @KSA_MissionCtrl have also been busy promoting the account with retweets and favorites - in fact there is one guy who favorites practically every single tweet I make. I don't know why really but I'll just assume he's a die-hard fan! Then of course there is the interaction with other twitter accounts. Here are a few of my favorites: It's great to see other fictive accounts playing along, as well as real people trying to get into or break the fiction. If you'd like to get a general recap on the missions the KSA has been performing so far, check out the Mission Report Dispatches. While good reading in relation to individual missions, they fail to fully convey the entire story that is happening day to day within the KSA universe. Bill, Jeb and Bob will all quickly evolve into their own characters over the next month (new non-astronaut characters will be introduced as well), the KSA as an agency will grow to handle larger missions, and things will be happening on Kerbin, like a new 10m ground-based telescope that will provide for some entertaining filler tweets and research for future missions. As explained in my original post, missions are carried out over twitter in real time, with suitable delays between missions for various things like building new rockets, studying new data, dealing with the good/bad/tragic consequences of a previous mission, etc. This means that currently the story of the KSA already extends into the beginning of May - and I plan to put in a few months more of lead time before backing off my playing time so I can return attention to other things in my life while the story rambles on. I was at GDC this past week while the KSA launched two orbital missions. It was very cool to be off doing other things and "watching" things unfold on their own. I'd like to quickly explain how the story is being written. First off, and most importantly, there is no preordained plot. I don't say to myself - "this probe will develop a computer virus that sends it off course and threatens the lives of kerbals with an unplanned re-entry over populated areas". What I do is design a mission, execute the mission, and then create a story around the events that ended up transpiring in that mission. A quick example would be the last mission the KSA flew (dispatch not yet available, but you can read it in the tweet stream), which was their third attempt to get an orbital science craft back to the ground in one piece. I had installed VOID and enabled the data-logging feature. To make the use of data-logging seem realistic, I also enabled the option that VOID consumes electrical power. However I forgot to really check how that would affect the amount of battery capacity I had on the rocket. Turns out - not enough. My mission was to launch, orbit, perform experiments and return. What happened was I launched, orbited, and the spacecraft ran out of power. If you read the tweet stream, you can see how I turned that into a story. I didn't outright say power was drained, but mission control instead seemed puzzled, had to ensure the craft was dead, and then take time to look into the problem to find the solution. In a future mission Bill will assume manual control of an unkerbed craft and send it way off course - that's me using the poor guy to cover for my own mistakes, but it makes for a good read. So, this has been very enjoyable so far and I plan to continue as long as it remains so. Please follow along if you're on twitter and help spread the word to any friends that like space stories. I'd also love to hear some feedback from anyone who has any.
  19. The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the seventh mission and second orbital attempt - a repeat of the failed first attempt at placing a science probe into LKO, performing experiments and retrieving the data after returning to Kerbin. These are only the tweets related directly to the mission on launch day. For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. Previous Mission Reports Mission001: Rocket Test Mission002: Recovery Test Mission003: Chimps are for Wimps - F1 Mission004: Chimps are for Wimps - F2 Mission005: Chimps are for Wimps - F3 Mission006: Falling Forever Catch up on what happened next over at @KSA_MissionCtrl!
  20. Is the mission clock yellow? If so then it's the game slowing down to handle the physics load and thus the countdown slows as well. You can adjust this in the settings menu
  21. The achievements mod gives 5 science per achievement
  22. Well have you checked with stupid_chris on this at all? If it is a problem with MC hopefully he can help you fix it or make RC compatible
  23. Son of a... How'd I not think if this. And I already lost 4 solar panels ascending thru atmo (DREC) when the fairing dropped with an early stage. Now - never again!
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