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blu3wolf

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Everything posted by blu3wolf

  1. Very glad to see this active! Very handy for designing launch vehicles with subassemblies.
  2. You have some neat tricks there! Cant wait to get far enough into my career save to try them out!
  3. I have only two mods I did not install via CKAN, and yours is not one of them (KCT and FAR, because dev versions). And that one is installed, actually.
  4. Just did a test flight with the career save, using two command pods. Switching between Jeb (EVA) and Val (Lander) resulted in the Zero Vel mode working as expected. Unfortunately for reproducibility, the same thing happened in the same test, when Val decided to go EVA. Zero Vel still worked as expected, although once she got out the controller failed to zero the velocity correctly, a slight positive vertical velocity occurred (less than 0.1 ms-1). So Im not sure why it wasnt working before, and is now. The only configuration change that has happened, was updating Kopernicus, SVE-Sunflare and ContractConfigurator. But I guess its working now, which is good. The reason I got the mod in the first place was me not reading a contract properly, and Ive finished the contract now. The contract required an EVA report while flying low at Kerbin Shores... I think Ill keep using it though. I can see this being very handy for operating landers, much more precise than Im used to. Thanks for your mod!
  5. Mods Installed: I seem to have an issue similar to http://bugs.kerbalspaceprogram.com/issues/12204 That is, I can start a new sandbox game, and try to launch the Kerbal X. Doing so gives me a very odd camera angle that I cannot change, and pressing Esc causes the vessel (which mods dont recognise at all) to rise out of the atmosphere. I have to Alt-F4 to get rid of this. The error has come up once in my career save also, but I dismissed it as I couldnt replicate it easily. I see Kopernicus has updated, so Im going to update that and see if anything changes (EDIT: It didnt). Id appreciate any suggestions for troubleshooting. Thanks for taking the time to have a look. Extra: Going through the output_log.txt, I found a largely repeating section from ContractConfigurator complaining about a missing group, 'SpaceTuxGroup'. @linuxgurugamer is this expected? Im guessing its unrelated to the issue above, but there you have it. Full log here: http://www.blu3wolf.com/KSP
  6. Uhhhh.... Houston, we have a problem, with the stock Kerbal X. This could make troubleshooting interesting. Maybe I should open a thread in the modded support section instead? EDIT: Ill try to provide more details on a craft that doesnt bug out, if I can find one.
  7. Is this something KCT supports though? Especially seeing as the project wasnt even started. Just in the queue. Anyway, its outside the scope to address. I think Ill avoid doing it for this career save. Im not sure if I'll use the mod again though. Its a really cool concept, and the extra funding means Im progressing a lot faster through building upgrades, but I do miss the balancing act of being an independent space operator without government funding.
  8. This is one mod I desperately want to work well with stock... ultimately gave up from config woes and certain statistical approaches in the original mod. I look forwards to seeing what appears to be a stock first approach, given the changelog item of changing days to kerbin length?
  9. ... are there any ribbons KSP saves enough data to award correctly? @John_Marston the easy fix is to start your save with FF. Its basically stock KSP as far as Im concerned. KSP without FF is just not a thing to contemplate. Its a part of Stock you have to download separately... its more stock than Asteroid Day is!
  10. Ive come across a bit of an exploit that Im not sure what to do with. End of the month, I still have 271K funds. Im going to get 206K funds for the next month. I schedule construction of something really cheap that will take until just after the budget is decided. I then schedule a monstrosity that costs all my remaining funds. Start of the new month, now with 206K funds, I cancel construction of the monstrosity (or I could recover it instead, just this means less scene changes), and end up with about 476K funds, bypassing the funds limit. I guess this is the office equivalent of ordering new stationery at the end of the financial year, then selling that stationary at the start of the next one?
  11. So I just tried to do this. As soon as Jeb went EVA, the main engines shut down. Fortunately this was a systems test to see if it would work or not, so the craft was only 2m off the launch pad. Unfortunately, it was 2m off the launch pad, and now I have to build a new launch pad Weirdly enough, the launch pad caught fire / exploded, jeb was thrown over a hundred meters away onto the crawlerway with minor injuries, and the craft itself was discovered landed intact next to the launch pad. EDIT: Now across three tests, the first two had the engines shut off as soon as the kerbal went EVA (Jeb and Val). The third test, with Jeb again, the engines did not shut off when he went EVA. However the third test was also configured slightly differently, as RealChutes were deployed and the VEL controller was in a constant velocity descent (1.36 ms-1) instead of a zero velocity hover.
  12. Pretty sure its in there. Should be able to find it pretty easily with KML. Notepad is a little harder to use, but still has a find function (search for ribbon IDs if you know them, or kerbal names if you dont). If its not in there, that would suggest there are no ribbons to remove! Mission accomplished!
  13. Well, if you use it, its a dev version (not even a dev release). So dont complain about it wrecking a save, if it does that. But do report the bug, as an Issue on the GitHub. Joys of open source development, distributed bugtesting!
  14. well you can revoke ribbons individually (enable revocation in settings from the space center). I guess if you deleted that whole section of the persistence.sfs, that would reset all of them at once?
  15. For number one, Ive not tried FAR without RealChutes since... well, since I discovered RealChutes. For number two, thats worth writing a bug report about. Bug reports should be posted as Issues to the Github repo, and should ideally include a craft file and reproduction instructions. @Antonio432 et al, FWIW Ive not seen any issues with the dev version in my very limited testing. Thats not me warranting your career save to be brought across, but the mod is available at that super secret location alluded to above. Its not even an obscured location, either. Nor particularly obscure. YMMV, conditions apply, may not be available at all stores, see instore for details.
  16. I note though, that I still get the same behavior noted above - terminating a KRASH simulation leaves kerbals still with their new ribbons. EDIT: But this only lasts while I am in the VAB/SPH. Switching scenes clears it up and I guess FF reloads from the SFS.
  17. Could the spacedock upload be marked as 1.2.2 compatible? This would let CKAN index it as compatible.
  18. so is the dev build down to trying to find bugs at this point? I might finally check it out if thats the case...
  19. There is of course the solution of using n-body gravitation:
  20. The mun scenes not working has been a staple of my modded install for some time (includes OPM). Havent tested the current version as yet.
  21. @doktorstick has the right of it. For me, FAR is just as essential as SEP, so until that updates, I cant try out your otherwise excellent mod
  22. Dammit, I really want to try this out now... you guys realise this mods incarnations has been on my essentials list for a while. Cant start a new career without it, level essential. Only reason Im browsing forums instead of setting up some experiments is another essential mod has not updated
  23. That looks fantastic. How does RemoteTech compatibility go? RT disables CommNet. Does SEP still work under that condition?
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