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IntoSpaceAgain

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Posts posted by IntoSpaceAgain

  1. MechJebCore is necessary to tell the game that MJ is active on the command pods. That is only achievable in one of two ways: adding MechJebCore through a cfg file, as this mod does; or adding the in-game part to the craft, which then has the MechJebCore module on the ship through that additional part.

    Checking the source on @linuxgurugamer's GitHub, it seems that this config also adds KER's BuildEngineer and FlightEngineer modules to the command pods, so I'm not sure why you don't think KER adds a module to the craft files.

  2. A Hohmann transfer is simply the process of transferring from one orbit to another, with a specific target. The Hohmann can be carried out between any two orbits that share a common centre and the targets can be any object. So anytime you perform a rendezvous with a craft in orbit, where you're moving from one orbit to the target's, you're performing a Hohmann transfer.

    In the case of the satellites that @Jim DiGriz mentioned above, once you have targeted a satellite, I imagine the software then adds a set amount of lead time to the manoeveur to finish at the correct position in the new orbit.

  3. To increase the number of contracts you can accept, you have to upgrade the Mission Control building. The starting level gives you 2 contracts max, the second level gives you 7 contracts (I think) and the final level gives you unlimited contracts. For clarity, just in case you don't already know, to upgrade any of the buildings of the Space Centre simply right-click on them to bring up their menu.

  4. 13 hours ago, HebaruSan said:

    Thanks for the video. We have an investigation in progress for this here:  https://github.com/KSP-CKAN/CKAN/issues/2428

    You mentioned that you had this problem for other mods as well, but so far it looks as though the cause is specific to Scatterer. Do you by any chance remember the other mods that had problems upgrading? That could be very helpful in identifying the cause; thanks!

    I also had this issue with the dev version of MechJeb a few days ago. It was listing a conflict with the RO version of MJ in the "Relationships" tab, which I don't have installed. This was on CKAN 1.25.0, which I've subsequently updated to 1.25.1. As with Scatterer, uninstalling the mod and installing the new version solved the issue temporarily.

    https://imgur.com/P7aHnkr
    https://imgur.com/zhnDnDl
     
  5. The orbit that you'll have around Kerbin after leaving the Mun's SOI, is represented by the dotted purple line on the right in your image.

    You'll want to bring your trajectory more parallel with Mun's orbit for the most efficient return, probably by burning a little earlier than your current Manoeuver Node. In your image, taking the current node as 12 o' clock, I'd bring the node back to nearer the 1 or 2 o' clock positions.

  6. The autopilot is fairly straightforward. Select which parameters you want the autopilot to manage using the checkboxes, set the parameters and click 'set', then click 'engage autopilot'. I usually set up altitude and heading before takeoff, but only engage the autopilot once I've taken off manually.

    If the autopilot's still not working after doing that, then Sarbian will need to see your logs in order to identify any problems.

  7. 13 hours ago, HaArLiNsH said:

    New Release of TRR : V0.5.2 :

    I've found bugs with the new folder system and some naming choice for your custom folder. I made some structural change to TRR to resolve this :

    • added a second folder named 000_TRR_Config that is the new place for the default .cfg of TRR. DON'T TOUCH THAT FOLDER
    2

    I see the new folder is included in the download from Github, but when I updated through CKAN it doesn't appear to have updated correctly. Just a heads up for you.

  8. 29 minutes ago, nascarlaser1 said:

    How does someone find anomalies using this mod? I am currently scanning with a RADAR altimetry sensor around a almost complete polar orbit at the ideal altitude around kerbin. My map is 99% clear (one or two small spots around the oceans mostly). The map is gray scale, and despite me having hem enable, no anomaly symbols are appearing. Am I using the wrong sensor or did I mess up a setting?

    The Altimetry Sensor doesn't detect anomalies. You need to scan with the Scan Multispectral Sensor (the one that also provides biome information).

  9. Hi @LemonSkin

    I'm getting a validation error from the BasePopulation.cfg:

    Spoiler

    [ERR 15:07:50.333] ContractConfigurator.HasCrewFactory: CONTRACT_TYPE 'BasePopulation', PARAMETER 'HasCrew' of type 'HasCrew': A validation error occured while loading the key 'maxCrew' with value '0'.

    [EXC 15:07:50.354] ArgumentException: Must be greater than or equal to 1
        ContractConfigurator.Validation.GE[Int32] (Int32 val, Int32 referenceValue)
        ContractConfigurator.HasCrewFactory.<Load>b__7_8 (Int32 x)
        ContractConfigurator.ConfigNodeUtil.ParseValue[Int32] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, Int32 defaultValue, System.Func`2 validation)
        UnityEngine.Debug:LogException(Exception)
        ContractConfigurator.LoggingUtil:LogException(Exception)
        ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Int32, Func`2)
        ContractConfigurator.HasCrewFactory:Load(ConfigNode)
        ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)
        ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)
        ContractConfigurator.ContractType:Load(ConfigNode)
        ContractConfigurator.<LoadContractTypeConfig>d__29:MoveNext()
        ContractConfigurator.<FinalizeContractTypeLoad>d__28:MoveNext()
        UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    [WRN 15:07:50.379] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'BasePopulation'

     

    Brand new career save with just Bases & Stations, CC 1.23.2 and MM 2.8.1.

    KSP.log: https://www.dropbox.com/s/lm5t7gsetpamh9v/KSP.log?dl=0

    Output_log.txt: https://www.dropbox.com/s/2hpfnvqw1gjgaq4/output_log.txt?dl=0

    Hopefully, this will give you or @nightingale enough information to see what's wrong, but if you need any more, let me know.

  10. Hi @sarbian,

    I'm getting some errors with MechJeb's DeltaV simulations in the SPH. Fresh install of KSP 1.3.0.1804 with just MJ 2.6.1.0-723 on a new sandbox save. When the Dv window is opened, it starts with:

    [MechJeb2] Exception in MechJebModuleStageStats.RunSimulation(): System.Exception: FuelFlowSimulation.SimulateStage reached max step count of 100
      at MuMech.FuelFlowSimulation.SimulateStage (Single throttle, Double staticPressure, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 
      at MuMech.FuelFlowSimulation.SimulateAllStages (Single throttle, Double staticPressureKpa, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 
      at MuMech.MechJebModuleStageStats.RunSimulation (System.Object o) [0x00000] in <filename unknown>:0 

    and then spams the log with:

    NullReferenceException: Object reference not set to an instance of an object
    at MuMech.MechJebModuleInfoItems.StageDeltaVAtmosphereAndVac () <0x0005a>
    at (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042>
    at MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024>
    at MuMech.ValueInfoItem.DrawItem () <0x00045>
    at MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124>
    at MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f>
    at UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4>
    at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4>

    Once the Dv window is closed the log-spam stops. The same thing also happens in flight mode with planes. Everything seems to be working fine with rockets in the VAB.

    Craft file: https://www.dropbox.com/s/pwxrrys6ieh97sk/Airplane 1.craft?dl=0

    Ksp.log: https://www.dropbox.com/s/lm5t7gsetpamh9v/KSP.log?dl=0

    Output_log.txt: https://www.dropbox.com/s/ezd3snzwsbl5fuw/output_log.txt?dl=0 

  11. 28 minutes ago, felcas said:

    Chris, what SPARE CHUTE means?

    I am really lost on this one, tried google and nothing. Tried diferent configurations in game and nothing too.

    Whats the deal?

    Thks

     

    From the Components section of the first page: 

    Quote
    
    spareChutes: amount of times a parachute can be repacked (set to -1 if you want to repack it as much as you want)

     

  12. Hi linuxgurugamer,

    I have some feedback on the issue with Kramax's heading autopilot. When entering a target heading, Kramax will bank the aircraft and continually turn without finding the target heading. Tested on a fresh install with Kramax as the only mod, using the Aeris 3A stock craft. Output_log.txt

    After running the test with Kramax, I compared the difference with Pilot Assistant, which Kramax was originally developed from. This is what I noticed, purely from the GUI as I'm not a coder.

    In Kramax, when updating the target heading in the heading autopilot, the entered value also updates in the textbox to the right of the GUI in green text, and the plane begins turning, to the right if a positive value is entered or to the left, if the value is negative. However, in Pilot Assistant the green text is updated to give the difference between the current heading and the target heading, which gradually reduces as the craft turns until it reaches zero when the autopilot levels out the craft. I suspect the error in Kramax lies in the fact that this value never changes and so never reaches zero.

    As I said, I'm not a coder and wouldn't have a clue where to start looking in the code to create a fix, but I hope the description I've given will help you narrow down the culprit. I appreciate that you're looking after a lot of mods and don't consider this to be a critical issue, as I can happily use the "bank hold" setting until you have time to fix this.

    Thank you for all you work,

    IntoSpaceAgain

  13. 3 hours ago, Papa_Joe said:

     

    That is likely related to my moving from KerbalStuff to SpaceDock.   I should have placed underscores in the name... I'll look into making a pull request on the netkan file

    Update.   I've looked at the netkan file.  There is no way for me to correct the issue.   I don't know if I can get the name changed in SpaceDock and I know in KerbalStuff it was not possible, and the code base is the same.  I will inquire of the SpaceDock Host to see if it can be altered.  Otherwise, I'm in a catch-22.

     

    Okay, well I've just tried the update again and this time, CKAN handled it without any problems, so I guess something got fixed, somewhere. :cool:

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