riT-k0MA
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Bottle Rocketeer
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I'm experiencing the really strange problem with Mechjeb: I'm in orbit, say 5000km*5000km, and use Mechjeb to lower my periapsis to 4000km. Mechjeb will perform a manoeuvre to lower my periapsis to 4000km perfectly. Immediately after, however, Mechjeb kicks off another burn to lower my periapsis even further. I'm really at a loss to as why. No other manoeuvre nodes were set. Has this happened to anyone else recently?
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
riT-k0MA replied to SuicidalInsanity's topic in KSP1 Mod Releases
I haven't noticed this mentioned anywhere, so I'm going to ask here: Has anyone noticed an unusually high drag value on the SpadeTail component (compared to other tails)? I was looking at the part Aero data while flying and noticed the drag to be a bit higher than I expected. I replaced the tail with a different tail and the aircraft's top speed jumped from ~780m/s to ~850m/s. Am I being a bit dense as to how the aero should work vs how it's working, or does this indicate some sort of bug?- 1,496 replies
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I've been experiencing an issue where 1 of the 4 tracks in my payload is overheating during launch. I'm sending up a mining fuel tanker, which uses 4 medium tracks to get around on the ground. The payload is separated from the rocket by a girder. The tracks are further isolated by means of Cubic Octagonal Struts linking them to the payload body. One of the tracks, sitting under an aerodynamic shell, seems to overheat during launch while the other 3 are unaffected. Before I actually submit a bug, has anyone else experienced something similar?
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Devnote Tuesday: "Point sharp end towards space"
riT-k0MA replied to SQUAD's topic in KSP1 The Daily Kerbal
Why not just implement an "Engineer's Report"/"Engineer's Inspection" button so that the tests are only performed when the user wants them performed? The way it's currently described to work seems a lot like validating a textfield as the user presses each key. -
Log: [LOG 21:42:11.609] Load(Assembly): CIT/ActiveStruts/Plugins/ActiveStruts [LOG 21:42:11.611] AssemblyLoader: Loading assembly at C:\media\Steam\steamapps\common\Kerbal Space Program\GameData\CIT\ActiveStruts\Plugins\ActiveStruts.dll [LOG 21:42:11.644] AssemblyLoader: Loading assemblies [ERR 21:42:11.663] AssemblyLoader: Exception loading 'ActiveStruts': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'ActiveStruts.Util.Config' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'ActiveStruts.Addons.ActiveStrutsAddon+<PlaceNewPart>d__30' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'ActiveStruts.Modules.ModuleKerbalHook+<WaitAndCreateJoint>d__3' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'. ActiveStruts.dll is there. Looks like it's looking for V1.1.0.0 when I have V1.1.1.0. Just my guess. Sorry, no time to look further tonight.
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Has anyone else been experiencing a problem with no context (right-click) menus on all ActiveStruts parts? I've taken a clean install and added only ActiveStruts and still no menus. This occurs both in VAB and launched vehicles. I'm experiencing the same problem with the Autostrutter not working. KSP 0.90, AS V1.1.1