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JWS

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Everything posted by JWS

  1. About the 'science loss after docking' bug... I found a weird interaction between the science loss and vessel switching. Below is a link to screenshots which shows what has happened to my mun rover. http://imgur.com/a/jtMCt Details are written in each image's description. I attached solar panels using KIS method. And after that, docked the rover to supply station using KAS winch. Hope this info. to be useful to find out what's happening under the hood. Thanks.
  2. Hi, I think I found a KAS and KIS related bug. When removing a part from a vessel via EVA kerbal(using driver or wrench), NRE spam occurs. I found this error while playing my heavily modded career save, and replicated it in sandbox on fresh new install with kOS, KAS, KIS, ModuleManager. Attaching something didn't cause any NRE. Removing anything(whether it was attached in VAB/SPH or during flight via KAS) always causing the error. Is this mod not compatible with KAS? I wasn't able to find any related issue in github, but thought that it would be better to ask here first. If this is a new one, I'm happy to provide any info. on this issue. Thanks.
  3. So... I also encountered the same problem as others, and posted it on other mod's thread. Removing of this mod has solved the problem for now. Below is the post I wrote in 'Kerbalism' release thread. Cannot try the hotfix right at the moment, but give it a try as soon as I get home. If you need my sfs or logs or any other information, please let me know. BTW, thanks for reviving this great mod. Really appreciate it.
  4. I think I've found another case of 'control lockout'. Unfortunately, I cannot point out what had caused this issue again. Currently suspecting 'scene change' action via Bon Voyage UI in tracking station, but the guess relies solely on the fact that the action was the last thing I'd done before I found the 'lockout' situation. It seems that the lockouts are occurring only, and all on 'Unmanned' probes such as relays, sattelite, rovers, etc.. The status UI on the toolbar says '[error] Connection timed-out', although the remote-tech says it's online. In fact, they respond to any command given through RT's flight computer UI. Other crewed vessels are doing just fine, including EVA Kerbals. Here's a screenshot that shows what's happenning on those uncontrollable vessels. Strange thing is, although the vessel holds and generates enough EC to run the entire vessel, the message on the core says 'Not enough electric charge'. I've search through the logs, but failed to find any execeptions or anything. Sadly, most of my vessels are unmanned ones. So You can say my entire game is currently locked out. I may just play with some planes until this one settles down. I'll update any news when I encounter one. Thanks. EDIT : The problem has come from 'Fusebox' mod. Removing the mod solved all lockout proble. Terribly sorry for bothering you with misinformation.
  5. Took this while exploring Kerbin to gather some science data for my LKO station. There are so many beautiful places hidden on this planet.
  6. Thanks for your kind reply, Tex_NL. I know that not much people can speak multiple languages fluently, and this reply to this thread is pretty biased. (Of course, I don't mean to offend the users who speak various languages) I was rather whinning about myself, spent so much time drinking and playing video games. Except for KSP, which taught me the language of mathematics and physics, a little bit. Anyway, thanks again for your encouraging response. Hoping you have a nice weekend.
  7. Korean as native, English, a little bit of japanese. Surprised to see you guys can speak so many languages, which makes me somewhat embarrassing.
  8. Ah, Okay. Still hoping for more useful lab though. Thanks again for the reply.
  9. Just found out that this mod makes the Mobile Lab into mere science converter. It's so sad that the Lab lost its own functional science generator functions. While it's true that stock Mobile Lab exploits science data by allowing users to get duplicated points from it, it also provides more motivation to create space stations and do something like this. I think that getting extra science points by bringing the data collected from surface into the orbit and do some science stuff in micro-gravity make sense. So is there any plan to give the Lab more advantage that current converter function? If not, is there any way to use the stock lab function while using the current science system provided by this mod? Thanks in advance.
  10. Thank you! Your solution worked. I encountered the same 'EVA lockout' bug, and taking down the flag broungt back the controllability, indeed. I'm running my KSP_64 on windows10 with tons of mods. Seems like I can't mark any landed site with flag anymore.
  11. I'm currently using FAR and bunch of other mods. So it might not be a fundamental solution, but in my case, tweaking each gear's 'Friction' value solved the problem. First, set all gear's friction control to 'Override'. And second, set each gear's friction value somewhere between 2 and 3. What's important is that always set real gears' friction value higher that that of nose gear. I usually set them 1~2. It will prevent tail-drift when you attempt to turn your plane on the ground. Also, be careful not to set those values too high. Too much friction will cause your plane to flip, instead of turning.
  12. Hello, Since the last update, I can't see 'Repair' button on right-click menu when I attempt to repair damaged module,(I'm currently using KIS, so I brought engineer with wrench eqipped.) It worked as intended before, but not anymore. This seem to be happen regardless of the part type(structural, fuel tanks, science modules...) Log seem to be fine. But if you need it, I'll post here. Or is there a change in repairing algorithms since the last update and am I misunderstanding the mechanisms? In that case, please enlighten me. Thanks.
  13. I'm using VSP and FAR and bunch of other mods in my career game. Strangely, whenever I use Skipper as my main engine, my rocket seems to lost control while flying and crash every single time. I tried to find out what is wrong, and FAR's debug voxel display shows something strange. As You can see above, attaching skipper to rocket's end seems to break entire aerodynamic feature of the rocket. It only happens to skipper engine, though. Is this something to deal with VSP's end or FAR?
  14. I wonder if anyone has previously reported this, but I think you should know that this mod makes awesome results when it meets FAR's aerodynamic stress breaking feature. Thanks to you, I laughed more than I should.
  15. First of all, I know barely about programming. But I think I've seen a post that might be regard to your DLL version issues. I'm not sure whether this post is relevant to the issue you're experiencing, but I hope it to be. Anyway, thank you for maintaining this great mod.
  16. Seems like it happens when I delete any node using 'Delete' button on this mod's GUI. Clicking on 'X' button on the node leaves no marker.
  17. [QUOTE][COLOR=#333333] Do you mean maximum mass? Or perhaps maximum g force? For the first one, there is [/COLOR][URL="https://github.com/jrossignol/ContractConfigurator/wiki/VesselMass-Parameter"]VesselMass[/URL][COLOR=#333333]. For the second, you'd need to raise an enhancement request.[/COLOR][/QUOTE] The second one. Maximum g force experienced on current ship. I'll raise enhancement request. Thanks.
  18. @Venusgate Thanks. I'd love to introduce some parts for orbit manufacturing ASAP, but it might take a while considering my knowledge and experiences. But, someday I will. @hieywiey Happened to read wiki section about moon rocks, and found out that how expensive they are. Kerbals already sending tourists in space, so why not selling some nice mun rocks?:D @Olympic1 Thanks. I just found out that a company with the exact same name as this mod already exists. So I think I need to change this mod's name. So I just deleted this mod from Kerbalstuff(Can't find a way to change the title) and replaced download link with dropbox, temporaliry. After this mod gets its proper name, I'll make sure to have it properly uploaded. So, I think this mod needs new name. As mentioned above, the name is already used by a company. It was my fault to not to do any research for the title. Also current name gives a impression that the mod has something to do with manufacturing in space, which is not implemented in anytime soon. Rather, I'm planning to introduce more businesses relying on contracts with some MM patches. So I think the new name should be more about business planning or development, something like Business Development Department. I know I'm not good at it. I won't rush until the proper one comes up and open to any suggestions, not only about the title but about any ideas about this mod.
  19. Hi. First of all, thanks for this great mod. Can't play new save without this mod and contract packs installed. I'm currently making a contract pack which offers ship shipping commodities or resources from space. And I'd like to add a parameter that limits maximum g on the spaceship. Already searched docs and coudn't find any suitable things, but docs can be slightly outdated(or maybe not). So my question is , does this version of CC supports that function? And if not, do you have plan to implement something like that? Thanks.
  20. For #1, Yes,those mods already provide great space workshop. But, what I thought was some ornament or accessories , not rocket parts. So, I started my own mod. It's just few MM and EM patches at this moment. [url]http://forum.kerbalspaceprogram.com/threads/140413-WIP-1-0-5-Made-in-Space-%28v-0-1%29[/url] For #2, You are correct. Except that delivering my payloads to other launch site so that big airliner parts can be used for transfer. May require other mods like 'Kerbin side'. On the second thought, shipping the payloads can be another option. Thanks for reply!
  21. [IMGUR]VdIGQ[/IMGUR] It's simple MM and EM patches which to provide new ways to earn some moneys in career games by gathering or producing various products in space. WIP, so it only provides two functions: collecting "space dirts" on EVA and sort out "nice rocks" from the dirts. Also, I barely know anything about modding so any comments and suggestions are welcome. Dependency: [URL="http://forum.kerbalspaceprogram.com/threads/55219-1-0-5-Module-Manager-2-6-13-%28November-9th%29-With-more-SHA-and-less-bug-%28Upgrade-!!%29"]ModuleManager[/URL] by sarbian [URL="http://forum.kerbalspaceprogram.com/threads/121146-1-0-EVAManager-Configurable-Modules-Resources-for-EVA-Kerbals"]EVAManager[/URL] by toadicus Change Log 0.1: First Upload. - Can gather 'Space dirts' while on EVA. Sun,Jool,Kerbin doesn't have enough Space dirts on their surface. - Lander cans and Hitchhiker modules have their own 'Rock sorter' which can converts 'Space dirts' into 'Nice rocks'. Nice rocks are 6 times more expensive than space dirts, when recovered. Know Issues - Kerbals go on EVA with 'Space dirt' on command pods. - Part costs are shown up weird(though they cost correctly) due to cost correction. ToDo - Learn to mod. - Fix bugs. - Balancing the prices of the rocks and the dirts. - A set of new contract with new money-making opportunity. - Introduce "space workshop" to produce more goods in space. [URL="https://www.dropbox.com/s/5egerhf6nx4pl07/MadeInSpace.zip?dl=0"]Download[/URL] (Dropbox)
  22. Hello. Here's my entry. [IMGUR]Xngmo[/IMGUR] [COLOR=#333333]Plane: Dumbo[/COLOR] [COLOR=#333333]Time: 17:13[/COLOR] [COLOR=#333333]Passengers: 2 Crews, 28 Passengers[/COLOR] [COLOR=#333333]Fuel consumption: 97[/COLOR] [COLOR=#333333]Fuel consumption per passenger: 3.23[/COLOR] [COLOR=#333333]Max speed: 101m/s[/COLOR] [COLOR=#333333]Max g force: 4.5G Mod: No mod used. After several attempts using Mk1 crew cabin, I gave up and return back to Mk2 parts. It's about 23tons and I'm still surprised that 2 Juno engines can make that thing fly. [/COLOR]
  23. @Dafni Thanks. It's chosen from hundreds of screenshots. So I hope they should.:D
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