Jump to content

SpaceNomad

Members
  • Posts

    102
  • Joined

  • Last visited

Everything posted by SpaceNomad

  1. Yes, I have that quite regularly (already at 0.90 times): No ground scatter at first, but it appears on quickload (actually, I normally don't notice until I reload for another reason). I don't have crashes, though. It sounds like your crashes might be out-of-memory conditions (I'm using the Linux 64-bit binary, so it wouldn't affect me).
  2. What a strange question. For fun of course!
  3. Nevermind, just got the 1.1.7.0 upgrade and with that it's working (or the restarting of KSP helped, or the cosmic particles that caused that problem annihilated, who knows ).
  4. I've an issue with the "Launch our first vessel!" contract not triggering when using KCT. If I disable KCT for the savegame the contract will be fulfilled just fine. No exceptions or anything special in the log. I'm still on KCT 1.1.6 (until the CKAN bot does his work ), so might be fixed in 1.1.7.0. On the other hand, I've not seen the issue being reported so far.
  5. Ahh, this is confusing "KWRocketry/Parts/Aero/150mSRBTop/part/KW2mSRBNoseCone" is actually the "1.25m SRB Nose Cone". So, I have it as well. But I'm not encountering the freeze. I'm not using Deadly Reentry, so that might actually be it. Those are the mods I have installed and which are not causing the issue - ActsEW 1.5 - AeroGUI v2 - AGExt 1.32a - AutoAction 1.4 - BoxSat A.02e - BoxSat-prototypes A.02e - Chatterer 0.9.1 - CommunityResourcePack 0.4.2 - ContractConfigurator 1.0.4 - ContractConfigurator-AnomalySurveyor 1.1.2 - ContractConfigurator-GrandTours 1.0.6 - ContractConfigurator-RemoteTech 1.1.3 - ContractConfigurator-Tourism 1.1.3 - ContractRewardModifier 2.0 - ControlLock 1.4 - CriticalTemperatureGauge 1.0.2-e - CrowdSourcedScience v3.0 - DistantObject v1.5.5 - DistantObject-default v1.5.5 - DMagicOrbitalScience 1.0.3 - DockingPortAlignmentIndicator 6.2 - EditorExtensions 2.7 - EVAManager 3 - ExtraPlanetaryLaunchpads 5.1.90 - FieldExperience 1.0.1 - FilterExtensions 2.1.1 - HaystackContinued 0.4.1.0 - HeatManagement 0.21a - HyperEdit 1.4 - KerbalAlarmClock v3.3.1.1 - KerbalConstructionTime 1.1.6 - KerbalEngineerRedux 1.0.16.6 - KerbalJointReinforcement v3.1.3 - KerboKatzUtilities 1.2.5 - KIS 1.1.4 - KWRocketry 2.7 - MenuStabilizer 1 - ModuleManager 2.6.3 - PlanetShine 0.2.3.1 - PlanetShine-Config-Default 0.2.3.1 - PreciseNode 1.1.3 - Protractor v2.5.0.2 - QuickBrake v1.00 - QuickExit v1.30 - QuickGoTo v1.11 - QuickStart v1.01 - RasterPropMonitor v0.19.3 - RasterPropMonitor-Core v0.19.3 - RecoverAll 1.2.1 - RemoteTech 1.6.4 - SafeChute v1.7 - SASReset 1.1.1 - SCANsat v12.0 - ScienceAlert 1.8.7 - ShipManifest 4.2.1.1 - SimpleOrbitCalculator v1.3.1 - SmartParts 1.6.4 - SpacetuxSA 0.3.5 - StageRecovery 1.5.6 - StockBugFixModules v1.0.2d.2 - TacFuelBalancer v2.5.1 - TACLS v0.11.1.20 - TACLS-Config-Stock v0.11.1.20 - ThermalMonitor 1.0 - ToadicusTools 8a - Toolbar 1.7.9 - TransferWindowPlanner v1.3.0.1 - TweakableEverything 1.9.1 - UniversalStorage 1.1.0.3 - WaypointManager 2.3.2 - WiderContractsApp 1.1.2 - xScience 4.3
  6. KSP doesn't hang on (game) launch for me (also using a heavily modded Linux 64 bits install). Are you sure this part is from KW? I don't seem to have a "2m SRB NoseCone" anywhere in the KWRocketry directory (2.5m only without SRB, for the 1.25m size there's also an SRB variant). Just installed KW 2.7 via CKAN.
  7. For those of you, that like to try the BizCoPo in 1.0 (am I the only one?), this is the module manager config that seems to work for me (didn't test very long, though): @PART[biza.KPIBIZACMP]:Final { @node_stack_bottom = 0, -1.638, 0, 0, -1, 0, 1 @maxTemp = 900 @INTERNAL { @name = Placeholder } } The first item fixes the wrong attachment node orientation and the second adopts for the change from Celsius to Kelvin. The third fixes the issue described in my previous post.
  8. Annushka, I think your confusion arises from not realizing that "amount of data" and "Science" are different things. "Amount of data" is measured in Mits (though the wiki article seems to speak about "units of data" the whole time) and "Science" is measured in Science Points ("units of science" in the article). The conversion factor from Mits to Science Point is fixed for the Mobile Lab, i.e. 5 Science Points per Mit. The amount of data in Mits you get to store in the lab for an experiment is variable however as described in http://wiki.kerbalspaceprogram.com/wiki/Mobile_Processing_Lab_MPL-LG-2#Data_Value I hope that clears things up for you. You might also want to read this thread (especially RoverDude's responses), if you didn't already: http://forum.kerbalspaceprogram.com/threads/117461-New-Mobile-Processing-Lab-mechanics
  9. To add a few more reasons for ASL: Enabling/disabling RemoteTech antennas and dropping fairings on ascend also don't care about where the ground is, but about how high in the atmosphere you are.
  10. Actually, for a given gas composition it's only dependant on temperature. It's proportional to the square root of pressure divided by density which is constant if the temperature is kept constant.
  11. I recently started adopting a TechManager tech tree to my personal needs. While the contents of a tree.cfg are mostly self-explaining, there is one thing I'm not fully understanding: Does the z-coordinate of the pos field of a NODE have any significance? My initial guess was "no" as the tech tree view uses an orthographic projection (and when I changed a value, I did not see a difference). But on the other hand, many tree configs I've seen (including the ones bundled with TechManager) use different z-coordinates in different NODEs. So, am I missing something?
  12. Those TAC-LS "EmptyEvaSuit" are unrelated to that BizCoPo issue, though. I already had them right from the beginning of CP Tourism and also with the Mk1 Pod (and I'm still having them with any pod, including the fixed BizCoPo). I did not notice any effect except for the HUD and log message on boarding passengers.
  13. Great pod! One small issue though: The pod has a crew capacity of 5, but uses an internal (dummy) model with only 3 internal seats. This seems to cause issues with some other mods (e.g. Contract Configurator/Contract Pack: Tourism, see http://forum.kerbalspaceprogram.com/threads/113621-0-90-Contract-Pack-Tourism-v1-0-0-2015-03-21?p=1819770&viewfull=1#post1819770 and I've also seen a related exception from Kerbal Stats). The stock Mk3 Cockpit uses a dummy model ("Placeholder") that has more seats than needed. So, I recommend switching BizCoPo to the "Placeholder" space as well (until someone steps up and does a real model for BizCoPo ). Until this is incorporated: The following Module Manager config fixes the issues for me: @PART[biza.KPIBIZACMP]:Final { @INTERNAL { @name = Placeholder } }
  14. Too much of honor . I'm just playing the game and reporting issues if I stumble over them... Now to our little problem with that bizarre pod: Using CC 0.7.9 it's getting better; now I have 4 of 5 tourists on board Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T) Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0 [00:00:00]: Tourist Orbiter 5T boarded BizCoPo on Tourist Orbiter 5T. [EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part) [EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0 Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T) Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0 [EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part) [EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0 [EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0 Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T) Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0 [EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part) [EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0 [EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0 [EL Workshop] Kerbal: Camely Kerman 0.05919695 0.3694341 False 0() 0 Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T) Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0 [EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part) [EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0 [EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0 [EL Workshop] Kerbal: Camely Kerman 0.05919695 0.3694341 False 0() 0 [EL Workshop] Kerbal: Neldous Kerman 0.3301693 0.1992259 False 0() 0 Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T) Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0 [EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part) [EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0 [EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0 [EL Workshop] Kerbal: Camely Kerman 0.05919695 0.3694341 False 0() 0 [EL Workshop] Kerbal: Neldous Kerman 0.3301693 0.1992259 False 0() 0 [EL Workshop] Kerbal: Sonald Kerman 0.7257308 0.521399 False 0() 0 InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal model Internal Model error: Crewmember Neldous Kerman couldn't be seated because the internal model doesn't have any more seats defined. Internal Model error: Crewmember Sonald Kerman couldn't be seated because the internal model doesn't have any more seats defined. InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal model Internal Model error: Crewmember Neldous Kerman couldn't be seated because the internal model doesn't have any more seats defined. Internal Model error: Crewmember Sonald Kerman couldn't be seated because the internal model doesn't have any more seats defined. ScienceAlert, Rebuilding observer list ScienceAlert, ProfileManager.OnVesselChange: Bringing vessel aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0 up to date on stored profile default Cannot add crewmember Hendas Kerman to biza.KPIBIZACMP. Seat index -1 is out of range InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal model Hendas Kerman, the one with the "Seat index -1 is out of range" message in the second to last line is missing. Please note, that I'm still getting the "not any more seats" message for two other passengers even though only four passengers were successfully boarded. From the order of messages it appears as if Hendas occupied the first internal seat and was only thrown out later. Maybe he misbehaved Edit: I now tried a 3 tourist contract and preloaded 2 crew before launching and it's one of the crew that is missing. This even happens if I only preload 1 crew. So it's indeed the first one who's thrown out afterwards by the boarding tourists (I've also seen the missing crew member(s) before I accept loading the tourists). Edit2: The way BizCoPo does it (i.e. using a dummy IVA model with too few seats) is definitely fishy. The stock Mk3 Cockpit, which has a maximum crew of 4, uses the "Placeholder" model, which has 16 internal seats, so too many seems to be okay. Switching the BizCoPo from the "Generic3" to the "Placeholder" model indeed fixes it for me. So, I guess, there is no value trying to fix on the Contract Configurator side, what is rather a BizCoPo bug. I'll head over to the BizCoPo thread with my findings now...
  15. First, let me second this! It's really awesome how fast you respond to and fix bugs! Due to the time lag it's literally "over night" for me Edit: Oops: Wrong thread for the tourist stuff; will move that to the other thread...
  16. Well, I guess the issue is that the IVA model only has 3 seats, while the pod has a capacity of 5. Wasn't there a stock cockpit that has no IVA view at all? Might be interesting to test what happens with that.
  17. Hi, it's me again; the Contract Configurator/Packs QA team I wanted to give a group of five tourists a special experience by sending them to orbit in a BizCoPo (http://forum.kerbalspaceprogram.com/threads/95576-Biza-a-5-kerbals-lightweight-command-pod ). The pilot is in a Mk1 Pod, so only passengers supposed to go into the BizCoPo, which has a capacity of 5. Unfortunately, loading the five tourists into it failed with the following messages in the log file: Cannot add crewmember Neldous Kerman to biza.KPIBIZACMP. Seat index 3 is out of range (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ContractConfigurator.Behaviour.SpawnPassengers: Unable to add crew to vessel named 'mk1pod (Tourist Orbiter 5T)'. Perhaps there's no room? (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal model (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal model And indeed clicking on the BizCoPo hatch reveals that only the first three tourists are onboard. Filling it with 5 crew works, though (including leaving and reentering the pod). It seems, the tourists are a bit picky, and each one wants a seat
  18. As "promised" in the CC thread, here my bug report: Using CC 0.7.4/CP RemoteTech 1.1.0, the "RemoteTech: Create a Kerbin communication network." was counted as successful too early for me. I got back a few saves and noticed that shake-out testing actually started before the third satellite was even launched. Digging into the savegame I noticed this one: SCENARIO { name = ContractVesselTracker scene = 7, 8, 5 VESSEL { key = CommSat I id = 774ba70e-19de-41ed-8c21-eebe6089948d } VESSEL { key = CommSat II id = 40b3359f-714f-4f88-8e86-50238e641927 } VESSEL { key = CommSat III id = 774ba70e-19de-41ed-8c21-eebe6089948d } VESSEL { key = CommSat IV id = 40b3359f-714f-4f88-8e86-50238e641927 } } Please notice that the vessels for CommSat I/III and CommSat II/IV are the same. So, I think it takes my KommSat 1 for CommSat I and III and my KommSat 2 for CommSat II and IV. And indeed, if I'm not mistaken each does fulfill the conditions of two roles and nowhere does it say that the vessels may not be the same for those roles; though for some reason I thought they should be You'll find the complete savegame in https://gist.github.com/lwho/7bd5d0871cf6ed0e11a3
  19. Great, thanks. That fixed that one I originally wanted to report another bug before I got derailed by not being able to load any savegames anymore , but I think this is actually specific to "Contract Pack: RemoteTech 1.1.0", so I'll head over to the other thread...
  20. I just upgraded from Contract Configurator 0.7.4 to 0.7.6 via CKAN and am now getting the following exception when switching to the FlightScene (or when loading a savegame which is in the FlightScene). It seems this aborts the load as shortly after this KCT complains violently. Rolling back to 0.7.4 makes the issues disappear. InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[UInt32] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+^K .MoveNext () [0x00000] in <filename unknown>:0 I have the following Contract Packs installed: - Contract Pack: Anomaly Surveyor 1.0.5 - Contract Pack: RemoteTech 1.1.0 - Contract Pack: SCANSat 0.5.0 - Contract Pack: Tourism 1.0.0 I think, of these I only have RemoteTech and Tourism contracts active at the moment. Savegame is at https://gist.github.com/lwho/ab86a7d329cd20e4befc (caveat: a lot of other mods installed).
  21. There still seems to be an issue with the CKAN data: It tries to download from [removed link to defunct website] which leads to a 404 if retrieved by a web browser (and a cryptic error message from the CKAN client).
  22. Wow, that was fast! On first sight, it seems to work (new contracts appear without the "Below 00:00:00" and don't have a maxPeriod field in the save game). So, let's call it fixed. Thank you, for your great work! All those contract packs really add a lot of atmosphere. And now one can afford to reject the grindy contracts in a career game.
  23. Hi, great idea; I'm already playing it. I'm having an issue with a contract requiring me to bring a tourist to orbit: But the contract requires an orbital period of "Below 00:00:00" (other constraint is Periapsis above 75km). I first thought, this was purely cosmetic, but it isn't. I'm now in orbit, all other conditions are ticked off, but this one isn't (and is a bit hard to fulfill ). There also seems to be some strange interaction with TAC Life Support. When loading a passenger, I get the following HUD message: Error - EmptyEvaSuit - Cannot find VesselInfo for 5b8ba987-9200-4c29-8d3b-2cb6dd4745a4 Log reveals it's from TAC Life Support: Tac.LifeSupportController[FFDD3FF6][1677.44]: OnCrewBoardVessel: from=Command Pod Mk1(Tito Orbiter), to=Command Pod Mk1(Tito Orbiter) (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Tac.LifeSupportController[FFDD3FF6][1677.44]: EmptyEvaSuit - Cannot find VesselInfo for 5b8ba987-9200-4c29-8d3b-2cb6dd4745a4 (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [00:00:00]: Tito Orbiter boarded Command Pod Mk1 on Tito Orbiter. (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ScienceAlert, Rebuilding observer list (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ScienceAlert, ProfileManager.OnVesselChange: Bringing vessel 5b8ba987-9200-4c29-8d3b-2cb6dd4745a4 up to date on stored profile default My guess it's because the passenger is not loaded immediately, but with a delay (during which the sound effect plays) and TAC Life Support considers the passenger on EVA during this time? It might be purely cosmetic, though, as TAC LS shows 2 crew after the passenger has appeared on board. Or it might be a race and the vessel wasn't completely loaded when I pushed "load passenger"? EDIT: minPeriod and maxPeriod are both 0 in the OrbitParameter. If I edit the savegame and change maxPeriod to something greater than the current period, the condition is fulfilled.
  24. No, that does not mean that. Deletion only happens when the craft is unfocused. So, you can still maintain lower orbits with an active vessel, make your measurements and then put the craft in a higher parking orbit, so it won't get deleted when "on rails".
  25. Speaking about decouplers: When putting a 1.25m decoupler below a 0.625m engine, it can easily happen that you connect the engine's lower node with the lower node of the decoupler instead of its upper one (I'm not talking about having the decoupler upside-down). I think that should also be checked by the game. Let's be honest, that's rather a result from a GUI quirks than a real construction mistake of the user. Other than that, I'm not such a big friend of too much checks for user's mistakes. At some point it starts feeling like the game playing itself instead of letting the user play (and learn from his mistakes). Maybe this feature could come in the form of an unobtrusive button that changes color (green if everything okay, yellow for potential issues and red for probable issues), but only if you click it, it would show you a window with details. But you could still just press "Launch" without the game warning you. And if you did not pay attention to the button -- your problem.
×
×
  • Create New...