PeskyPony

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Everything posted by PeskyPony

  1. Great! DLing now. Would I need to restart the mission or is there a way to edit nodes in 2.0 to fix it?
  2. Same problem here. I got it down to 313m on my second try. Still a failure.
  3. Just downloaded this mod from GitHub (I'm on KSP 1.0.5 and using v1.12.0) and I'm getting a problem with the satellite contract Ap and Pe. It seems I'm within the max/min parameters, so I don't know if this is a bug. I've seen other people on the thread have had this issue but I haven't found a fix. What am I missing? Also, I'm having the same issues with other satellite contracts, not only with Ap/Pe, but also not recognizing the ionization part or checking the "Enter orbit around goal" objective. Is it a version compatibility issue?
  4. Yes, this is what I'm doing. Placing a node and then playing around with the results. It's just I'm doing a Grand Tour on my first visit to Jool, so I want to save as much fuel as possible, meaning I'd like to be able to correct as far away as I can. Not complaining, since I love the hard work you guys are putting into this. Besides, atmo prediction only inside the SOI is magnitudes better than no prediction at all. Follow-up, though maybe I should post this in the FAR thread, but if somebody here knows it'd be appreciated: It seems FAR is easier on the CPU than Stock, is that so? The only reason I went back to FAR was because of this mod, but now I'd rather play with whichever gives more FPS.
  5. I haven't downloaded the fixed version yet (something about MM version?), but I'm also halfway to Jool (for the first time actually). If I display Trajectories in the new version, it won't freeze the game but it will also not calculate aerobraking until I enter the SOI correct? I'm trying to tie an aerobrake with maybe a gravity assist to get straight to Pol.
  6. I think Trajectories is only available on the toolbar when you are on map mode. Right click on it, and then you'll have 3 sub-menus (descent profile, target and settings). Click on descent profile and check the appropriate box (or play with the AoAs if you're on a space plane).
  7. Make sure to check the descent profile on the Trajectories menu. If you're re-entering, for example, with your ship in retrograde, check that box and the mod will recalculate.
  8. I love this mod so much that I went back to FAR just so I could use it. But when I plot a maneuver to leave Mun's SOI to go back to Kerbin, the game freezes and/or crashes. It's happened everytime with the two ships I tested this on. The only workarounds were to either disable Trajectories from the toolbar or uninstall the mod, perform the maneuver, leave the SOI and then reinstall. Anybody else getting this?
  9. I got the same problem on the Mun, but with an extra twist. My drilling ship has a return capsule to go back to Kerbin. Now that the drills and ISRU are at 100% overheat, it seems to be eating up the capsule's ablator. Any ideas anyone? Is this a bug, should I get a mod with radiators or am I just doing something wrong. Engineer maybe?
  10. So, I keep having this issue with docks getting stuck, but the code doesn't look like the setup in the OP. I still tried changing it to the fix, but nothing. These are two of the docks: PART { name = dockingPort2 cid = 4292421192 uid = 764773335 mid = 3555246955 launchID = 105 parent = 0 ... srfN = None, -1 attN = None, -1 attN = bottom, 1 ... MODULE { name = ModuleDockingNode isEnabled = True state = Docked (docker) dockUId = 764773335 dockNodeIdx = 0 EVENTS PART { name = dockingPort2 cid = 4294539224 uid = 732890210 mid = 680968784 launchID = 103 parent = 359 position = -7.71540021896362,-3.11059498786926,-7.71647357940674 rotation = 0.5110344,0.01572897,-0.4887137,0.7069339 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = top, 359 attN = bottom, 361 ... MODULE { name = ModuleDockingNode isEnabled = True state = PreAttached dockUId = 0 dockNodeIdx = 0 EVENTS You can see that instead of "Ready", one says "Preattached" and the other says "Docked". Anyway to fix this? It's already on 5 separate docks and it's put construction on my two stations on hold. Out of the 5, two were built docked in the VAB and three were docked in orbit. I'm playing KSP 32 if that helps. I can upload my save file if anybody wants to take a look and see what I'm doing wrong.
  11. I don't know what could be the problem since I undocked it before and it was fine. I then realized I had put a scientist instead of a pilot in it, so I did a quick load, changed crew and then it wouldn't undock. Note: That screenshot was just referential, the struts do disappear after decoupling. This one is post-decoupling. You can even see the struts are gone and I'm trying to move away with RCS:
  12. The problem is back. What to do when step 4 of the quick fix yields this: name = ModuleDockingNode isEnabled = True state = PreAttached dockUId = 0 dockNodeIdx = 0 EVENTS This is above the "EnableXfeed active = true" bit, but there's no parent number. This is the dock in question, if that helps at all:
  13. I'm new too and share many of the same feelings you have about the game, so.. welcome!
  14. Thanks for the answer. I think your explanation was a little over my skill level, so I tried the quick fix and the Attn line had the correct parent number. So I went back to the lander and now everything works fine. I have no idea what happened. Thanks anyway!
  15. I'm having two docks stuck together at my Mun lander and I'm trying this fix, but I don't understand where you got "47" from, in step 5c.
  16. Thanks for the link tomf. I tried that method and found the glitched dock in the quicksave file, but after changing it, saving the file and reloading, the problem persisted. I'm convinced it's some sort of glitch, cos I've docked many times since, with no problem, and I don't see any issue with the way I've tried to dock these two: That's just a couple of seconds after contact, that's why they're not quite aligned anymore, but they were and you can see the relative speed is minimal. In any case, I'm giving up. I'll just leave them in orbit connected with their lateral docks. And I'll never use the Clampotron Jr. again! Thanks everyone who tried to help.
  17. So there is a minimum distance. Good to know. But I really don't know what's happened with my Clampotron Jrs, they just won't pull me in. I won't be using those again. Thanks for all the help everyone.
  18. Perhaps there's a minimum distance you need to back up until the magnet resets? I tried a few more times and didn't get the magnet when the docks touched, until I got about 17m away and then I was able to dock:
  19. They're both the same rocket, except for the inclusion of RCS on one of them. So both are facing the same way in relation to the rocket. - - - Updated - - - Aaaaand it happened again, but with the a different dock. The problem is definitely my docking. What I did was I undocked and rotated and then docked again, no problem. Then I did the exact same thing again but this time no pull. They touched perfectly aligned but just bounced off each other. This is the aftermath, after trying to re-dock a couple of times. I was properly aligned when doing it, not like in the picture: I know this is a stupid question, but is there some kind of cooldown on the magnet thing? Also, will the magnet fail to activate if you come in too fast or not PERFECTLY aligned?
  20. Happened again, they bounced off each other with no magnetic pull occuring. This screenshot is from two seconds after contact. The relative speed is 0.1m/s. EDIT: Norpo, you sure? If that's the case, the problem was at KSC and easy to fix in the future. That's actually good news since I was thinking I was just garbage at docking. I'll try docking them through the lateral couplings. I want to get it done so I can raise their orbit to 300k and use it as a refuelling station. - - - Updated - - - Norpo (or anyone else) could you confirm if they're the wrong way around?: This is how it ended up:
  21. I did it! I had ran out of RCS fuel trying to dock the first time, so I decided to send a refuelling mission and use a different dock, just in case. I highlighted the trouble dock (the Clampotron Jr on the probe, right side of screenshot) so you guys can tell me if it's properly attached. The weird thing is that this docking was much bumpier than the first one, but the magnetic pull helped a lot. Last time I didn't get that, the docks just barely touched and then bounced off. If I uncouple in order to rotate (and align the solar panels), is it easy to dock back on, or is the uncoupling force a little too great?
  22. You both may be right. I don't think I turned SAS off and I definitely didn't try rotating with Q/E (no idea that was possible after docking). But my second attempt was perfectly smooth and slow (0.1m/s for the last 30m) and there was just no magnetic pull from the docks. I *might* not have selected one of the docks (either as "target" or "control from here") but I still managed to have them both touch as in a normal docking. I'm gonna try again with new stations. Or maybe try docking a new one into either of the old ones. Is it possible to place the clampatrons the wrong way around when building?
  23. I managed to dock them again, I aligned perfectly and approached at 0.1m/s but this time I didn't get a magnetic pull. they just kissed and lightly bounced off each other.