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drhay53

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Everything posted by drhay53

  1. Renamed the folder and still see the error...technically it looks like an info message that starts with ERROR, but who's paying attention
  2. In Kerbal Planetary Base Systems there is a Configs folder where individual MM patches are in individual folders, one of which is called ModularFuelTanks. Do you think that could be causing it? I can remove the folder and try testing things but I won't be able to get to that for an hour or two.
  3. I don’t have either of those installed unless MFT is a dependency for something... It’s also possible there’s a patch in there somewhere but I’m not sure what to even look for. I have a moderate-sized modlist installed. I will check for you tonight. I just thought it was weird that the behavior of the monoprop was different depending on which way I put it in the tank. Since you were asking for help in identifying issues related to settings reverting, I wanted to include this in case it was helpful. I’ll do my due diligence in investigating your question.... hope it’s not a mod conflict issue, I really hate bugging busy people when it turns out to be something like that.
  4. Ok I don't know if this will help you debug the reverting of settings or not; I have a launch vehicle that's an SC-B re-entry capsule, an MUS with an RL10A-3, an MFT-A and an RD-181, with some SSTU-GEN-MRCS on the MFT-A for attitude control on ascent. I added some hypergolic to the MFT-A. I would like to add monoprop to the MUS so I can use the fuel cell. I click configure containers, I go to the secondary tank, I replace hypergolic with monoprop , and when I go to the launch pad, the MUS is back to hypergolic. If I right click on the MUS in the editor and change the RCS fuel via the slider in the right-click menu, I have my desired monoprop in the MUS; it is not reset to hypergolic when entering the flight scene. I am seeing this error in the logs in both cases; not sure if related. Otherwise I see nothing suspicious in the log.
  5. Ok, I undocked and then docked with snap enabled and then the weld button showed up. Weird.
  6. Ok, I have successfully docked, but now there's no 'weld' button. Any ideas? Is this a 'root part' issue that I remember used to show up with the USI Konstruction welding ports?
  7. I usually don't muck around in the save file anyway, but I'm trying to play this save by fixing things I mess up instead of reverting or hyperediting or otherwise hacking. I always tend to get bored in my saves more quickly than I'd like so I'm just trying to do something a little different. I also tend to get annoyed with KSP performance issues after getting a few stations/bases out and then I just quit. Don't think I've ever managed to play long enough to fully colonize another planet outside of Kerbin's SOI. Anyway, I'll figure it out some way. Thanks for taking the time to help debug and offer solutions.
  8. Ok thanks. Chalk this one up to "user error" and not an addition to the other bug with docking ports then Based on how I'm trying to manage this career, I'm going to try to fix it in-place by removing the ports on EVA and getting it put back together. If that fails, I know that I can fall back on rebuilding with smaller ports.
  9. Ok I guess I will try to get rid of the side ports. I was hoping to build the whole station modularly with the welding ports around the little hub at the end of that DOS module. I do see now that the second retracting port kind of stops pulling them together at some point. I can perhaps add them back after welding with kas/kis if that works. Will work on it tonight after the kid goes to bed.
  10. Here's a video: sorry the quality is a little crappy, my GeForce experience isn't working for some reason and I had to capture with windows game mode
  11. Ok, this was how I initially did it. They never "attach" and the weld button never shows up. I will try to capture video of the process.
  12. Yeah, played around in the editor with other SSTU docking ports and looks like there's no tolerance slider on the welding ports. I see them when I enable snap on the other ports, but not the welding ones.
  13. Is this not there on the welding ports? I don't see it. I could take a screenshot but take my word for it.... All I see is a SnapAngle slider. Just to clarify; for the welding ports are you supposed to dock with them extended and disarmed or retracted and armed? The part description says "Dock two of these together, retract the push-rings, and press the 'Weld' button for a permanent station construction alternative." But the user above says they won't dock if either is extended.
  14. Sorry, perhaps I'm being dense; I cannot find this tolerance gui slider anywhere. Can you clarify where this is?
  15. Does this mean there is "an angle" where I should be able to get them to dock? And, with angle snap enabled, you think I should be able to get them to work as long as the angle is right (so perhaps I had an off-by-180-degrees issue)?
  16. I attached them at the ends of two DOS station pieces and tried every combo of extended/retracted + snap enabled/disabled (always using the same setting on both docks). Tonight I'll probably put a couple on rovers for easier testing but no matter what I did I couldn't get them to capture. I was also using MechJeb smartass to point both modules at each other with a forced rotation angle of 0 degrees. It just now occurs to me that it's possible one of the modules was not being controlled from the docking port... but the solar panels on the two modules lined up so I assumed the angle was right. Is snap strict about 180 degree rotations too? do I need to attempt rolling the module over 180 degrees? edit: I ask because I tried to set mechjeb's force roll to 180 degrees but it didn't actually flip the module over. So I'll have to do it manually to test this part.
  17. I was trying to dock with the welding docking ports tonight and I can't get them to actually dock, with snap on or off. They're supposed to be extended when docking right? It doesn't really matter, I've tried both ways. They attract, get right up close, then nothing happens.
  18. using 0.8.43.153 with ksp 1.4.5. When I bring out an SRB-A and then make it 0.625m, the cost goes negative. Then if I remove all of the fuel, the mass goes negative. Is this a known issue? edit: forgot to mention, bringing out an SRB also throws an exception: edit2: looks like perhaps this github issue: https://github.com/shadowmage45/SSTULabs/issues/733
  19. This is not what I'm looking for, which is why I didn't remember it specifically. I want a one-time trade between science and reputation; I'm not doing any contracts and I don't want to trade science for reputation each time I gather science. This strategy is effectively the same as the play your way mod.
  20. There must be something weird in my admin building then, or a mod is removing strategies. I used Career Manager to upgrade all buildings, and in previous saves I always used strategia, but I was going for a different setup this time. Will have to look into it.
  21. I checked before I posted and all I saw was that you can sell rep for funds. I didn’t see anything to exchange science for rep.
  22. Is there a mod that allows you to convert science to reputation at the click of a button (not play your way, where you get rep for every point of science collected)? I surprisingly can't seem to find one, and I've never had a career setup where I wanted to do it before.
  23. Some days I truly thank god that I am not a mod author. This week is one of those days.
  24. I watched Scott Manley's video about the DLC (haven't started playing 1.4 yet myself, so some of these changes I could already see), and I have to say: 1) The new parts really look very nice. It is definitely good to have a lot of the new parts and functionality available without mods. 2) The new particle effects look really spectacular, as do the new aero effects 3) While I have literally zero interest in creating missions, and I wish there was a way for missions to be linked to a career, I can appreciate that creative players will be able to do some really awesome things there. I'm a little concerned that the long-term viability of the primary feature of the DLC is heavily dependent on the community adopting the feature and using it to create new content.... but, I think it will work out just fine, at least at first. I hope future updates don't break any missions though, as one day the community will of course slow down, and at that point, I hope all of the great mission content remains viable.
  25. If you're mad about people who have volunteered literally thousands of hours of their free time, without compensation, not updating things fast enough (or at all, even) then quite frankly you need to rethink your attitude about life.
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