Senaurus

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  1. So there is am intermittent bug with the contract system. Specifically, for some reason Space Camp contract lost track of a Kerbal. I looked for that kerbal for an hour across all of my ships, and eventually found him where he supposed to be and on the station where the camp was supposed to be happening, but the contract info showed him absent. I moved that kerbal from one part of that station to another and contract refreshed and he was shown as present, but timer got reset. I do realize that the issue might be be exactly the problem with contract but it would be nice, as someone else already asked before here, to make the contract not reset the timer but pause it, if some criteria turned from compete to incomplete. This at least will somewhat address this issue and actually would make Space Camp contract more realistic.
  2. This happens on attempt to dock in orbit of Earth at altitude of 800 km. My statements are based on info I gathered when I was researching the issue I mentioned about the runway being uneven, which could be worked around by constantly reloading a save and eventually get a relatively smooth runway (sometimes I get a runway at Kourou that has a minimal bump but this happens extremely rarely.) This was long time ago so I cannot reference. Still, even if the coordinates are not heliocentric, but whatever body I'm orbiting (Earth in this case), double precision values are only good enough up to centimeter precision (I think half a centimiter to be exact, I did a GPS sim using Java for my final project for Numerical Analysis at university and double precision values were only good up to that point ). So if they system does constant recalculation of position errors can pile up and eventually things will go out of place.
  3. Just letting others know what possible solution could be if you are using Real Solar System mod (RSS). Fix: Save game and reload the save. Possible cause: I believe it has to do with Real Solar System mod. RSS exposes one of the limitation of KSP game engine: it cannot calculate location of things precisely enough at the scales of RSS (I speculate that was one of big reasons why we got a solar system that is 10 times smaller than real one in the stock game.) Good examples are the runways that have bumps between sections (I use Kourou and that one has one huge bump between 3rd and 4th sections.) This problem exasperates by 3 factors: 1. Time since the vessel(s) have been loaded. 2. Size of the vessel. Specifically it seems the farther the part is from either root part or center of mass will have their bounding boxes dislocate faster as time passes. I am not sure about this one, but docking ports closer to center of the vessel did not give me any problems but ports at far points did. 3. Also not sure about this one, but it seems that the bigger the port the more likely the issue will occur, so Docking Port Sr. is more likely to glitch than regular port.
  4. MechJeb has it. There are check boxes for all three in Attitude Adjustment panel. Extremely useful for balancing the plane with fuel.
  5. Not sure where to raise this problem, but decided that KSPI is better place because it is a less global mod than Principia. Anyway whenever Principia(https://forum.kerbalspaceprogram.com/index.php?/topic/162200-wip131-143-principia—version-dedekind-released-2018-06-13—n-body-and-extended-body-gravitation-axial-tilt/) is installed (a drop in, not in ckan) ArcJet RCS based components stop providing linear thrust ('h' and 'n' keys in rcs mode) but rotational (torque) works just fine. Just to clarify stock rcs work correctly with principia installed.
  6. Not sure where to raise this problem, but decided that KSPI is better place because it is a less global mod than Principia. Anyway whenever Principia(https://forum.kerbalspaceprogram.com/index.php?/topic/162200-wip131-143-principia—version-dedekind-released-2018-06-13—n-body-and-extended-body-gravitation-axial-tilt/) is installed (a drop in, not in ckan) ArcJet RCS based components stop providing linear thrust ('h' and 'n' keys in rcs mode) but rotational (torque) works just fine.
  7. I have same issue. Collect rear science from Water Landed and I cannot get it to register that I have collected science data. Originally it was three peace: collect laser data, Hydromomenter (both DMagicSci mod) and Magnetometer. On that mission I was able to collect first two but the magnetometer would not collect. The one difference with that experiment was that it was already completed, which is strange in the first place, since mod was smart enough not to include completed experiments up until that point. I eventually completed that mission from the ALT+F12 console, but mission came back, but only had magnetometer scan. I assume that is because i have completed all experiments (including the magnetometer one), but the magnetometer one does not get registered as completed. So what is going on? Update: After some digging, I found what the issue is: it is does not actually looks like the problem is this mod, but some other mod (probobly community science.) Magnetometer is registered as one name, but when the game is saved completed science for this experiment gets recorded as another, so contract parser thinks that magnetometer experiment is not complete. I worked around this by adding completed experiment with correct name to my save file.
  8. I reinstalled KSP and it seems these problems went away.
  9. I'm having difficulties with two of my ships. Whenever I'm viewing space map, there are two ships (out of a dozen) that have blue brackets around them and I cannot select them while on the space map. Thankfully Kerbal Alarm Clock allows to jump to those ships, if I have an alarm setup for those ships. Another way I can do it is by going to Tracking Station and selecting the ship from the list only, not the map itself (that still does not work in tracking station.) Since the both ships have blue brackets around them, I speculate that the issue I'm having is part of the game play, so not an issue with the game but me, not knowing what is going on. Now, I think it might be Remote Tech mod that is doing something, but I'm not sure, since one ship is crewed, and another has a link to Mission Control and I still cannot select either of them. I do have a bunch of other ships.probes that work just fine. Anyone knows what is going on?