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Fulgora

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Everything posted by Fulgora

  1. @linuxgurugamer here is the setup and steps to reproduce the bug: Setup (KSTS + dependencies installed via CKAN): - KSP 1.9.1 (DLCs dont make a difference) - Kerbal Space Transport System (KSTS 2.0.1.3) - ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) - Toolbar Controller (ToolbarController 1:0.1.9.4) - Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Steps to reproduce (Credits to @dtoxic): 1. Create a new Sandbox game 2. Go to VAB and create craft command pod + fuel tank (pod is root part) 3. Duplicate the fueltank (Alt+Click) on your craft and create a new subassembly from the duplicate 4. Your game should now look like this: 5. Take the "floating" fuel tank and add it to the craft 6. Save craft and launch 7. NullRefs Minimal Log ('...' means many of the same or very similar statements like the line above):
  2. @linuxgurugamer I have talked to @dtoxic already and have his mod-list which makes replicating this hopefully a bit easier. Will do that today in the evening and report whatever findings I have.
  3. I can confirm this. My report above was based on 2.1.0.3 (should have written the precise version in my op, sry) I do not have critical temp. gauge installed and saw the same thing. I do have mods installed that add new modules to stock parts so that might be a commonality here. I can't say if critical temp gauge or other mods in @dtoxic's install adds new modules to parts though - this is just an assumption / speculation on my part. Edit: I still have a backup of my save in its broken state that I can use for debugging if that is of any help.
  4. I have encountered a ghost ship myself now. The result was an endless stream of errors in the logs slowing down the game significantly. The fix (other than removing KSTS only) was deleting the ghost ships craft file (it was a simple sub-assembly called 'Micro-Sat v3.0.craft' - pure stock, no mod parts). This Ghost ship was attached to a craft that I deployed to orbit using KSTS - it was connected to the "main" craft through a staged docking port and turned from a real ship to a ghost when i staged the docking port and executed a burn. After it became a ghost to the deployed ship it also started to be floating around any ship that I spawned from the VAB as well as ships that I switched which existed prior to the deployment via KSTS. I have a savefile and the craftfile Technically the savegame requires "a few" mods to load but i might be able to retain the bug while turning it into a stock debug savegame if that helps. I have yet to perform some trials that would lead me to be able to replicate the problem reliably. I am happy right now that I was able to isolate and "fix" the root cause of the issues as a first step. I am using KSP 1.9.1 and the latest greatest versions of all mods and dependencies which have been installed via CKAN and I am not using ModularFuelTanks or USI Life support.
  5. Oh - I have overlooked that. I read 1.9.1 and went to the next section. Apologies for my inability to read properly. Many thanks - it works now!
  6. I do not believe so. I saw this popping up in my install with some 50 mods so I broke it down to a minimal reproducible setup and came up with OhScrap and MM only - neither has any dependencies. The first time I saw all mods were installed through CKAN but for verification I installed "everything" manually. Both my minimal setup and my actual install are fixed by simply removing OhScrap (which I have done for now as quite a few other mods depend on MM).
  7. Hey zer0Kerbal, thanks for providing this mod! I have used DangIt in the past and am now considering to switch to this one. I have noticed that OhScrap has some issues with ModuleManager 4.1.3 (did not test other MM versions): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-19x-module-manager-413-november-30th-2019-right-to-ludicrous-speed/ I have: KSP 1.9.1 ModuleManager 4.1.3 OhScrap 2.1.1.0 (also tested 2.1.0.0) Windows 8.1 Problem: The game does not finish loading. Depending on whether Squad DLC are installed it stops at "Verifying <expansion>" or "Loading expansions..." It also says in the loading screen: Mod(s) DLL that are not compatible with this version of KSP OhScrap 2.1.1.0 path/to/OhScrap.dll If you cannot reproduce the issue I can also test it on Linux. If you need any help in debugging / testing feel free to hit me up! Many thanks and best regards Fulgo
  8. I do have a history of combining payloads for different STS missions thus my badge numbering is a bit off but I did indeed already complete STS 3 (which can be viewed when clicking on my STS 2 badge) I will sort out my singature badges shortly so its less confusing... Thanks for the Badge - now I just need to finish post production for STS 7+8
  9. I am 99.99% sure that you don't have to do the missions again. A new challenge version = new maintainer/new missions but does not invalidate previous achievements! (0.01% certainty missing because I am not micheal.don) Awesome video btw!
  10. Not-quite-business-as-usual in the shuttle program. Enjoy!
  11. Not-quite-business-as-usual in the shuttle program. Enjoy! Also does this piece of mind-twisting madness qualify for skunkworks badge? https://github.com/Fulgora/sts_launch/blob/master/sts_launch
  12. Yea I noticed that too - some parts are more sensitive than others, e.g. I had no luck in exploding the watertower next to the launchpad by hitting its base or watercontainer - the only way to bring it down without excessive force is hitting the pipe that runs down from top to bottom apparently.
  13. Thanks for updating the leaderboard @linuxgurugamer ! the values are a bit off though Fewest parts (link): 3 parts, 624, 1 Building down, 7.52 points Lowest cost (link): 3 parts, 624, 1 Building down, 7.52 points Combined (link): 9 parts, 1958, 4 Buildings down, 70.84 points I had the cost-tag wrong on the 9-part craft but the formula had the correct value causing a bit of confusion...
  14. Well I would argue that 1.2.2 is still acceptable... nevertheless I have installed a fresh version of 1.3.1 and my craft still works flawlessly:
  15. Aaaaaaaaand another major breakthrough of the Ruination & Destruction (R&D) department at the KSC Cost: 1958 Parts: 9 Buildings destroyed: 4 Score = 200 - 9*10 - 1958/50 = 70.84
  16. ? You can use a plane but you don't have to... or did I get things wrong #Confused
  17. Back with an improved version, now featuring moaaar destruction Cost: 1109 Parts: 5 Buildings destroyed: 2 Score = 100 - 5*10 - 1109/50 = 27.82 Two down... many more to go
  18. Cost: 624 Parts: 3 Buildings destroyed: 1 Score = 50 - 3*10 - 624/50 = 7.52 I did the challenge on 1.2.2 w/o any partmods - I hope that still counts The scoring model makes this challenge seriously difficult I believe. Granting say 100 points per destroyed building or removing the cost factor would make a lot more solutions feasable...
  19. I have been doing the same (was just too lazy to code the circularization burn so far). The reason why the inclination is off is the rotation of kerbin i believe... so in order to get perfect inclinced orbits we have to factor that in. So far I have only been launching up to 25° which gave me an inaccuracy of about 1.6° (if I remember correctly) and I could not be bothered to fix it yet^^ But if you do the math wizardry hit me up and I will gladly c+p that ;p (Doing continuous correction burns on the way up isn't a viable solution imo... I would either not bother with it at all or do it right from the start...) If you are interested you can find my (horribly formatted / structured) code on my github. Crafts that are working with it are on my kerbal x page. I will test a 60° inclination later with my sts launchscript - genuinely interested in the results I will get... Edit: Does anyone know what generally acceptable error margins on orbit inclinations are in real life? I am not entirely sure whether an accurate solution to this problem exists or not... (without spending much thought on it)
  20. As far as I understand it the game only offers contracts for bodies that have been visited (craft in SOI). That approach should work for planet packs as well because the name of the body is actually the identifier used by the game. Unless there are multiple bodies with the same name things should be fine. A few hypothesis based on that below: a) If you have started the game on stock or a different planet pack and been to a planet that has been moved by your new planet pack (outer planets moves eeloo for example) you should stll get contracts for that planet by this logic... (which might be irritating) b) Also hyperediting crafts around new bodies might potentially mess up your career progress.
  21. What is the level of your tracking station? Do you have any 'regular' antennas on your relay satellites? Mixing relay and non-relay antennas on a relay satellite can make a crucial difference: Source: http://wiki.kerbalspaceprogram.com/wiki/CommNet Whether you are out of range or if there is a different issue is hard to tell, BUT i believe that in many cases the RA-15 is too weak to connect to connect to Kerbin through Duna (not sure though). Either way - pictures of your crafts and orbits would greatly help
  22. My submission for STS 3: Modlist, craft link and kOS soure can be found in the desciption of the video (as usual) cheers
  23. soooo this would be ok then? 3865 kg 33865 I have an even smaller version in the makings but takeoff becomes more and more a problem... Edit: Also a hot contestant for cheapest manned SSTO
  24. No gantries whatsoever? O.o Not even for stabilizing the craft at load and getting a kerbal in?
  25. Hm didn't think about gantrys qualifying as gatecrasher... Dang - so I guess I will have to find a way to turn this into a monocyle for takeoff... The deorbit was legit though - so all the infinite fuel did was saving me 20 minutes of physics warp buuut anyways, back to the drawing board ;-)
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