Michel Bartolone

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Everything posted by Michel Bartolone

  1. More info...I may be onto something. I found this in the log: [LOG 14:17:33.743] Flight State Captured [ERR 14:17:33.749] Input is null for field 'agent' in config node 'CONTRACT_FINISHED' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at Contracts.Contract.Save(.ConfigNode node) at Contracts.ContractSystem.OnSave(.ConfigNode gameNode) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.UpdateModules() at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated(GameScenes startSceneOverride) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at FlightAutoSave+<PersistentSave>c__Iterator0.MoveNext() at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress) So, possibly a busted contract?
  2. I've got a related problem. I've had no problem finding green sandstone on Minmus. The way I find them is to first send a small unmanned 'hopper' lander and land near the edges of the greater and lesser flats, then I take short hops around the edges. It is easiest when the sun is not very high in the sky, because then the shadows are easier to pick out. Once I have them located I send a manned mission and target the landing near the unmanned probe, and viola. I've picked up more than 6 in the last week, for different contracts. Now to the problem. The first two contracts were completed successfully, but after that, while I get the 150 science points upon returning to Kerbin, the contract says I have not completed the mission. I saw that someone else on a different forum was having a similar issue, but I didn't see any solution. Note that I realize _some_ missions require a new ship to be used for the contract, so I typically build a new one, but that hasn't made any difference, and the contract hasn't specified any other parameters, other than to return green sandstone to Kerbin from Minmus. Has anyone else here seen this? Have any suggestions? I forgot to mention, when I leave Minmus, and dock with my return ship, I _am_ going EVA, and doing 'Take data', and then getting into the return capsule. I see the data transfer to the return capsule. I just did his again...went to Minmus, landed, had my scientist go eva, found 'green sandstone', climbed on it, pulled up my kerbal's action menu. did the pickup, went back to my lander, got in, back to orbit, docked, did the eva to get data moved, got back to Kerbin, and the contract still hasn't been completed.
  3. I tried changing many things, like the toggle torque, and using the same keys I would use for translation controls...none of that works. I know it is somehow tied to the reaction wheels...
  4. In the last couple of weeks, if I use a rovemate as the base for my rovers, I've noticed that if I use W to accelerate forward, my rovers nosedive and try to roll over forward, and when I brake, they roll backwards. I'm NOT talking about the wheels rolling in the right direction, I'm talking about the whole rover! Has anyone else seen this?
  5. I just discovered another fault...I know this mod is not supported/released for it, I'm running ksp 1.6.1...I love the configurable containers mod, and I too have seen the symmetry isse (note when I try greater than 2x, the mirrored parts seem to be offset in the wrong direction,,,they appear "in the floor of the VAB") it also breaks the per stage delta-v information, and the burn time calcs as well (the burn "bar" next to the nav ball is always red, even with full tanks and a short burn).
  6. Not sure if this is the place to make suggestions or not, but here goes. I would like to be able to uninstall lab equipment...sure maybe it can't be re-installed, but you could then use a single module to do all of them. Also, I've got a suggestion for a new experiment..."foamed metal"...metal is brought to a molten state in micro-G, then a gas is bubbled through the liquid as it is cooled, to form a much lower density item with most of the structural strength of the original metal. After a few experimental passes, perhaps release a foamed metal processing unit to produce light weight panels and or tubes, on orbit, for bigger construction projects.
  7. I've got a suggestion. I'm not sure if this is the right place or not. I'd like a 'crew' tab or crew info window, available in flight. Something that lists info on each kerbonaut, possibly just on the currently active vessel. It can list some simple info, like name, class (pilot, engineer, scientist), current mission time in space/on orbit, total number of missions, and total time in space. It would help with knowing which to rotate out of a station etc.
  8. Stone Blue: I already have the latest version of World Stabilizer installed. ABookCase Orbital Reference System (ABCORS Astrogator (Astrogator v0.9.0) AT Utils (AT-Utils v1.6.2) B9 Part Switch (B9PartSwitch v2.6.0) BahamutoD Animation Modules (BDAnimationModules 1:v0.6.5.6) Better SR Bs (BetterSRBs 1.05) BetterBurnTime (BetterBurnTime 1.8.1) BetterTimeWarpContinued (BetterTimeWarpCont Blast Awesomeness Modifier (BAM) (BAMCont BonVoyage (BonVoyage 0.14.3_-_Power_of_LOx) CactEye Optics Community (CactEyeCommunity Camera Focus Changer (CameraFocusChanger 1: Camera Tools (CameraTools v1.11.0) ClickThrough Blocker (ClickThroughBlocker Community Resource Pack (CommunityResourcePack Configurable Containers (ConfigurableContainers Configurable Containers Core (ConfigurableContainers-Core CorrectCoL (CorrectCoL Corvus CF (Corvus125mTwoKerbalPod v1.3.4) Craft Manager (CraftManager 1.1.5) DMagic Orbital Science (DMagicOrbitalScience 1.4.2) DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.20) Docking Port Sound FX (DockingPortSoundFX v2.1.12) Dr. Jet's Chop Shop (ChopShop 1: Draggable Altimeter (DraggableAltimeter v1.0.1) Draggable Navball (DraggableNavball v1.0.1) Easy Vessel Switch (EVS) (EasyVesselSwitch 1.10) Editor Extensions Redux (EditorExtensionsRedux EVA Enhancements Continued (EVAEnhancementsContinued EVA Struts (EVAStruts 5.0) EVA Transfer (EVATransfer 8.1) Experiment Tracker (ExperimentTracker v1.3.4.3) Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3: Firespitter Core (FirespitterCore v7.11.0) Fuel Tank Expansion Rebuilt (MunarIndustriesFTX HangerExtender (HangerExtenderExtended HullcamVDS Continued (HullcamVDSContinued Improved Chase Camera (ImprovedChaseCamera v1.6.2.1) IndicatorLights (IndicatorLights 1.4.2) IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.4) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core K2 Command Pod Continued (K2CommandPodCont Kalculator (Kalculator 0.2.3) Keep It Straight (KeepItStraight 1.0.5) KEI (KEI Kerbal Attachment System (KAS 1.1) Kerbal Dust Experiment (KDEX v1.11.2) Kerbal Engineer Redux (KerbalEngineerRedux Kerbal Inventory System (KIS 1.16) KSP AVC (KSP-AVC KSP ExtendedAntennaProgression (ExtendedAntennaProgression v0.1.1) KSP Wheel (KSPWheel KXAPI (KXAPI 1.1.0) LoadingTipsPlus (LoadingTipsPlus V1.7) MagiCore (MagiCore Maneuver Node Evolved (ManeuverNodeEvolved 4.0) MechJeb 2 - DEV RELEASE (MechJeb2-dev MechJeb and Engineer for all! (MechJebForAll ModularFlightIntegrator (ModularFlightIntegrator Module Manager (ModuleManager 3.1.3) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE Nehemiah Engineering Orbital Science (NehemiahEngineeringOrbitalScience 0.8.0) Orbital Survey Plus (OrbitalSurveyPlus 2.3.6) Patch Manager (PatchManager Precise Node (PreciseNode QuantumStrutsContinued (QuantumStrutsContinued QuickSearch (QuickSearch 1: RasterPropMonitor (RasterPropMonitor 1:v0.30.6) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.6) RealChute Parachute Systems (RealChute v1.4.7.2) Recycled Parts Mk2 KIS Containers (RecycledPartsMk2KISContainers SCANsat (SCANsat v18.10) Science Revisited Revisited (ScienceRevisitedRevisited 1.7.1) Sensible Pumps Continued (SensiblePumpsCont Solar Science (SolarScience v1.06) Structural Disks (StructuralDisks Structural Tubing Restructured (StructuralTubing Surface Experiment Pack (SurfaceExperimentPack v2.7.1) Surface Mounted Lights (surfacelights 1.11) Targetron (Targetron v1.6.1) TD Industries RCS and Hypergolic engines (TDIndustriesRCSandHypergolicengines 1.0.3b) Textures Unlimited (TexturesUnlimited The Janitor's Closet (JanitorsCloset Toolbar (Toolbar Toolbar Controller (ToolbarController 1: Tracking Station Evolved (TrackingStationEvolved 4.1) TweakScale - Rescale Everything! (TweakScale v2.4.0.7) WorldStabilizer (WorldStabilizer 0.9.3)
  9. I've still got problem with the SEP station not staying put. I downloaded the latest in a KSP 1.6 install. I did a couple of missions to deploy one at Kerbin's northern ice shelf and one at the southern ice shelf. I went back to the northern installation to collect data, and as soon as the scene loaded, the central station started bouncing up and down, then exploded. Note I did attach the modules to the ground _without any tools_.
  10. Nope...I'm in science not career, about half way through the tech tree, and all facilities are marked as fully upgraded.
  11. Has anyone else seen the orbital control icons next to the navball disappear...other than the stability assist icon? It could be an incompatible mod, but I'm not sure which one(s) might be involved. At first I thought perhaps it was because I had 'Dragable Navball" installed, but I uninstalled it and they are still missing. Of course it is probably some other issue, but could be something left behind?
  12. Anyone know if this will get updated for 1.6.x any time soon?
  13. I checked the forums, but have not found anything similar to this. Running 1.5.1, with a bunch of mods. Upgraded KIS yesterday, and now, I attach radial decouplers with 4 way symmetry, but when I try to attach fuel tanks using the same symmetry mode, I only get 1. SRBs are still working, but not fuel tanks. I have not tried any other parts yet. Has anyone seen this? Additional info. 2 way symmetry is partially working...I put on two radial decouplers using symmetry, I can put on two tanks, BUT the physical offset of the one on the "back" is to the connector facing the central tank instead of the outer one. If I don't use a decoupler, the tanks go where they belong. If I change to 3, 4, 6 or 8 way, the decoupler attaches to the central object (tank) just fine, but I when I attempt to attach tanks to those decouplers, I only get one tank. Also, with 3,4,6 or 8 way symmetry, even without the decouplers, I only get one. Here is my mod list: [x] Science! (xScience vV5.17) ABookCase Orbital Reference System (ABCORS Astrogator (Astrogator v0.8.1) AT Utils (AT-Utils v1.6.2) AutomatedScienceSampler (AutomatedScienceSampler 1.3.5) B9 Part Switch (B9PartSwitch v2.4.5) BetterBurnTime (BetterBurnTime 1.7) BetterTimeWarpContinued (BetterTimeWarpCont Blast Awesomeness Modifier (BAM) (BAMCont BurnTogether Continued (BurnTogetherContinued ClickThrough Blocker (ClickThroughBlocker Community Resource Pack (CommunityResourcePack Community Tech Tree (CommunityTechTree 1:3.3.3) Configurable Containers (ConfigurableContainers Configurable Containers Core (ConfigurableContainers-Core Craft Manager (CraftManager 1.1.4) CraftHistory (CraftHistory 2.2.1) DarkSideTechnology Continued. (DarkSideTechnology 1.1) DMagic Orbital Science (DMagicOrbitalScience 1.4.1) DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.20) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.2) Docking Port Sound FX (DockingPortSoundFX v2.1.12) Dr. Jet's Chop Shop (ChopShop 1: Draggable Altimeter (DraggableAltimeter v1.0.1) Draggable Navball (DraggableNavball v1.0.1) Easy Vessel Switch (EVS) (EasyVesselSwitch 1.9) Editor Extensions Redux (EditorExtensionsRedux EVA Enhancements Continued (EVAEnhancementsContinued Eva Follower (EvaFollower EVA Struts (EVAStruts 5.0) EVA Transfer (EVATransfer 8.1) FASA RCS Stock-Like Mini Mod (FASA-RCS 1.3) Firespitter Core (FirespitterCore v7.9.0) Fuel Tank Expansion Rebuilt (MunarIndustriesFTX GravityTurn Continued (GravityTurnContinued 2:1.7.7) HangerExtender (HangerExtenderExtended HullcamVDS Continued (HullcamVDSContinued Impact! (Impact v1.6.4) Improved Chase Camera (ImprovedChaseCamera v1.6.2.1) IndicatorLights (IndicatorLights 1.4) Kerbal Attachment System (KAS 1.1) Kerbal Dust Experiment (KDEX v1.11.2) Kerbal Inventory System (KIS 1.16) KerboKatzUtilities (KerboKatzUtilities 1.5.2) KrakenScience (KrakenScience 0.8) KSP AVC (KSP-AVC KSP ExtendedAntennaProgression (ExtendedAntennaProgression v0.1.1) KSP Wheel (KSPWheel Lithobrake Exploration Technologies (LithobrakeExplorationTechnologies 0.4) LongStrut (LongStrut 0.0.1) MagiCore (MagiCore MandatoryRCS Part Pack (MandatoryRCSPartPack 1.1) Maneuver Node Evolved (ManeuverNodeEvolved 4.0) MechJeb 2 (MechJeb2 MechJeb and Engineer for all! (MechJebForAll Module Manager (ModuleManager 3.1.0) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE NavBallAdjustor (NavBallAdjustor 1.9) Nehemiah Engineering Orbital Science (NehemiahEngineeringOrbitalScience 0.8.0) Orbital Survey Plus (OrbitalSurveyPlus 2.3.6) Patch Manager (PatchManager Precise Maneuver (PreciseManeuver 2:2.4.1) QuickSearch (QuickSearch 1: RasterPropMonitor (RasterPropMonitor 1:v0.30.5) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.5) RealChute Parachute Systems (RealChute v1.4.7.1) SCANsat (SCANsat v18.8) Science - Full reward! (NMSG 3.0) Science Revisited Revisited (ScienceRevisitedRevisited 1.7.1) Selectable Data Transmitter Module (SelectableDataTransmitter Settings Master (SettingsMaster Solar Science (SolarScience v1.06) Space Launch System Part Pack (SpaceLaunchSystemPartPack Structural Disks (StructuralDisks Structural Tubing Restructured (StructuralTubing Surface Mounted Lights (surfacelights 1.9) TakeCommandContinued (TakeCommandContinued Textures Unlimited (TexturesUnlimited Toolbar (Toolbar Toolbar Controller (ToolbarController 1: Tough Love (ToughLove 0.0.1) Tracking Station Evolved (TrackingStationEvolved 4.0) Trajectories (Trajectories vKSP1.4.2-v2.2.0) TweakScale - Rescale Everything! (TweakScale v2.4.0.6) UbioZur Welding Ltd. Continued (UbioWeldContinued 2.5.3) UNDOCKINATOR (UNDOCKINATOR v0.9.0) Wheels Collection (formerly rollkage & better wheels) (WheelsCollection 1.3) WorldStabilizer (WorldStabilizer 0.9.3) If I can figure out how to attach screen shots, I've got a few, showing I can use 2x symmetry sort of...it turns out the second tank is actually only getting attached to the same radial coupler as the first tank, the second radial coupler can have another tank (or two) attached to it separately. Attaching tanks to tanks works just fine in 2x symmetry, decouplers themselves work with 2x, 3x, 4x, 6x, and 8 x symmetry, but nothing (other than engines) will attach in any of the radial decouplers in any symmetry mode other than 2x. I also found the following message (multiple times...a lot of multiple times) in the log: Parameter name: index System.Collections.Generic.List`1[PartResource].get_Item (Int32 index) DictionaryValueList`2[System.Int32,PartResource].At (Int32 index) PartResourceList.get_Item (Int32 index) Part.OnCopy (.Part original, Boolean asSymCounterpart) EditorLogic.createSymmetry (Int32 mode, .Attachment attach) EditorLogic.<SetupFSM>m__D () KerbalFSM.UpdateFSM () EditorLogic.Update () [EXC 09:21:28.918] ArgumentOutOfRangeException: Argument is out of range.
  14. I was able to reproduce the heat shield disconnection. I don't know why this is happening now (when it hasn't previously) but the stack separator crashed into the heat shield, causing a "structural failure on linkage between Heath Shield (2.5m) AND MK1-3 Command Pod". It will take a while for me to reproduce the other (original failure) as I will have to rebuild a station to test it on.
  15. I'll give that a try, and get some screen shots as well. Probably in the next day or two. I did notice an additional one, very similar, with a new vessel. I was in reentry, I had a standard mk3 command pod with a 2.5m heat shield, then a decoupler below that. When I staged the decoupler, the heat shield came lose as well. I am using KIS/KAS. Definitely _not_ still attached and just looking detached...I was not able to transfer fuel from the disconnected part to other parts not disconnected, and I was able to switch to the disconnected parts as a separate vessel. And now, things like heat shields are disconnecting from items they are directly attached to, when a stack decoupler on the other side of the heat shield is staged.
  16. I've run into a strange issue, and I have not seen any threads that seem to match this symptom. I build a station using tanker ships I've been using for quite a while. Everything looks fine. Very recently (in the last week?) my stations start shedding parts. I'm not talking about falling apart due to the kraken. Example: two fuel tankers, docked to a central core, one other ship docked with some kerbals inside. One kerbal goes EVA to attach some struts, or something similar. Everything seems fine at that point. I have the kerbal board the ship. Everything seems fine so far. No shaking, vibration etc. Go to transfer some fuel, and I can't. I look carefully, and the tanker I just got done adding struts to, to make it stronger and more kraken-proof, has separated (gently) at a point farther from the core, than the most recent strut attachment, and the back half of that ship is now just drifting away. It isn't at a stack separator, or decoupler, it is at the junction between two tanks, connected in the VAB, with auto-strut, and ridged attachment turned on. I've even tried reinforcing some of those joins in the VAB, with multiple struts, and it still happens. It is as if you used a glue to join them together, and the glue loses it's adhesive properties in the cold of space. Has anyone else seen this? Is this something that is a known bug (that I was not able to find) and maybe has been patched in 1.4.5? (I'm running 1.4.4.)
  17. BTW, I was doing a clean install of my mods today and SEP seems to have fallen off CKAN.
  18. @Canisin @DMagic I'm with Canisin on this...I thought it was a set it up and leave it since some of the experiments take days to complete. And if you go to the SEP control at the KSC screen, I think you can collect the data remotely from Kerbin. Perhaps the issue is if you can create a radio link from the SEP station to the KSC. I have a constellation of 5 identical relay sats that I usually deploy around any planet I'm exploring so I can transmit all of the time, since at least one sat is above the horizon most of the time. Even on the Mun, if you want to put something in a location that doesn't have line of site to KSC or a relay, you can't transmit the data.
  19. Joe Smash, I have not seen any myself (and I have looked). I now have a sep station that isn't just floating above the terrain, it has inverted itself and is no longer functional because it is out of electricity, and since the solar panels are now facing the Mun, it won't charge any more...
  20. I've got the same floating issue reported by Canisin. I attached my SEP central station and several experiments to the surface of the Mun. I took off, and went back to Kerbin, and returned on a later mission to add some more experiments, but when I got there, the central station and several other parts (a couple of experiments, and power extenders etc) are now just about head height off the ground, and I can no longer attach plugs to any of them.
  21. I built a pretty large aircraft, and put a drop probe in its cargo bay. Basically a relay station, with lots of battery, solar panels, 6 antennae (4 relay, 2 shorter range), and some atmospheric science. I flew the plane to where I wanted to drop the probe, and deployed it. It deployed landed just fine (I switched to the probe just after release). After it landed I switched back to the carrier plane to fly back home. So far so good, but when I tried to go back to the probe, it didn't exist any more! Should I have left the plane unrecovered before going back to activate the science and configure the antennae? I'm using KSP, with a bunch of mods. I doubt that it was a mod issue. I didn't quit the game or anything like that, and didn't accidentally revert the flight or anything. I _did_ recover vessel before I tried to go back to the landed probe.
  22. My machine got a bunch of MS patches applied today. After the patch installation and reboot, I started up KSP and I'm having some very strange things occur. A ship which was working just fine, suddenly the RCS thrusters came on and won't shut off causing the ship to (pitch or yaw) rotate, continuously. This was when attempting to fine tune the closest approach to a target, using mechjeb. Also, the math seems to be weird now...the next maneuver node is listed as "1h 95m 76s" away, the ship doesn't seem to want to auto warp...just a ton of things all over the place. I uninstalled and then reinstalled 'better burn time', and 'better warp', and the time for the next node got better, but everything else is still a problem. Maybe uninstall and reinstall mechjeb? So I tried an uninstall and an install of mechjeb. That didn't seem to do much. I also noticed the maneuver icon on the navball is not moving at all. Yes, the ship is changing orientation...it did a full 360 rotation (again I wasn't paying attention to if it was pitch, yaw or some combination) and the maneuver target icon never moved. So it is possible that the patches applied have broken something in mechjeb, or in the game where mechjeb interfaces to it. I'm getting the following error message: Mechjeb module MechjebModuleNodeExecutor threw an exception in OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object: at ManeuverNode.GetBurnVector(.Orbit currentOrbit) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleNodeExecutor.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 I did try removing the previously set target, and then setting it again, aborted the maneuver node, removed all nodes, asked it to create node, and I get the same burn time, and time to node, and I get the same thing...the ship does a 360 degree rotation, stops close to where it started, but not on the maneuver node icon, which still is not moving when the ship changes attitude.