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IamJimmy

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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 12700k | GPU: RTX 3070 | RAM: 32G On Tylo near the monument, a Kerbal can get stuck on terrain. It appears the Kerbal gets stuck in the "jumping/floating" animation (?) and can no longer walk (see attached video). Included Attachments: kerbalgettingstuck.mp4
  2. Hi, this mod is amazing, but I'm also experiencing the reported frame rate drop due to cache being turned off. On my system (i7-8750H, gtx 1070 maxq), ksp runs at 100 fps without Trajectories. Enabling Trajectories with cache drops fps to 90, and turning cache off drops fps to around 20. I tested with a 60 parts craft. Another thing I noticed is pausing the game with esc key while the Trajectories gui is shown causes the window to disappear after I return to the game, and the Trajectories icon / button becomes unresponsive. I'd also like to suggest a few changes to the Chinese localization: Change "#autoLOC_Trajectories_Complete" from 完成(means finished, obviously mistranslated) to 完整轨道(show complete trajectory). Change "#autoLOC_Trajectories_IntegrationStep" from 整合一步 to 积分步距 (integration, the mathematical process, should be translated to 积分, not 整合).
  3. After a bit of testing, I determined the wobble is caused by the combination of two pairs of nacelles. Getting rid of either pair fix the problem. However it is not an option to decouple the nacelles for the obvious reason. I didn't use auto-struts previously. In fact the last time I played KSP was years ago on my friend's computer. It was 0.18 at that time and it was only recently that I decided to pick up the game again. I missed out a lot and had no idea that auto-struts was a thing. For now, enabling auto-struts for both pair of nacelles seem to fix the problem. Thanks for your wonderful suggestions!
  4. So I made this vehicle to explore the Jool system, landing on all Jool's moons except Tylo and come back. It consists of two parts, Laythe Descent & Ascent Vehicle (LDAV) and Jool System Transfer Stage (JSTS). The vehicle enters Laythe SOI with the help of a Tylo gravity assist. The Laythe insertion burn depletes the JSTS' bottom stage (the one with 6 Nervs) and it is decoupled and left to burn up in Laythe's atmosphere. After getting into an orbit 70km above Laythe's surface, LDAV is undocked and glided down to land on Laythe. It is then launched into Laythe orbit and docked with JSTS . After getting rid of LDAV's wings and fuel tanks the whole vehicle is then transferred to Vall. The problem is, when I try to decouple JSTS' bottom stage, its two Mk1 tanks on small hardpoints starts to wobble and blow up in a few seconds. If I go back to space center at the moment it starts to wobble and come back, it stops wobbling. But as soon as I move the vehicle (including changing pitch, roll, yaw; firing engines; etc.), it starts to wobble and then explodes. I tried to recreate this issue by getting JSTS into orbit around Kerbin using cheat menu. It seems fairly stable on its own. I then tried to get JSTS with a docked dummy LDAV into orbit, but it also doesn't wobble. It seems that only a real LDAV docked with the JSTS causes the wobble, and it only happens when JSTS' bottom stage is decoupled. I'm guessing that mirrored small hardpoints on both LDAV and JSTS somehow amplifies the wobble and cause the vehicle to explode. Here are my questions: 1) What is causing the problem? 2) How to avoid it in the future? 3) Any way I can fix this and continue my Jool exploration? (I know a few struts might be the only thing needed to solve the problem, but I have already spent a few hours refueling and sending the vehicle to the Jool system. I really don't want to do it again.)
  5. Yeah I definitely set pitch trim by accident. The indicator is off center by a little bit in resting position. It's pretty hard to spot though. Thanks for that! The wheel orientation does not seem to be the problem.
  6. I'm on a laptop so no extra number keys for me. By default docking LIN mode has linear motion control on both sides (WASD and IJKL), so I decide to modify that.
  7. With SAS on and reaction wheel in its default configure, it behaves as expected. When I turn off SAS, however, it starts rolling and destroys everything. Note that I;m not pressing any key. I expect a vehicle with SAS off to be sort of free floating (in this case, stay in its place if not pushed), not to start to roll on its own. This is kind of weird.
  8. Thanks for your great suggestions! I guess I'll have to make a rover with much larger wheel base next time! As suggested, I resigned keys to have better control. It feels a lot better. This is what it looks like now: WASD IJKL Staging Pitch, Yaw Up, Down, Left, Right Docking, LIN Up, Down, Left, Right Drive Vehicle (Rover) Docking, Rot Pitch, Yaw Drive Vehicle (Rover) Now I can turn on reaction wheel while driving, which makes driving a lot safer and I can drive a lot faster. When the rover hits a small bump and goes flying, I can rotate it into right orientation quickly and land on its wheels instead of landing on its side and breaking stuff. There is one problem though. Whenever I turn on reaction wheel torque and turn off SAS, my rover rolls in pitch direction like crazy except when the reaction wheel is set to SAS only mode. Any idea why it is doing this?
  9. The low gravity and rough terrain makes it really hard to drive around the Mun in my opinion. On the other hand the not so low gravity makes RCS powered flying vehicles less efficient. The safe top speed I'm able to achieve at this moment is around 6 m/s (I only unlocked the smallest wheels yet). Any faster than that bumpy terrain can send poor Jeb flying and then crashing into the ground. Another problem is that my rover is a little under powered when climbing, topping at 1.2 m/s. The most frustrating thing is that when driving on Mun I have to keep an eye on the rover so that I can break when needed. It's virtually impossible to AFK.
  10. Well, I guess Jeb will have to do more exercises. Never gonna choose this kind of contract next time. Too time consuming and far less fun than rescues.
  11. TL;DR: I signed a contract which requires me to have Jeb write a EVA report at a specific point on the surface of Mun. When I accepted the contract, there was only one requirement (EVA report at S2M9C9 alpha), but as soon as I got the first requirement done, second requirement appeared (EVA report at S2M9C9 beta). Third requirement appeared after I completed the second one, etc.. I'm really confused and frustrated. I'm not sure if this is a expected behavior or a bug. Long version: So the contract basically says there's some kind of anomaly near my Mun lander, and wants someone to go there and do a series of EVA report(s) on the surface (Please note I set up my game to show Chinese, so the wording may not match English version of the contract shown in the game exactly. For the same reason I decided not to post a screenshot of the contract. If you think it is necessary to take a look at the contract please let me know and I'll try to download the English localization files). Normally all contract related locations are shown in the tracking center (and map view) even before you agree to sign the contract. So I took a look at the contract and the map, found out there was only one required location (only one shown in the contract and on the map) near to my landing vehicle, decided it was easy money and accepted the offer. I had Jeb use EVA jet pack to fly to "S2M9C9 alpha" and made a report, but was then prompted to get to "S2M9C9 beta". I was pretty sure "S2M9C9 beta" wasn't in the contract in the first place, but then decided to go there. Poor Jeb ran out of jet pack fuel mid way, and I had to use the classical coins on W key trick to get Jeb back to the vehicle. Later I made a rover with RCS thrusters so that Jeb could fly (or drive) there. When I get to "S2M9C9 beta" and made a report, I was then prompt to go to "S2M9C9 gamma" (again, just popped out of thin air, but a lot further this time). Poor Jeb depleted his rover's RSC propellant and had to take a two-hour ride to get to that point. Again he was greeted by a forth requirement to get to another point. It's now a half-day (kerbal 6-hour day, of course) drive to get back to Mun lander to refuel RCS tank. At this point I was pretty frustrated. I mean, although after completing each requirement I get a small payment, I feel kinda being scammed. I was told the mission was to make one report, not four (and potentially more)! So here are my questions: 1. Are some of the contracts designed to do this or is this a bug? (The wording of "do a series of EVA report(s)" may be a hint. Again this is a rough translation, and Chinese does not tell if "report" is plural) 2. If so, how do I know how many more places Jeb has to go and when I can meet all requirements? (I just want to know what counts as mission accomplished if every time I thought I got it all done a new requirement pops up) 3. If I fail to do so, will I get penalized? Thanks guys!
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