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Jjbb3

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  1. Hey Linux, I'm till getting this issue as well. But I did find that reloading the physics on the ship forces it to recalculate. (I.E. Go back to the space center and then switch to the craft again
  2. Hi Linux, Thanks for all your help on this. On a whim i decide to force Ckan to update a mod it kept telling me had a file that it didn't install by deleting the extra file. I was able to jump the EWL ftl section back to kerbin and land it successfully. Im going to relaunch my defiant class fixing the issue that i had with oxidizer in the tanks. The mod was Interstellar fuel switch core that i only decided to download now because interstellar engines weren't working and i was doing my first tests with beamed power. However neither vehicles were not using anything from the interstellar mods as far as i know. Sorry for all the you went through simply because another mod wasn't updated.
  3. The ftl drive section is still giving me the issue of NaN but its for the time not ec. I will try again in a sandbox save, I'm not sure how many mods i can remove with effecting my save but i will remove anything that doesn't have parts in it. The launch plan was a little different this time. We went up till the launch stage got low on fuel. Staged the launch stage and put it just in a stable orbit after the main ship was headed to an ap of 12Mm. The 100% probability was for around 8.5Mm. Successfully jumped to moho. Staged the ftl drive, switched to the beacon just to see what would happen it didn't explode time. However the ftl section is show NaN for time. I added 4 inline batteries to the ftl drive. It has plenty of power. It doesn't make any sense that i could jump the whole vehicle but not the ftl section itself. I will attach my current career save to my drive folder, if you have time to look at it. I made quick saves from launch all the way to moho. They all start with EWL in front.
  4. Thanks for your time. What do you mean by minimal a game? Less mods or new sandbox? I am going to try another launch of the eve water lander when i get home from work today.
  5. The eve lander just went up until it could jump. The defiant was in a stable orbit before its first jump. Although an ftl beacon disappeared from kerbin orbit (circular equatorial orbit between the mun and minmus) so the defiant's return jump was to a beacon that wasn't in a stable orbit (AP: 80Mm+, Altitude was probably half that during the return jump) was launched straight up to save fuel (circularized at ap but that was 20days after the defiant needed to return with science). Long before the launch of the eve lander, I circularized the beacon at the fringes of Kerbin's soi (equatorial orbit). There's very little that shouldn't be able to jump to there from what i understand of the mod. There is also a beacon in a circular polar orbit with a Ap/Pe somewhere between mun and minmus.
  6. There were about 5-10 parts left creating a nice kessler syndrome. The beacon was one of the beacons in the defiant class cargo hold. Its in an orbit of Moho (Ap: 8.99Mm/Pe: 8.99Mm). My idea was at a super high orbit i could have higher mass vehicles go to moho. Also use moho's super close orbit to avoid transfer windows. I have another beacon in roughly half that orbit for landing on moho. That was the one the defiant used to do its exploration. And i do realize that the eve lander ftl section does not have a battery of its own (will be fixed before next launch) but it also showed NaN with unlimited electric on in the cheats menu. And that wouldn't explain why the beacon self destructed. I don't know if it makes a difference but the eve lander never actually reached kerbin orbit. I flew straight up till 8-10Mm when the UI said a 100% possibility and jumped. Ditched the launch stage right around 70km. Did a burn to slow it down and a burn toward the horizon to keep from a steep reentry and let stage recovery land it. I had to transfer about half of the IP stage fuel to the ftl section to reach that altitude (well had an AP over 20Mm by the time i cut the engine).
  7. Sorry. I was looking in the KSP folder. I found it in users data. I have added it to the google drive folder. It seems like after the first jump of the FTL Drive, it can't recalculate after a mass change from staging/docking ports.
  8. Hi, Thanks for the quick reply. I edited the post before it went live. Theres a link to google drive for the 2 craft files and some log. I couldn't find an output_log.txt. Im adding the link in this post in case the edit didnt get approved: https://drive.google.com/open?id=1Rn-2u8v2UCZO4YeTrWTCGlHpy1O5e4c_
  9. Hi. Just signed up for the forums to comment on this mod. I like the idea of this mod but i keep running into issues. My first ship with ftl drives jumped to moho did science, landed on moho and jumped back to kerbin. I docked with 2 space stations i have in LKO to dump the science in MPL/Interstellar Science Lab. After undocking from the second station i tried choosing a new target all i got was insufficient drives for all my destinations. Spinning up the drive caused the entire craft to disassemble. The drives were saying that EC=NAN I reloaded a quick save from just before and i got the same thing. Unfortunately i destroyed this ship to keep the bug from spreading to my stations. I don't know where to find the log file. Please tell me. This morning i designed a new ftl ship. My second ship was an unmanned vessels with a ftl drive stage, an interplanetary stage with a ftl beacon and a lander meant to go to eves seas. I jumped to moho beacon and staged the ftl drive. When i tried to switch to it to send it back to kerbin, i ended up getting the moho beacon first and that self destructed. I switched to the ftl drive section and tried to jump back to kerbin and got EC=NAN. Then i loaded a quick save which i though was right after the successful jump and it ended up being before the launch. Please help. Thanks. How do i attached files? I wanted to attach the 2 craft files. Link to craft files and a log?: https://drive.google.com/open?id=1Rn-2u8v2UCZO4YeTrWTCGlHpy1O5e4c_ The crafts will require at least Special Mission Projects mod. I use the SMP Engine Type R as my main space engine. I dont know if any other mods are needed. Might need the Mk2 Stockalike expansion (dont know which are stock and which are added) for the defiant class. Both will also need Kerbal Dust Exeriment.
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