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  1. For rocket science, this game seems to depend more on timing like the bus schedule, which I just checked after writing the above. You will get there when you get there!
  2. Not sure if this is related to alarm clock skipping, sudden jumps in my orbit. It seems to happen when I hit fast forward. If I'm in map view it will kick me back to ship view and the stars or Mun have changed position and my orbit numbers are changing rapidly. I hit X but doesmt seem to be my throttle is even on. But it seems to have happened the same number of times I've had alarm clocks skipped, 3 so far. I only discovered the skips yesterday after methodically checking all flights. When I switch to the new ship the alarm pops up and a ghost entry in the alarm clock appears, grayed out, telling me how much time I'm past the maneuver. The other thing that alerted me of the skips was when I would go to the alarm clock click on the next one because I need give some time to my active duty of debris removal, and it takes to a ship that doesn't have a maneuver node at that time. Thus the reason for my starting a methodical checking of all my flights to see which one was suppose have it. If uhe orbit jumps are related to other flights then I would think if I started any deep space, outside of Kerbin SOI that the orbit jumps might be proportionately bigger. So the orbit shifts have only been about 12 k meters different, usually my periaposis is dropped into the atmosphere from LKO since that is where most of the debris is. The last though also increased my apopsis up to 120k meters. The latest skipped ghost alarm was for my largest orbit on the way to Minmus.
  3. I posted here since I couldn't find the bug reporting, and since I have two mods installed. KER and Precision Node. Fortunately I saved just prior and I'm in the tedious process of trial and error trying to figure out how to release and recapture. (The ejection force from the AGU on release is way too high) I found my reason for such poor RCS control was becaused I accidentally installed 6 radially distributed blocks. Fortunately this is a construction tug so I have a bunch of spare parts. But even after rearranging the blocks with my engineer RCS blocks are junk at maintaining an attitude and need perfect alignment with the center of gravity amongst numerous other variables to avoid spinning. (Which I've started utilize time warp to stop, a quick >&<) My next attempt will be with AGU on a stick (another major major bug is the lack of lateral reinforcement) so not sure if a second grab can be done using a large hydraulic piston. And my final fumble will be slap a HEC controller on the first stage and transfer some fuel and let it fly itself to my space station. But I forgot to pack solar panels so it may need to be towed later.
  4. Aloha, I just added a part, everybody's favorite strut, to a tug I built for cleaning up the orbit. I had grabbed a large first stage that was also debris that needed to be in control of for a mission. Since I can't ever seem to get RCS controls to actually do there job in relations to the major axis of movement, I just grabbed it as it is and it was moving around a bit too much. So I unlocked the Big Grabber pivot and moved around until it mostly parallel. Then I sent out my engineer to to attach a strut. I read, from the wiki I believe, about attaching it to the older part first, which I did. Then target my next piece of junk and made a slight adjustment in orbit for a closer approach. The approach was on the other side and I then hit fast forward while in the map view. It almost instantly popped me back to the ship view to see a puff of smoke and one more Kerbal killed in the line of duty by a kraken. As I said I read about this bug, but the sage advice didn't seem to help. In the death report it said everything over heated and exploded. Here is the player log link: https://drive.google.com/drive/folders/17-We_shIhih0XNSqSkGZseaHOwfjXH0H?usp=sharing
  5. If it is a manned flight it should not disappear from the way that mechism is suppose to work. Unmanned parts yes.
  6. I just thought of what may have take "time." If there is a significant amount of time auto lapsed for the recovery of a "flight" which ignores other flights. Still a broken mechanism.
  7. I had two pilots on board. Jebadiah was the main pilot and for fun I was doing an EVA at 300 m/s with Valetina. While she was close by, within 20 km or whatever the limit is, I was swithching back and forth with [ ] keys and the plane was staying in a stable flight without me touching any keys, but when I was out of range and had landed I switched via the tracking station and the plane had disappeared and Jeb was declared KIA. This was just a split flight. I've been in the habit of having one Kerbonaut base jump while having my landers come down with fully deployed 'chutes. Passes the time better than just watching the numbers sink. I land my kerbonaut nearby and re-enter the capsule or what not. Free entertainment for the tourist. This is a bug actually since there is no reason for the plane to crash within a minute or what have it takes to land and switch. If you notice the [ ] switching is almost instant and I don't think their is a savings going on like when you switch out to the tracking station and the long load in between each, which should not be reflected in the "game chronology" of events. After switching to the tracking or such you can't revert flights, but it shouldn't kill them off either.
  8. Are flights so unstable? If you are not micromanaging every flight, which you can only effectively do 1 at a time. I was doing a paratrooper run, and the pilot Jebadiah is KIA even though when I left the plane it was stable, very slowly climbing. Why?!!! Because I have to micromanage the jumper or they will go splat. Then when I go to tracking station and the plane has disappeared and the pilot is KIA.
  9. I couldn't find a Player.log. Just the KSP.log in the main folder. This may be a Steam installation error where the part was missed. There is no mention of the AE-FF1 part in the log file and it lists all the parts loadings. Only errors are from ships that contain chips from the KER mod. (This game is so broken without readouts. It becomes aim and hope for the best not rocket science.)
  10. Basically the cowling. Only aware of this because the missing part for the corresponding mission to test parts, screenshot. I looked up the part on the wiki and it is listed as being under the Advanced Construction. Which I have researched. Also checked the integrity of all files from Steam properties menus. Uninstalled all mods, note no content mods were ever installed. (Only had KER and Alarm, and a calculator which never worked.) Rechecked file integrity still no dice. Not knowing what parts are suppose to be there make you ignorant to your needing them. But I am sure when trying to protect and make things more aerodynamic I would have discovered this missing important part eventually.
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