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Cosmonaut15

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  1. There is a weird bug when sliding amount of consumable materials when in VAB. For example, fuel tank FL-T400, you cannot adjust slider to get 0.06 t of methane. The marker always jumped either to 0.0800001 or 0.04 t. This also happened with 0.23 t which always jumped to 0.2 or 0.24 t. It also happened with others e.g. oxidizers, ablator, but at different amount. One thing I observed is that it occurred around the 6th, 11th, and 18th marking in the slider (the dash line that represent amount in the slider).
  2. Is it only me, or the SAC has a very weird transfer windows calculation? I'm playing 1.12.2 with a brand new career mode. I created a transfer window for Eve from Kerbin using SAC and noticed that it's not correct at all. Checking with KAC, it's like 200 days earlier than the KAC (which always correct). In this case, I considered Even worse, I found that after one or two months, when I created another transfer window from Kerbin to Eve (just to check whether the first one is bugged or not) it gave another date, which is 100 days further than the first one, and not even close to KAC (which reliably gave the same result as the first one). Why the SAC does not gives the same result since the first alarm date still not even reach yet. Few more moths, the 3rd SAC gave another result, which was yet incorrect. Is there something I should know about when using SAC? If it's really this buggy, I'd rather stick with KAC forever!
  3. Dear all, I think I need help. I started playing Kerbal in a new Career save in 1.12.2 and began noticing that I got the same Stack Overflow crash randomly throughout the week. I got it in once in VAB, once in Kerbin orbit, once when doing an EVA in Mun orbit, once when idle at KSC, and some other times that I cannot remembered. The problem is, I have no knowledge of coding and have no idea what it means in log files. So, I need your help. Playing on PC, windows 10. I have many mods installed via CKAN. All of them are up-to-date. The list is here; This is the log files from crash folder C:\Users\PC NAME\AppData\Local\Temp\Squad\Kerbal Space Program\Crashes. Crash.dmp Error.log Player.log Thank you you guys in advance!
  4. Hello @Nertea, I know you're very busy with updating tons of your great mod. I found a bug for NF Spacecraft. The Mk1-L Nereid command pod is sinking into the sea under some specific circumstances. Here is the step to reproduce this bug; 1. Assemble the craft from top to bottom as follow ; 2. add a kerbal 3. launch the craft 4. shutdown the engine, DO NOT decouple the tank and engine yet, activate both chute normally, 5. let it fall to the sea, will notice that the pod would sink more than normally did 6. as soon as you decouple the tank and engine, the pod would fall to the seabed 7. tested again with tank and engine decoupled mid air, the pod sank with all parachutes still opened 8. already repeated the step with Mk1-3 pod and Mk-1-TMA and found no issue. Haven't unlock other pod yet so I cannot test further. Game version 1.12.2, owned both DLC. Playing on PC. All mods are up-to-date and were installed via CKAN. List of mods: Thank you in advance and keep up your good work and work-life-balance!
  5. @Nertea Always appreciate your mod and thanks for your masterpiece. I think I found a bug related to Waterfall. When an atomic engine was switched to LH2 + Ox augmented mode, the plume just disappeared. There is only glowing light and final flame blip when fuel run-out. So far, I found this issue with NV-50 Stubber, NV-500 Poseidon, and NV-DC Scylla. Not sure if it is the issue for other engines or not. Somehow I can't post the image. Here is the link. image of the engine This is the list of mods.
  6. Thank you! It works after removing the SurfaceMountedLights.
  7. Hello all. I've found an issue with lights when enabling Restock and Restock+. The part itself emitted the light but there is no light showing on the parts. The problems are shown below; These are lights problems I found. These are stock lights after I removed Restock and Restock+. The issue persists in KSP 1.11.0 and 1.11.1. I always installed the mod from CKAN. Here is the list of mod I installed. Not sure any of them are interfering with Restock's light or not. Anyway, thanks for your support and this awesome mod!
  8. @stupid_chris Thank you a million times. I really could not play KSP without your awesome mod.
  9. I'm totally agreed with the idea of exploration in the ScanSat mod. It is the basic concept of why we send probe before manned mission. It also fits well with the science branch that people are discussing about. The more you explored, the more understanding and unlock new toys for more advance exploration. The engineering tech, on the other hand, should be researched and funded over time. Additionally, I'd love to see a game mechanic that let the tech advancement accumulate based on how much we use each prerequisite tech. Such as, you cannot unlock the research of a big booster unless you have already use a small booster to some extent. The accumulated score can be scaled similar to the existing planet multiplier, and even scaled with time so that the advanced tech cannot be unlocked too soon.
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