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Mechanic

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Everything posted by Mechanic

  1. You would think that with all the great ideas KSP1 modders had that some of them would have been noticed by the devs. Rockets can flex but not noticeably. Anything over a few degrees would fracture. For the game, parts should be solid or break completely. Remember Butter's complaint from South Park after seeing Game of Thrones?
  2. I removed all the mods and rebuilt the list in five sections deleting a few mods and adding a few new ones. What exactly was causing the problem will take a greater mind then mine to answer but I have a stable system again and that's all I care about. Thanks Mechanic
  3. I have read Before asking for support. I'm going to strip my mods out and rebuild them slowly testing for the error along the way. If you get a chance, before I do this, here is a new KSP.log. The error occurs between lines 111492 and 111562. These are the lines where the Space Station is removed. Maybe you can enlighten me on ScaleModList exceeding the maxListSize? [LOG 15:18:07.130] ScaleModList: listSize 779 maxListSize 576 [LOG 15:18:07.130] [ApplicationLauncher] SetHidden: [LOG 15:18:07.131] ScaleModList: listSize 779 maxListSize 617 [LOG 15:18:07.133] ScaleModList: listSize 738 maxListSize 617 [LOG 15:18:07.134] ScaleModList: listSize 697 maxListSize 617 [LOG 15:18:07.135] ScaleModList: listSize 656 maxListSize 617 [LOG 15:18:07.136] ScaleModList: listSize 615 maxListSize 617 [LOG 15:18:07.137] ScaleModList: listSize 574 maxListSize 649 [LOG 15:18:07.138] ScaleModList: listSize 533 maxListSize 649 [LOG 15:18:07.139] ScaleModList: listSize 492 maxListSize 649 [LOG 15:18:07.140] ScaleModList: listSize 451 maxListSize 649 [LOG 15:18:07.141] ScaleModList: listSize 410 maxListSize 649 [LOG 15:18:07.142] ScaleModList: listSize 369 maxListSize 649 [LOG 15:18:09.819] Earth Station Unloaded [LOG 15:18:09.855] ScaleModList: listSize 369 maxListSize 557 [LOG 15:18:09.872] [DR:698516] JM:-5534872:null.OnDestroy() [LOG 15:18:09.872] [DR:698516] VMM:-5605764:0:Earth_Station_(Unloaded).OnDestroy() [LOG 15:18:09.910] ScaleModList: listSize 369 maxListSize 557 [LOG 15:18:29.153] Flight State Captured [WRN 15:18:29.153] [ProtoCrewMember Warning]: Crewmember Norman Bailey found assigned but no vessels reference him. Norman Bailey set as missing. [WRN 15:18:29.153] [ProtoCrewMember Warning]: Crewmember Franziska Müller found assigned but no vessels reference him. Franziska Müller set as missing. [WRN 15:18:29.153] [ProtoCrewMember Warning]: Crewmember Carla Rogers found assigned but no vessels reference him. Carla Rogers set as missing. Mechanic
  4. No Player.log exists in the game folder or anywhere else. "Tmp Moon Payload Station" was the name given to the model in the VAB. Tmp models are saved in a model category to be reviewed and deleted. After separating the components I renamed them "Lunar Sat", "Lunar Station" and the previously named "Tmp Moon Paylod Station" was renamed "Lunar Return Flight". I am unfamiliar with contracts and don't make any in the game as far as I know. I manually installed Notes2Log. CKAN shows it as incompatible with my game version (v1.12.3.3173). It shows up in game and doesn't seem to be a problem. I'm going to make the exact same flight tomorrow and use the notes for every step. I don't know if it's important but I don't play the game in Steam. Thank you very much for taking the time to look at this. Mechanic Festina Lente
  5. Thanks linuxgurugamer. When you get the chance, I know your busy. I ran a test. Deleted everything in the Tracking Station so there was nothing left out there. All Kerbals were back in the Complex. I built a reusable launch system (2 Kerbals in command pod) and pushed a small station (3 Kerbals in station command) and a relay satellite. Released the relay in a 5Mm orbit around the Moon. Decended to a 500k orbit and released the station. Returned the launch system to a low orbit around Earth. Jumped to the Tracking station. The launch system was in orbit. The relay sat was in orbit. The station was gone. Quit the game and grabbed the Log. Guess its time to start pulling mods out. I’m such a pig when it comes to mods. Mechanic KSP.log
  6. Thanks for the reply's all. but it's not a low orbit problem. I had a space station in a very high orbit just vanish. Also landed vessels can end up missing. I can dock with another vessel that's in a safe orbit, undock and leave the first vessel then when I look in the map or tracking station, the vessel I just left is gone. Any crew are immediately back in the complex without going through a re-spawn time (I have it set to 1 hour). Like I said this occurs randomly but not frequently but enough to be frustrating. I've searched quite a bit for anything similar happening to other players but have found nothing. I suspect it could be a mod that is affecting the auto saves but I'm not sure what to look for. I could send a list of the installed mods if any developer would be interested. I play in RSS and except for a couple of mods that I manually installed most everything is installed with CKAN. Mechanic
  7. Active vessels will disappear randomly in my game and it's quite frustrating. I can be controlling one vessel for a time and decide to switch to another that is in orbit only to find it missing. If any Kerbals were on board they are all back at the astronaut complex. I have a base on the moon with two rovers and two landers parked there. When I returned to the base one lander was missing and the Kerbals are back at the complex. The same thing happened for one of the rovers the day before. This happens while in game and is random in frequency. I can go for a couple of days without a problem then stuff starts disappearing. I am mod heavy (191) Any ideas on what my problem is? Any suggestions would be appreciated. Mechanic
  8. Oh happy days! Just tried the mod and if there is an award for best mod of the year this one gets my vote. No more cycling through all my base components and Kerbals to get to what I want. Two thumbs up linuxgurugamer!
  9. I have moving cloud layers but I also have RSS installed. The warning I get involves RSSVE being incompatible with Unity but as I said everything seems to be working properly. All my mods are installed using CKAN. I'm a relative newbie to this game and that is the total of my knowledge up to now.
  10. I get an incompatible warning on startup for the latest version of RSSVE but it still seems to work fine.
  11. Hasn't happened to me yet but at one time I had so much debris orbiting Kerbin that it took me ten minutes in the tracking station to delete it all. Couldn't see any point in keeping all there since it probably is taxing on the system.
  12. I went with a clean install (Steam) then added RSS, Tested, then installed RO but that just corrupted engines. So I pulled out of RO the EngineGroupController thinking that may have been the problem but no. RO will need to be upgraded for the latest version of KSP. RO is not on the CKAN compatible list as well as EVO as a side note. Next I added EVO-Beta-v0.3-RC2 the 64K version and that did not work at all. It had no effect what so ever unless I installed it incorrectly but I don't think I did. So I'm back to where I was. At least I tried, no pain no gain right?
  13. Thanks @OHara @jimmymcgoochie for the info. This is what I am looking for both visual and realism for engines and fuel in RSS. I will follow the links you have posted and try to get it all working. I have a high end home built system that I recently upgraded to work with Microsoft Flight Simulator 2020 so I should be good to go. I'll post my results. Thanks again.
  14. Being a relative newbie with KSP I wanted to try RSS. With the new release/upgrade of RSS (I use CKAN) I was able to install it and things have gotten so very much harder to do. I love it! Now I was wondering if there is any way to add atmospheric clouds for Earth? That would make it just wonderful. Anyone know if this is possible to do?
  15. My first two rovers, maned and autonomous with heavy lander transport that can retrieve the rover and return to orbit. The hardest part is trying to get the docking ports lined up for retrieval.
  16. Mechanic

    Intro

    Thanks for the welcome and comments. I went into the KSP settings under controllers and found to my surprise that it accepted all my X-56 Rino controls. It works great. I didn't need any third party software.
  17. Mechanic

    Intro

    Hello all, I'm new to KSP with only 100 hours under my belt. I had been looking at this simulator for a while and bought it through Steam. Mods! That is right up my alley. So now I'm heavy in mods and enjoying it. I spent years creating mods for Microsoft Flight Simulator X and Lockheed Martin's Prepar3d but it took years developing aircraft and at my age I don't have the time. I hope I'll be around for KSP2. I have a Saitek X-36: HOTAS that I'd like to setup with KSP. Any suggestions on how to go about this would be helpful. Also my son just got KSP for Xbox, is there anyway to go multiplayer between my PC and Xbox with the current version of KSP? Thanks in advance Festina Lente Mechanic
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