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Corovaneer

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Everything posted by Corovaneer

  1. For some reason I'm unable to take a grappling hook or Illuminator mk1 out of container. When I press button "Take" nothing happens. Out of the same container I can take out and place back cubic octagonal strut and linear RCS port, without any problems. How can I troubleshoot this? KSP.log prints every time I press "Take": [WRN 23:19:20.303] Vessel Grappling hook crashed through terrain on the Mun [LOG 23:19:20.304] [00:35:59]: Grappling hook crashed into the Mun. After this Interstellar handles it as an impactor for seismic accelerometer. Update: every time part is spawned in the center of mun, or something. If pan camera below surface and press "Take" I see explosions and debris, they're also listed in F3 events. I have no idea why. Update2: the only conclusion I can make is that KAS parts are incompatible with hyperedit. If I transport a grappling hook on the mun and try to use it there it will eventually crash into terrain and explode. At the moment it is listed as "Jebediah Kerman's debris".
  2. Yeah, KAS can pull you out allright, but it's kinda hard to do on every 25-degree slope, if you're taking on a contract to chart something with a rover, and the area is 70km away))) With time warp and good traction (and careful driving), it's possible to get there in an hour or so, I think. Climbing out of every hole with KAS will take you days
  3. Rails are helicopter landing things from firespitter . It's basically a rollcage for the whole thing, so I won't smash reactor or some other valuable equipment if I tip to the side .
  4. I'm trying to use RBI tracks in career, it's great fun! I could tow stuff with this tractor around near my Mun base, it handles perfect. So far no detectable bugs for me. The only thing I would wish for is more actual traction. I can live without speed, but it would be really nice to have a decent grip on the surface - I reckon tracks should be much better at this in low gravity, compared to wheels. This machine is quite heavy, but it still can only climb something like 15 degree slope, otherwise it just slides back. (BTW I think I'm stuck in this crater. ) I would be ok with even a fake friction module, like in the days of cart.dll Still would be more realistic and fun.
  5. It's not an autoscale issue, as is. Parts are not changed in size, but they suddenly become changed in mass - while in-flight, after quickload.
  6. My planes (the ones that have scaled parts) keep getting arbitrary mass after quickloading in flight. Usually by a factor of 4 compared to the moment of quicksave. Needless to say sudden increase of airplane mass has ab absolutely catastrophic impact on airworthiness. Also in SPH I once got a spaceplane which, after scaling three parts to 200%, according to MechJeb, weighted something like 50000 tons.
  7. I got this mod because infernal robotics insists it is a dependency.. I also got the latest one (which appears to be 1.47) and it behaves inconsistently with symmetrical radial parts - upon loading a simple craft to launchpad, only one part may be scaled, the rest hanging in the air small as they were. Reverting to 100% size in VAB and reloading craft may result in parts retaining increased size, while attachment point moving inside craft (because it scaled back?). I like the idea in general, it is really nice for some parts, but looks very weird on others - like 1-kerball pods scalable up to 6m for example. Just why? Maybe it would be better to have a version with -just- the structural and tank parts being scalable?
  8. log file is spammed with [LOG 00:09:07.338] rd _Emissive: WarpPlugin/Parts/Electrical/RadialHeatRadiator/d_glow (UnityEngine.Texture2D), millions of lines. Im trying to troubleshoot random no-error crashes, could this be the case? if there's some beautification hogging resources, is it possible to turn it off somehow? I see no difference around radial heat radiators, so apparently it isn't working anyway.
  9. Got the same problem just now. Tried to use NEAR instead of FAR - can't place Pwings anywhere, if I try to place any wing after I attempted Pwings - framerate drops and game may crash, then SPH buttons lock and I can only end KSP.exe task. I tried .dll on page 92 - the result is the same, but I don't get framerate drop. Version is windows 32-bit, NEAR, FAR and Pwings are latest. Also had a problem like bidl0 once, but it went away. The problem also persists in clean reinstall of 0.25 with just NEAR and Pwings, and nothing else.
  10. Something that I can't really put my finger on, but maybe someone else noticed it too - "new" 0.25 wings behave in a much more unpredictable way than "old" wings, especially the new swept-rectangle wing. Having two wings of comparable area and sweep made from new wing, and from old curvy swept wing will produce two radically different aircraft - with former much more likely to stall and tip over to the front and side and into spiral, and latter easily making combat turns with rudder firmly pressed down.
  11. Ok this probably should go to http://forum.kerbalspaceprogram.com/threads/96693-Quick-save-and-revert-to-launch-bug-0-25 I had 1.2.5.2 of realchute. Updating fixed the error. Can merge or delete.
  12. [sOLVED] Ok, I tried to work it out this way or the other, but problem remains. Version 0.25, 32bit, portable, on Win8. Path C:\games\KSP25. PC is core i7 2.2, 8gb ram, GeForceGT740M. Mods installed at the moment of bug, all downloaded within last 5 days or so: FAR KAS Procedural fairings Remote tech Firespitter Active texture management (problem was present without it too) RealChute Kerbal Joint Reinforcement MechJeb KSPX Final Frontier Reflective ambient (also, problem was present without it) Kerbpaint TAC fuel balancer Also Visual enchantment, but removing it and clean-reinstall w/o it didn't help. Minor symptoms - when trying to revert a flight to launchpad, planet is not loaded completely (missing ground, or missing tiles near horizon), time is standing still, and fairings are missing from stack decouplers. Game is running, you can pan around, go back to SPH\VAB, load a craft again and it's fine. Major symptoms - when you get a craft to space, quicksave or go to space center, then go back or reload - you get this: time is not running initially, if you forward it ship it is circling the orbit, but when you go back to x1 parts fall behind (freeze in place?), with only core part remaining (in this case, with struts attached). Ship is right-clickable but options are missing, unresponsive to controls or throttle. It is crewed but crew picture is missing. Then I force close game, copy save directory, and start removing mods Troubleshooting: Removing all mods but Firespitter and ProcFairings (that are in the ship already) recovers game - playable, responsive, no bugs. I add all the rest of the mods, while checking playability after every few - I install everything but FinalFrontier and KAS, then install KAS and save breaks. I remove KAS - the save is still broken. I remove heavy mods - still broken. I go back to working state - save is working. I then install only the "heavy" mods - including KAS - FAR, RT, MJ, KJR. The save is working, no bugs. I install the lighter mods. Still working. I install FinalFrontier, Kerbpaint, ambientlight, TACfb - save breaks. I remove the last things installed - save is still broken. Apparently going over certain threshold (in number? size?) of installed mods (that are not particularly big in size or obscure) breaks game. There are no apparent strict conflicts between mods. RAM usage is acceptable (around 1,700mb, with ActiveTextureManagement - but problem was present without it too, with usage over 2gb). Clean reinstall didn't really help.
  13. Trying NEAR for the first time here. Getting unexpectedly grave results with very basic rocket - 1SRB+1Liquid engine+Payload. Disintegration of vehicle at about 300m/s speed while passing through lower atmosphere. Every destruction happens with a good deal of "bug force" - one was strong enough to fling debris out of solar system in few seconds. Gonna try FAR now, see if there's difference.
  14. I just found out that Mod Statistic consistently crashes my x64 KSP after first launch. i.e. all the launches after MS creates its folder crash. If I remove MS folder prior to launch, it works fine. I had to delete it from the mod. Why is it even there?
  15. This is a great mod and it should go in stock game as a feature.
  16. I tried searching the tread but found nothing. Anyone knows what are synchronous orbit values for RSS, Kerbin x10 and 6.4:1?
  17. A radial stackable winch looses control functions if something is (or was) attached below it. GUI is empty and you can't pull connector. If lower (in default VAB orientation) connection node is not occupied it works fine.
  18. Im using RemoteTech2_2013.12.18.21.39 on 0.23 and I can't shut down flight computer if I start using it, without leaving to space center and coming back. There's no [X] to kill task that is 1st on queue.
  19. Warp-\hyperspace-\star-gates, that you assemble in orbit from pieces. There even was a mod with pretty ring segments for this purpose somewhere.
  20. Just now I quickloaded after a weird maneuver only to find myself WAY back on Kerbin orbit, completely with boosters still attached to a ship that over 2 IRL days made few flights between Mun and Minmus with landings and kethane surveys and whatnot. Quickload is a handy thing, but it is, as it says - quick, but also irreversible - and over few days it`s hard to remember when the last quicksave was made, if any. Maybe few ingame days that went since quicksaving should display a warning message when you try to quickload? Like 3? or 5?
  21. A heavy minmus SSTO back from when MJeb learned how to control flameouts.
  22. Jool can be seen in 21.1 completely with 4 moons. With lazor distance set to maximum you can see crafts and even Kerbonauts on kerbin surface if you fly directly over at 71 or so km. Buildings aren`t rendered though.
  23. Is it possible that Lazor mod could control the draw distance of KSC statics (and other things, such as anomalies - like kraken)? In previous versions with draw distance set to long it was possible to take pictures of even individual Kerbonauts standing on Kerbin surface, with Ordan Ind. telescope mounted on satellite. There was also runway with SPH, mk1 pod monument and water tower northwest of launchpad clearly visible from orbit (no VAB, mission control or pad itself though). In 21.1 no objects besides physics objects are visible, can it be fixed?
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