tomf

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About tomf

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    Sr. Spacecraft Engineer

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  1. Is this still the right place to report exceptions from flight integrator? In my heavily modded game MKS, scattter and dozens of others) I have a base on Vall. Whenever a kerbal tries to run they lift of the ground and start movign accross the surface at a steady 2.2m/s nothing will stop them until they hit some object. At the same time my log file is getting spammed with TimingFI threw during FixedUpdate: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[OcclusionData].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusionSolar () [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at FlightIntegrator.FixedUpdate () [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.TimedFixedUpdate () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at TimingFI.FixedUpdate () [0x00000] in <filename unknown>:0
  2. I am getting the same NullReferenceException: Object reference not set to an instance of an object at scatterer.RefractionCamera.OnPreCull () [0x00000] in <filename unknown>:0 that @GamesLinx was getting above, except that I am getting it on an unmodified Vall. Disabling the ocean refractor seemed to fix it.
  3. Also Kerbin's gravity drops of much more quickly with the inverse square law. Adding 100km to kerbins 600km radius means that the acceleration due to gravity there is only 7.2m/s^2 whereas adding 100km to Earths 6400km radius means gravity has only decreased to 9.5m/s^2
  4. My Konstruction wheels keep pushing through the surface of vall, and seems randomly rotate the bottom section by 90 degrees from time to time. The image shows the front wheel on the right rotated though 90 degrees from where it should be and appeared in the SPH when I built it and the left wheel has pushed through.
  5. IIRC one of per situation -low orbit, high orbit, landed etc You should be able to modify the StnSciZoo config to make it use kibbal at a fraction of the rate and to produce Bioproducts at matching fraction so you won't need to rebalance the storage etc
  6. In general pretty much every concept that anyone has ever had for rocket engines seems to be covered in teh atomic rockets list. http://www.projectrho.com/public_html/rocket/enginelist.php . There are plenty of fusion ideas in there.
  7. I think the whole point of this mod is the requirement to get large and heavy parts to distant bodies. I think it leads to interesting choices such as do you attempt to transport your cyclotron from the mun to minmus to do kuark experiments or do you launch a new one?
  8. I'm not at my computer fit a few more days but that looks very weird, do you know if and how it is reproducible? Does the party look ok in game? CoH - you are recovering the whole experiment component on kerbin?
  9. Kibbal can only be created on Kerbin
  10. The problem with the submarine analogy is that there are much easier ways to see the sights of the ocean, just use a boat on the surface and then dive under when you are over something interesting as huge numbers of people already do. You cant just pop into space for an hour in the same way. I imagine that a space trip would involve a few days on the surface being trained in some basics which should be interesting, followed by the excitement of a launch which will put you at the top of a giant tube of explosives, even after the reliability has bee increased to a "safe" level the noise and g forces will still be pretty thrilling. Once in orbit I can think of quite a few things you could do in zero-g that you couldn't do on earth, some of which are a little bit sinful. And apparently ISS astronauts take a very long time to get bored of looking at earth spinning below them. At realistic prices I agree that the number of people buying a ticket would be small and it would be a challenge to build a long term business. I would certainly do it if the price was affordable though.
  11. I made a request a few weeks ago that might have been missed and I'm hoping that you can look into it now. I often launch probes that are never going to return to Kerbin, e.g. a mapping probe to the moons of Jool. I will probably include a Gravioli detector. If I try to use the here and now window it stops the warp at every biome transition even after I have transmitted the gravity data from that biome even though no more science can be transmitted. I still want it to kill the warp when we cross over one of the more elusive biomes that haven't been gravity scanned yet. Can the here and now window have 2 modes, one that stops warp for any possible science and one that only stops the warp if you can do an experiment that will return transmittable data. No problem at all.
  12. Is there a reason why the Closest approach alarm only works for target vessels? I have a probe in an elliptical orbit around eve that takes it out to Gilly's orbit. If Gilly were a craft I could use KAC to do a small burn at my AP that would ensure that there was a rendevous in say 7 orbits time. As it is with stock tools I can only put a node at my AP in 6 orbits time which requires a large burn to ensure that I achieve my rendezvous on the 7th orbit. The target distance mode in this case just seems to be constantly flickering with an alarm 59 seconds ago.
  13. Hyperedit him to the surface and then land the rescuing craft as if the kerbal was on board
  14. Thanks, I was sure I had pressed every button
  15. I'd like the two wheels to rotate around their socket joint in mirror directions rather than as here both rotate in the positive direction.