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capi3101

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Everything posted by capi3101

  1. I've been having the same issue with loading the FAR-Continued mod v.0.16.1.0 in KSP 1.10.1.2939 that others have reported. Occasionally when the game is loading and it gets to the point where Module Manager begins running post patch callbacks (right after loading asset definitions), the loading process hangs and the game crashes. Today it finally threw a bonafide error that I can report and it looks like the problem is related to FAR-continued. My log file is here. It does seem to be intermittent; sometimes the game will still load and sometimes it hangs. I do run several WBI mods as well - Pathfinder, Buffalo, LDEF and MOLE, but I'm not seeing a conflict there nor with any of the other mods I have in common with others that have reported this issue. Could there be some kind of issue with MM 4.1.4 causing this?
  2. Oh yeah, that's a big "never mind" from me; next time I'll stick to putting stuff on the nodes like a big boy... So: next question. I haven't figured out how to make Materials Kits using Classic Stock yet. I should mention I decided to stick with Classic Stock when I started my 1.10 career save; I figured why not. There's been a little bit of a learning curve but so far it's been nothing insurmountable. I've got two ground bases going so far. I ask about the Kits because I'm still seeing them in the formulas for the Blacksmith/Clockworks Workshops. I figure that I'll need to be able to produce them at some point in the future if I want to build bases at remote sites. I also need to give a head's up - Castillo retraining of colonists may or may not be broken yet again; this is with Pathfinder 1.35.1 and KSP 1.10.1. I had to ferry a colonist group from a target site to a base because the initial target site was an orbiting Mk1 Inline Cockpit and nothing else. After finagling things to get them to the base for retraining, the retraining command did not function. That said, I've got a second colonist group at a different base and said base was their initial target site. I'll check with them when their contract period is up. If I can't retrain them, I'll report back again. If I can, I'll just handle things with this first group manually and move on happily with my life.
  3. Alright, at 1:30 AM local, I finally remembered what caused the undocking bug and the repair. It's a related problem, so I'm posting. The undocking bug was something I was experiencing a few versions of Pathfinder ago, when I couldn't get Castillo retraining of colonists working and was using KML to do that bit manually. I had missed a bit in the code that still had the affected Kerbals added to the Colonization contract scenario, so what would happen is that when I had one of those colonists aboard a craft, it would prevent the game from quicksaving, switching, quitting or cutting over to the Space Center or Tracking Station. Undocking would result in a kraken. The repair simply involved removing the names of the affected kerbals from the involved contract scenario. The name removal took place earlier this morning; I have yet to see if that did the trick or not but I have no reason to suspect that it didn't. In this particular case, what happened was that I picked up a contract to send twelve kerbals to a piece of debris from which I had rescued a different kerbal on a previous mission; I had failed to terminate said debris once that contract was complete (and the game still had it listed as a Ship). The contract was to send the kerbals out there for thirty days and at √15M the pay was too good to pass up; I'd have skipped it otherwise. Bill tagged along with a docking port and screwdriver for the job to attach to the debris and docking was successful. Once the contract was complete and I had the money, the kerbals departed without being re-trained first...after all, it was an orbiting piece of debris; no Castillo there, obviously. But my space program is shorthanded right now, so I didn't want to just send those twelve back to Kerbin... So a couple of things - I know that colonization missions have something to do with a function that, IIRC, is called TouristTrap. I'm pretty sure that function is supposed to check for sites that contain Castillos as possible target sites, so was this a bonafide bug? At the time I accepted the mission I didn't have any bases with a deployed Castillo (started a new save with 1.10.1). Also, are there any other extant parts that handle the retraining of kerbal colonists?
  4. In order to use the remote launchpads, you need to have one deployed on a craft already - either one at an orbiting space station or one at a ground base - and use the Part Action Window to access the construction/launch interface. At the same remote outpost, you'll need to have a supply of RocketParts available for the construction of the craft, and you'll need to have sufficient fuel supplies to gas the craft up for once construction is finished. Take this with a grain of salt. I use a pair of different mods - MOLE and Pathfinder - that rely on Extraplanetary Launchpads for that same functionality, and that's how they work. For ground bases there's also a process of staking out an area for building a remote pad but I'm not familiar with that since the aforementioned mods largely negate the need for that process. For that, I'd suggest reading the manual. Much of the information in it still applies.
  5. Hmm...that being the case, there's a new unholy interaction going on. I was able to un-dock just fine with the shipyard prior to yesterday's EL update. I'll see about getting some data for y'all. EDIT: Still happening this morning. I had a craft docked to the space station in question - undocked that craft without issue though DPAI wasn't functioning properly. Docked my second craft again, refueled it and undocked it; it partially exploded, accelerated to a point where it escaped Mun's SOI and then proceeded to completely self-destruct. Here's the log for the session. At this point I'm less certain that it's either MOLE or EL...all the same, this is new behavior since the EL update. EDIT EDIT: Okay, after further fiddling, it appears to be a problem with just the one specific craft. KML time, looks like.
  6. Alright, so @taniwha released a new version of Extraplanetary Launchpads today, with instructions to check for a group of parts in saves and craft files that would become broken with this new version. Are any of the MOLE or Pathfinder parts dependent on any of the same underlying functions as those parts? I ask because after checking for them in my current save file and finding none, the old undocking bug seems to be rearing up its ugly head again (can't undock from stations with Drydocks without the whole damn thing blowing up). Would be awful nice to know what I'm looking for to see if I can do a quick KML fix.
  7. Okay - I figured out what was going on in my efforts to better explain exactly what I was seeing. First, those screenies: Left one's fine. Right one's fine. But this one is giving me the mushroom treatment... The problem, as it turns out, was me leaving the Mineshaft connected when I attempted to attach the Hacienda. With the corridor detached, I was able to attach up the Hacienda. So that's a workaround at least. Still don't know why an attached Mineshaft would've messed with that one specific attachment node. EDIT: Maybe I should attach the Mineshaft to the top of the Pondarosa - where there's an actual attachment node - and see what that does.
  8. Okay, so I had CKAN take out Trajectories for me and fired up the game. Once at my space station I mashed the Finalize button and the craft printed as expected. I saved the game, had CKAN reinstall Trajectories at that point and got back in. I released the craft without issue, and then did the intended mission to add a series of pylons to the space station in general. Once the pylons in place, the maneuvering unit was put into position and recycled without incident. So, Trajectories does appear to be the culprit, and it appears to be affecting only the process that occurs when the Finalize button is pressed. I may try uninstalling it once again and ordering up a new craft to see if it's also interfering with the establishment of the KAC alarm. I had to report to my workplace this afternoon, so it will be this evening before I can perform any additional testing.
  9. Alright, thanks. A conflict with Trajectories would make some degree of sense, actually; I noted that when I revert the quicksaves to restore my shipyard that a Trajectories message pops up (it's the one where it says there are too many possibilities and it can't calculate it or something like that). I'll try disabling Trajectories to see what kind of effect that has and report back to you.
  10. Need to report some kind of issue with the aft attachment node on the Pondarosa (the specific one opposite of the 'front door' of the part). For the last couple of KSP/Pathfinder versions, I've been unable to attach Haciendas to that node by any means other than a surface attachment, which then leads to further headaches when I want to attach additional parts downstream. My observations are that it's just the specific interaction between those two parts on that one node; everything attaches to the other two Pondarosa nodes without issue, and Haciendas otherwise have no attachment issues that I've noted. Seems odd and it's been persistent for a few versions of both KSP and Pathfinder. I don't have supporting documentation ready, unfortunately; if needed I'll try to get some together when I get the opportunity.
  11. Pretty sure I'm having issues with the MOLE mod, but looking back through this page of the thread, I think I'll go ahead and try here first. Long story short, I was constructing a craft utilizing a MOLE Mk3 Drydock. In versions past, when construction begins an alarm was set up in KAC for the estimated initial completion time (assuming no resource shortages during the construction process); this time around, no such alarm was created. I thought nothing of this at the time and went ahead and created one manually. At time of completion, when I mashed the button to Finalize construction, my shipyard completely disappeared... Poof. I was able to get it back with reverts (I took the precaution of quicksaving before mashing go), but it does kinda put a good chunk of my plans on hold until I can figure out what's causing the problem (or until I give up and start rolling back mods). Log file. I'm using Extraplanetary Launchpads 6.7.3.0 and MOLE 1.22.1 with KSP 1.10.1.2939; I can provide a full list of the other mods I'm using if needed.
  12. Eh...if you wanted, you could call the Block II model Tovarishch, the term the Soviets actually used among themselves. You could even add a seven to the end (i.e. Tovarishch 7) for even more bad karma. If you don't want to use that name yourself, I call dibs.......
  13. Are you also using FAR? Just asking. Directional instability (yaw) is inherent in any flying wing design; it's the price paid for having no tail. The real B-2 uses a combination of split brake-rudders and differential thrust to compensate. Differential thrust wouldn't be easy to emulate in KSP given how thrust is setup in general in the game, but you might still be able to set up some kind of 'split aileron' to help matters. You could also just not yaw, though I doubt that's a very practical piece of advice......
  14. Seconding the recommendation for Atmosphere Autopilot. I've used it myself for a number of versions now; I credit this single mod for making aerocraft flying in KSP......well, joyful, for lack of a better term. Took out the need to (over)correct every little SAS oscillation the game threw in there. And I seem to recall once while using it where I managed to stick the landing on a plane that had lost its vertical stabilizer.... Only issue I can think of with AA may arise if this is a functional replica. BD Armory and AA don't play along with one another. But then, IIRC, BD Armory also has a fly-by-wire or something of that nature; I don't use that mod myself, so somebody feel free to correct me here.
  15. Using a fly-by-wire mod at all? I seem to recall that the real-life B-2 has inherent stability issues (that whole flying wing design thing) and that it's fly-by-wire is a bonafide necessity. Sweet looking replica, BTW.
  16. The Guppy and the V-22 are the two reference craft that come with Buffalo - you'll find them in KSP/GameData/WildBlueIndustries/Buffalo/Ships/SPH. They should show up natively if you're playing a Sandbox save; you'll have to manually copy/paste them into your save otherwise. I didn't know about them either until a few days ago...and yet I still haven't fiddled with them.
  17. Fair enough. Counterpoint is that there are three global oceans in the Kerbol system, and only one of those is on Kerbin...
  18. Ah, thanks. I had missed the fact that there was a reference craft...
  19. On the topic, has anybody ever written a tutorial post on how to make working submarines in Buffalo? I've been with Pathfinder/Buffalo for a while now and the one place I have yet to take a Buffalo craft is underwater, because I haven't figured out how...
  20. In which regard? Equipment is generally used to inflate new structures, while Material Kits are still utilized by the Blacksmith and Clockworks modules to print up new stuff. At least that's the way things should be working.
  21. Came to the determination yesterday that if I wanted until the end of the heinekenphage crisis to come to an end before I played KSP again, I might not play again this century. Fired up a new career save in 1.8.1 just for the thrill of rolling around the space center for SCIENCE. ...okay, not really. But I did do a couple of early career launches with Jeb to get to better parts. Haven't even gotten Mun-visiting clearance yet and I probably won't continue that particular save. Mainly was just farting around. I'll probably go ahead and make the jump to 1.10 before I play again, and I think that with 1.10 I'll bring my 1.4-1.8 career save to a conclusion. Can't really do much better than permanent manned outposts on every world in the system. Looking forward to doing it all over again. In other news, I acquired a copy of High Frontier (3rd Edition; didn't feel like waiting for the 4th) this past week via eBay. For those of you who've never heard of it, it's the board game version of KSP with the RSS mod, without green people...
  22. Hmm...1.8.1/1.35.0 is correct. Troubleshoot it, then - what's your base's overall productivity rating?
  23. You need to upgrade your Pathfinder version to 1.35.0; that's the version that fixed the issues with retraining kerbals in the Castillo, and it works in 1.8.1 - I am currently running that particular KSP/Pathfinder combo myself since I've been too lazy to upgrade KSP since the quarantine began. I believe it will also take care of the Observatory issues as well, but in truth I haven't checked.
  24. Try the Conestoga. It fits on a standard 2.5 meter wide stack, IIRC. There's another part called a Mule that does the job too, again IIRC. Finally, you might also want to look at another WBI mod called MOLE; it's a cousin mod to Pathfinder designed more around space stations than ground bases. I use it. (When you get a little bit more experience with Pathfinder, you might also want to take a look at Pipelines...if you don't think them too cheatsy. They're a major time saver when it comes to re-supply, but the default settings make them less useful on bodies larger than Mun - which is why I cranked mine up an eff-tonne a skosh. They're also the reason why I have an outpost on Kerbin not five klicks from KSC...) Okay...let's see what I can find: This is a TBD 7e rover; this one landed on Eeloo. Two Wagons; the forward one is hauling Equipment while the aft one is set for KIS Storage and has the base structure. Has a crew compartment between the Wagons and the main cab, with the Micro ISRU riding on the roof. Airlock unit in the way back along with a pair of parking brakes and an onboard Buffalo drill. Not that much to the design. My standard exploration rover design - which I've used everywhere except Eve since v0.19 - is in the background. TBD 7d preparing to land on Tylo. Designed the descent stage like an asparagus booster. Thing still ran out of gas before the rover made it to the ground but it survived (though that might have been KJR at work too). TBD 7dB "roving" over the surface of Pol. In this case, the craft is a lander with a pair of O-10 engines around the CoM (and those at reduced thrust). Flies like a VTOL. Overdid it with Kerbal Konstructs flattening out the terrain in this pic... A terrible, horrible, no good very bad idea... at least, it's that way if you're not willing to adjust your Pipeline configuration file. The rover made it to the ground; the same can't be said for the wheels. I think this was a TBD 7a or 7b? I don't rightly recall; definitely early days. This design used Saddle tanks on the sides to haul the Equipment and had the parts all in Buckboards in the tail. Definitely an earlier design. Height of colonization - using a Mun base to make a new Mun base... Hopefully those will give you some ideas, though I'm guessing they won't much. Let me look some more to see if I actually have one attached to a booster prior to Kerbin launch... EDIT: Don't have a rover, alas. Do have a Conestoga-based lander in the VAB, though: Talk about early days... I don't really know; I was under the impression that the patch came right before 1.10 dropped, so it might work; anybody who's in the know should field that one. I myself am still in 1.8, though that's largely for lack of time since the quarantine began...
  25. Standard rover design - and this applies for any rover - is to keep the center of mass as low to the ground as you can manage and to make your wheelbase wide. This ensures it will stay relatively stable in most driving conditions. The posts above this one also mention things you can (and should) do in regards to available torque. As far as an initial base-seeding kit goes, you might want to look at OSE Workshop Reworked (a mod that has very recently been patched so it works with Pathfinder once again) and/or Extraplanetary Launchpads as complimentary mods if you don't have them already. The first one allows you access to the Pondarosa/Casa Blacksmith module, allowing you to print up new parts on site - including additional base structures). The second one allows you access to Pathfinder's Rangeland launchpad, allowing you to print up whole new craft on site and allowing your base to act as a remote launch site. While OSE was non-functional, I relied on EL to print up the bits I needed for base expansion. Either one of these mods will let you go with a relatively small initial craft to seed a base and then expand it out to greater capabilities later. I suggest a rover for the job in most cases so that if your initial landing site is garbage, you can go look for a better one. Rovers aren't practical in some bodies in the system though (particularly the ones like Pol and Gilly, where the gravity is particularly low) and in those cases you're fine with a Conestoga-based lander instead. You'll want to pack a Blacksmith in your initial base equipment if you go with OSE. With EL, you'll want a Hacienda Ironworks (the default module) as well as a Rangeland in your initial kit. If you use both mods, why not go with all three...? And nothing says you have to go with either one. I'm just saying that utilizing the ability to build things on site is going to save you a lot of headaches in the "getting all that crap to the site" front. Rocket equation mathematics and all that. You'll want to have a pair of Hacienda Claimjumpers in your initial kit. Aside from Ore production - which will be important - these allow you to bring up Precious Metals (or Rare Metals in CRP Mode, which is what I've been with since I've first started using Pathfinder) and Minerite (Minerals in CRP Mode). Both of those resources are absolutely critical for base expansion. I would go so far as to suggest you "scout" whatever world on which you're planning to establish a base with a polar-orbiting probe equipped with a narrow-band scanner before you put boots on the ground, and search for a biome that contains both of these two resources. Take three or four Chuckwagons in a kit. They have good Storage capacity for when you're getting your base set up and they'll give you some flexibility. In particular, I like to transfer over the Equipment from my rover to the base once I've got everything else offloaded - this way I can move the rover into a support role once it's done with its delivery job. Most of these, incidentally, will fit nicely into a KIS Storage-configured Buckboard or four... I find a Micro ISRU unit to be a nice addition to a kit, mainly as a means of accessing a portable OmniConverter (i.e. a single part that can be reconfigured to make whatever it is you need it to make). I don't leave Kerbin without one. IMHO, you'll want to bring along some SAFER reactors. For the amount of power your base will need to do certain things, I've found it's better to rely on nuclear power sources over solar. The SAFERs will give you a leg-up on that and ensure you've got plenty of power while your bases are still in their infancy. Even later on, when you can build Nukeworks (assuming a supply of Uraninite at your base site), the SAFERs will still supply a respectable amount of reliable power, and it'll be a while before they get depleted. The TBDs carry six. Only downside is that they do take two kerbals to deploy thanks to their mass. That should do as far as starters are concerned. I may have a pic or two of my TBD rovers on imgur if you need inspiration. Oh yeah - the Buffalo Chassis units can be configured to hold any resource you want. I usually set mine to electrical power so I don't have to haul extra batteries on my rovers, but I've been known to shove Material Kits, Equipment and even monopropellant into them before. There are also the Saddle Tanks; I had a few rovers that utilized them back around v1.5 or so, when for some reason I wasn't actively trying to use the Wagon. Wagon's the best bang for your buck, incidentally. There are also the Tundra units, and of course there is more than one size of Buckboard available, though only the small one is (to my knowledge) capable of being hauled around on a kerbal's back. The small Buckboards, incidentally, are still useful for those resources you might want to have an initial supply of but don't necessarily need all that many of (Material Kits comes to mind - after I've attached that Buckboard to the Pondy and drained it into the Blacksmith, I usually reconfigure it for Minerals storage).
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