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  1. Yes, I use autostage. When I fly the rover I tell it to stop at stage 2, which is before the docking port. So it's ignoring that command?
  2. Here's the log file. Sorry, I'm new at this stuff. I believe that my mining ship has an action group of 4 and the rover has an action group of 4. I think they are interacting. Don't you need the ship files to be able to deal with that? Seems like you'd need the space station, the mining ship and the rover files to be able to recreate the problem, because they have to all have to hooked together to make the problem happen. BTW I saw the rover decouple 3 different times. But I have moved past the problem by landing the rover without connecting to the space station first. The miner crashed into Vall. That is probably where the log file is now. -
  3. I posted that as I ran out for work. More info. I am using KSP on Win10/Steam and with MechJeb. I was running v2.8.3 when the first two occurrences happened. I upgraded to the latest MechJeb and flew out to Vall again and got the same results. So KSP and my only addon are up to date. I use action groups on most of my ships. Something triggers action group 4 when I dock. Here are some images.
  4. I have a lander/rover ship that I am docking with my space station. Right after I dock, the rover decouples from the lander and floats off in space. I never touched the keyboard or anything else. What is going on?
  5. It's been a while since I have played KSP. I finally got a rover down to Eve to find out Eve has changed so much, the fun is gone. Rovers slide all over the place. If you can't stop, you can't save the game. If you run out of power on the way up to a peak, you get to slide all the way down to the base. You can no longer make it to the top of the mountains. Gravity is supposed to be high, I suppose that is why rovers slide instead of coming to a stop? Then why is it I can click on a command chair 4' off the ground and gravity doesn't even affect that "jump" of 4'??? Kerbals hop up there regardless of the heavy gravity. Eve used to be the hardest planet to work on. Honestly, it seems so broken to me now, I put the game away.
  6. I was sending off crash report fairly frequently.
  7. Happy BD bro. Ubuntu 14+ Today's 1.1.1 update and MechJeb x.x.5.7 1) Dang! I still have this yellow mask over the navball when a maneuver node is being executed.The mask is a parallelogram. One corner is the center of the nav ball. The next two are at d/v max and d/v min on the "blue burn gauge". The last corner is "out in space" but makes a mirror angle of the opposite side. Don't know how to describe that better. 2) The ship selector container LIST (file open) in the VAB still goes outside the container. 3) Feels Smooth - I don't remember fighting the maneuver node. 4) MechJeb goes directly into Advance Transfer after leaving KSO and begins computing. Being too impatient to wait on calculating 0% I used Hohmann, fine tuned, told warp helper to go to (Eve) SOI and it blew past EVE never turning time warp off. 5) The day night transition during timewarp at the launchpad is a lot easier on the eyes. 6) Rover wheels are crazy has something to do with symmetry. Two diagonal wheels turn the same direction, and those two wheels are turning a different direction from the other two. I added wheels with 2x symmetry. They seem opposed to each other.
  8. I was going to quit playing for a while due to exploding landing gear. Thanks to the hard work at Squad, I am flying back to get a piece of Eve.
  9. great tip - downloaded it It used to be in the VAB when you had 6 radial decouplers in the staging bar, you could select just one of them and move it away from the others. I can only seem to grab all six. I need to grab them individually. How is this accomplished now? Thanks
  10. Looks like you were correct. But why the inconsistency? Board one way in the seat and another in a capsule? And I should be able to load a pilot in the Assembly Building.
  11. It used to give the B option before v1 IIRC. I'll try your suggestion. In 1.0.5 I had to edit a file to make the MOD key RT SFHT. I hadn't got far enough in 1.1 to see that it is apparently setup already. Many thanks.
  12. I am running KSP 1.1 in Steam. Previously, I was running 1.0.5 from the desktop, both in Ubuntu. 1) I can never load a pilot into the command seat. The only option I have is F. B for board is never an option. I haven't seen anyone else mention this. Is this a known issue? I've seen Scott Manley use this "lawn chair" without issue.. 2) What are folks using for their new MOD key on linux? Guess that's it for now. Thanks.
  13. I use the same method I use at Tylo to land. Altitudes are a bit different, but otherwise exactly the same. I figure out where I want to land. Eve's vacuum starts at 90k so I put my PE at 90-95k over the area of the landing site. Then set a maneuver node at the PE and use retrograde until you have a bell curve and the leading blue line is adjusted in time to be on the landing site. The speed is what kills. You have two components of your speed. What we are doing here is almost completely negating our horizontal velocity leaving only the vertical velocity to deal with. My engines run at 20 - 30% throughout most of the upper third of the atmosphere. They never burn up and neither does anything else. Once the red flames disappear just turn off your engines. You won't need them again until about 100m (assuming your brought parachutes with you).
  14. I didn't need any extra parts for the heat and I landed a massive rover to find the highest peak. Just keep your speed down to 800-950m/s and live through the upper one third of the atmosphere and you'll do just fine. Almost feels like I've cheated the game.
  15. How do I make the ascentmodule appear at the start of career? I've done this: MechJebModuleAscentGuidance { unlockTechs = Start } and lowercase start. Do I need the toolbar for this?