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LessrOf2Weevils

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Everything posted by LessrOf2Weevils

  1. Editted to add 2: Ignore this post. I just noticed the Scrubbers have been moved to a tech node that I've yet to unlock due to the wacky tree I'm using. I'm wondering if anyone has had this issue. I've recently moved my campaign from 1.7.3 to 1.8.1 and upgrade Kerbalism to version 3.7.0. Everything seems to be fine except I can no longer configure any pods, habitats, or ECLSS in the VAB, though changing science is fine. Moreover, on my space station, all life support devices have changed to water recyclers, and Jeb and Bill are starting to find the air a bit stale. I'm wondering if anyone has any ideas on how to fix this? I've uninstalled and reinstalled Kerbalism both from ckan and manually. Thanks MMPatch.log ModuleManager.log Edited to add: The problem doesn't exist in sandbox mode.
  2. I tried to upgrade to 3.2 and ran into problems. After the upgrade, much of the GUI at the KSC wasn't working and I had to force quit the game. Uninstalled Kerbalism and put in my old Kerbalism folder which I had backed up. Now Module Manager gives me an error "Patcher returned a null collection of configs", and forces me to quit during startup. If I take out the Kerbalism folder, I don't get the error. I've tried reinstalling Kerbalism and the error comes back. Here's the log => https://drive.google.com/file/d/19wpceCUSI7_wHNrvdSxcXxGvmL0jkCvb/view?usp=sharing I hope someone can help. Thanks
  3. Might I suggest a 0.625 m abort tower for Restock+. Something along the lines of the existing tower for the Mk1-3 capsule, but instead fits the Mk1 and Mk2 capsules.
  4. During a capture burn around Moho, I noticed that the flight computer significantly over estimated the burn time resulting in the burn starting too early and, well, a new crater for Moho. A revert and some additional finagling got me the capture, but it got me thinking about what happened. It appears to me that the flight computer bases its burn time estimate on the current mass of the vessel, but this can be way off with big burns. In my case, my probe shed 63% of its mass during the burn. I believe I have a formula that calculates burn time taking into account changing mass. t = (Isp*m*g_0)/T * (1 - exp(-dv/(Isp*g_0)))Isp := well, ISPm := initial massg_0 := gravitational field constant (9.8)T := thrustdv := delta-v of the burn I'm not sure if you want it, but here it is. Regardless, I do love this mod.
  5. Hi all, While with an active vessel I can no longer get the big map. The mini-map and zoom map are fine, and I can get the big map at the KSC, just not while with a vessel. I've tried from different vessels around different parent bodies. I've tried deleting and re-installing and am using the most recent version of SCANSat. I've also tried opening the big map from Blitzy's Toolbar with the same result. This started while in game. I clicked on the big map and it disappeared, never to be seen again. Any ideas? Thanks.
  6. I'm sorry if this is a question that has already been addressed, but the search features leave a lot to be desired. Are there any issues regarding thermal energy and 1.1? I have a craft propelled by two Solid Core Nuclear Engines using Uranium Oxide fuel and liquid fuel as propellant. It's cooled by two stock medium deployable radiators. By the Termal Helper I am well in the green. This vessel has performed fine for me for about 30 game days, but on a recent mission it started out performing fine but I then experienced a sudden drop in core temperature bringing my thrust down to pretty much zero. I had recently upgraded to 1.1.2, so I'm not sure if that's a factor or not. I've shut down the reactors and am waiting for things to cool down hoping that a manual restart may fix this up. I'm still not sure if I'm experiencing a bug or if I'm doing something wrong. Any help would be appreciated.
  7. Sorry if this has come up before, but I have a bug that I can't seem to shake. I have a craft propelled by two NERVAs. I few game sessions ago when I went to it the animations for the engines exhaust was on, though the engines themselves were not throttled up nor were the producing any thrust or using fuel. Shutting down the engines and restarting seemed to fix the problem, though now the engine animation no longer works at all. This was workable, but now I'm having camera issues with the same vehicle where the game camera suddenly moves away rapidly from the vehicle. The problem persists after leaving and returning to the vessel and also after shutting down and restarting the game. I know this doesn't seem a mod issue, but I don't have the same problem with a large number of other ships I have about. I've tried uninstalling and reinstalling Interstellar, which didn't help, and now I'm a bit at a loss. Any suggestions would be appreciated.
  8. I love the idea behind this mod. If I can make a suggestion for jet engines. How about having them just fail (zero thrust) as opposed to overheat and explode. This gives you the option of gliding the plane into an emergency landing. I would also recommend those installing this mod also get Vanguard parachutes for emergency ejections.
  9. Thanks, MOARdv. It's Interstellar Extended ( http://goo.gl/eSM0eB ) which is supposed to be fine for 1.02, but you've got me looking in the right direction.
  10. I've had this happen five times now. Very frustrating. I've got Contracts+ and Contract Configurator installed. I'm wondering if one of them is a problem.
  11. Will do. Thanks. - - - Updated - - - Deleted Filter Extensions and went back into the game and put a command capsule on the bad. Still the same problem. Screenshot => https://www.dropbox.com/s/qjm0w91i7gkmh8j/screenshot0.png?dl=0 output_log => https://www.dropbox.com/s/2b871fjmc8g28h0/output_log.txt?dl=0
  12. Here are my output_log and KSP.log. https://www.dropbox.com/s/2b871fjmc8g28h0/output_log.txt?dl=0 https://www.dropbox.com/s/r468muse6rfyyf2/KSP.log?dl=0 I didn't take a screenshot, but the screens are white. The navball also doesn't work. I did have ATM installed at one point but have removed it. Perhaps it messed something up with the textures. Thanks
  13. Tried the reinstall, same problem. Even the navballs are messed up in IVA. I've got the log files, and I feel stupid asking this, put how do I attach them here?
  14. Thanks all. I'll try a reinstall after making sure I have removed ATM completely. If that doesn't work, I'll come back with some logs. Thanks again.
  15. I've used this mod my last few campaigns, but since starting in 1.0 it hasn't been working for me. The screens are white and none of the buttons work. I attributed the problem to Active Texture Management, but I have since removed ATM, deleted and reinstalled Rasterprop with no change. Any suggestions?
  16. I'm still having trouble with start up hanging on the Leek folder with ATM installed. I've taken the two textures and increased them to 4X4 and then 16X16. If I delete the compressed files from the ATM cache, then it boots up fine, but it will hang again on a second boot. I've tried creating an override cfg in ATM, but I may be doing it wrong. I created a HGR.cfg file with the following code in it ACTIVE_TEXTURE_MANAGER_CONFIG { folder = HGR enabled = true OVERRIDES { HGR/Parts/Command/Leek/.* { compress = true mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } } I've tried it with compress = false and compress = true, but it doesn't seem to matter. Any help would be greatly appreciated.
  17. I feel like a complete noob asking this, but how do you access these values. I've tried and number of different prefix combinations, but none seem to work. Thanks
  18. I'm glad to see others have had issues with targeting using the inline docking port. When I use "control from here" with it, the target on the navball seems to by on the top of the cockpit. The funny thing is that my reusable Mun ship has radial docking ports for two landers, with the landers also having radial docking ports, except here I used regular docking port with the radial attachment point. Image => https://docs.google.com/file/d/0Bwb9QbYRGEvqMTNtcmxiSzVPZm8/edit?usp=sharing Unlike with the inline docking port, the targeting works perfectly. So if it really bugs you that the targeting is off with the inline docking port, try just making your own with radial a attachment point and a regular docking port. Of course, then you don't get the cool doors. :-(
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