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joolsjewls

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  1. That hotfix does not appear to address the same issue. It only includes Heba, and even the new version that you just released is showing this issue. In fact, the issue has returned because, after my post, I fixed it with the following addition to both Heba and Lominia: Template { name = Laythe removePQSMods = PQSLandControl, PQSMod_AltitudeAlpha, PQSMod_VertexHeightNoise, PQSMod_VertexSimplexHeightMap, PQSMod_VertexHeightMap } Once I added this, in the old version, it worked. So I added it in the new version as well on a test copy of KSP and.... it works as well. I am not sure this is the right fix, but, it does work. Without it, if I go into the science archives (R&D Building), Wernher's face doesn't load and no children of Valentine can be seen in the list on the left, even after selecting Valentine. Once I add the templates, it all works as expected. This is with no other mods installed except Kopernicus and its requirements.
  2. I have been chasing down a weird issue that seems to be with the Heba/Lomina configurations using Kerbal 1.3.0. When they are in the Exosolar folder, the science archives are broken and no previous experiments can be seen. This also breaks CactEye Community contracts as the contract fails to see the science be received. (that is where I started investigating.... Edit: turned out to be unrelated; but now I fixed that too) Removing Heba/Lomina resolves the entire issue. When they are in, science archives are decidedly broken, even the graphics at the top do not load and Valentine is the only non-stock object that appears. I do normally use CKAN, but, once I verified what fixed the issue, I copied my save into a pristine dir and installed both kopernicus and exosolar by hand. Same issue. I wasn't sure if "use release 2" meant "do not use older than 2" or "do not update to 3 or beyond until further notice", so I tested with Kopernicus-1.3.0-2.zip AND 1.3.0-3.zip AND 1.3.0-4.zip; same issue on all three. I took a look at the configurations but, I can't seem to find the documentation I need to make sense of Kopernicus configs to my liking. I noticed similar issues when I did a quick test with some of the Kopernicus example files as well. In fact, the only Kopernicus example I got to load without this error was the star "Nemesis". Anyway, Dirty workaround: Delete Heba and Lomnia directories. I would be happy to take another crack at fixing the config myself but, nothing stands out to me other than they are the only two that are not declaring a template. (edit: s/Lomia/Lomina/g)
  3. Now that makes sense...and in such situations you really have no other recourse. So you really SHOULD never need anti-maneuver, but if the situation that shouldn't occur does happen, you will be totally hosed without it.
  4. I am really curious about this. I noticed that recently my navball started showing antimaneuver nodes. I don't have this mod installed, unless it is now bundled with another but, at least the navball in my IVA (rasterprop screen navball not the game stock navball) and I have to say.... now that I have them....I don't know why anyone thought they were a good idea. So far the only difference between having them and not, is that, about 1/4 of the time, I start my burn 180degrees offset from where I intend to because I forget that the meaningless marker exists. I mean, I get normal and antinormal, I get radial and antiradial, but why would I want to move my trajectory away from a maneuver? I only ever want to get closer to it, or make a new one. Is there some situation I am failing to imagine where it helps? About the only benefit I can see is it makes it easier to find the maneuver direction since there are now two indicators so if you turn the wrong way you will still "see it" (and hopefully not line your burn up to it) aside from that, love the extra markers, I may install this anyway when I get home even if just for (anti-)normal/radial
  5. Awwe that reminds me I killed my first (working) ion powered probe yesterday. I had tossed it out into a solar orbit and was preparing to make a shot at Eve. This one, after realizing how many RTGs it really takes to power an ion probe, I added the big solar panels. I never got to ion stage, as I overdesigned the boosters and a final lift stage was still attached with plenty of fuel, I figured I would dump it during my eve flyby.... Anyway, since I was going to thrust hard, I figured that, for good measure I should retract my solar panels.... then I realized I needed to wait just a bit before my manuver, so I went into time warp..... Of course I met a time Kraken. The game froze up for a few seconds and when it came back, I had zipped hours past my node, and had run out of power.
  6. Admittedly it was yesterday but, what I did was get fed up with debris and decide to start fighting it. I may post this in its own thread after I get some screen shots of it working but: The first test flight of the Version 1 Orbital Debris Incinerator was an outstanding success. The incinerator itself was easy to build. I started with a cone, attached 3 cubic octagonal struts, put small fuel tanks on those, and 3 nuclear motors. Test firings showed that the flame cones crossed where they were quite wide. I put a docking port on the cone behind the flame to make for a fairly safe point for aiming, and put both main engines (3 of the same engines on a tri-stack adapter) and the incinerator on control group toggles...and launched it at some debris. The first candiate was a small single piece of debris, a stage separation ring, that happened to be in the right place at launch time. I setup a collision course, toggled the engines off, set throttle to max, and usec RCS in docking mode to stay on course. As the ring came in, I toggled on the now full power engines, and toasted it. Gone! I had enough fuel to do more, but, rather than waste it, I transfered my orbit up to the space station and docked. Later tonight I plan to clear out the orbital area around the space station.
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