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About Sirius

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  1. I'm having a suspicion that Remote Tech is throwing these errors. In attempt to track down this bug, I disabled a few of my mods. One of them being PreciseNode and started getting new errors when trying to scene change. Unfortunately it is very difficult to disable RT without crushing a save game to test this theory. For the OP and GWIII, I looked into your output log files and found this in common with yours but not mine I have no clue what this is, just pointing out something similar. Something to try, get it to the point where it's preventing you from scene changing, then open your output_log file, then post the last error it throws.
  2. This has also been my bane recently. It really only happens after docking or separating my vessel but I haven't been able to troubleshoot the output log. Windows 8.1 64bit, KSP 32bit. Mods I have in common with you: Toolbar USI Mods CTT / Tech Manager Contracts window DRE in flight waypoints Kas hyperedit Mechjeb scansat Remote Tech Stock Bug Fix
  3. Ahh thanks for the tip. I'm having a heck of a time trying to get this to fly for the first time. It's my first ship with vtol capabilities and I'm just flipping out of control. I have RCS Build aid running on engine mode and I've dialed the engines ~3kNm of torque but I can't get it lower. It still flips out of control. Can anyone share a SS of a balanced honeybadger so I can get the feel for it?
  4. Not sure if this has been posted yet, but I'm getting some problems when I "revert to VAB" after a test flight. I try modifying the ship and some parts (outrigger mainly) loses it's green attach node. I have to completely rebuild that part every time I revert to VAB.
  5. Thanks for the reply. Any idea how to do this on the asteroid itself? Just put converters on both the Liquid Fuel and Oxidizer Fuel Hatches?
  6. Karbonite goes in, nothing comes out. The setup I had was Jaw -> Karbonite Extractor -> Karbonite converter. Should I have put at least one L/Ox tank on that unit or should the converter send it anywhere on the asteroid?
  7. So I have a hollowed out asteroid with karbonite, Liquid fuel, and Oxidizer tanks. Creating karbonite just fine, but the converter to the fuel seems to be venting into space instead of filling the tanks. Do I need fuel lines?
  8. Welp I'm an idiot and didn't backup my saves before bringing in a new mod. Lost a few good Kerbals, oh well!
  9. It can, it's possibly the mechjeb module causing the issue though. I'm having a hell of a time getting it going on minmus though. Takes forever to get up to speed, even after doing the torque fix posted earlier. Is that fix not retroactive? (Do I need to create a new rover after editing the file?)
  10. It appears that the rover counts as "Local Control" for Remote Tech even though no kerbal is on the craft. Just a minor thing. I'm loving it sofar!
  11. I'm having an issue with the Thor II disintegrating or breaking apart on separation. All I have attached to them is a chute on top, for refunds, and two sepatrons. At the very least, all the parts fly off and I can only recover the parachute. Occasionally the whole thing blows up. Flight results spam Structural failures between Globe X-10L "Thor II" SRB and xxx. I have a ton of mods running, but relative ones to the problem are Real Chute and NEAR.
  12. I'm not sure if this is a common problem or not, but it seems that high warp (>10000) causes KSP to crash within a few seconds of use. Nothing shows up in the logs, just hangs. Win8.1, KSP64, with and without other mods. The last things I noted in the debug log as the program crashed was mentions of Remote tech, unfortunately I gave up before getting a screenshot of it.
  13. I'm sorry if this has been addressed before, I couldn't find an answer in search. I'm having a problem placing stack and cone chutes in symmetry. The parts are red like invalid placement. Clean install with no other mods. I've had this issue for a while, even before the most recent KSP update.
  14. Yeah, like I said I was odd to pick that part out as the one that bugged me the most. The ship should have fallen towards the moon unless it moved during the battle. Even if the CoM was more towards earth, counting the moon's gravity would really slow down the acceleration during the fall I would think. So much simpler than I thought it would be; I didn't even think to use orbital equations for it. One question though is how does the kepler orbital period formula account for the changing gravitational acceleration? It seems like it would only take the value once: at 'a=150000'
  15. So I re-watched the most recent Star-Trek movie, and it bugged me that I couldn't figure out how long it would have taken for the ship to fall that far assuming zero relative motion at the start. (of all the things to be frustrated about that movie, this is what bothers me the most for some reason) Assuming the gravitational field of earth was stronger than the moons at their initial altitude, how do you model such a scenario? I'm more interested in treating it as a two-body equation (ignoring the moon and atmospheric drag) instead of a three. I believe I'm correct in assuming that the standard equation for freefall would not apply since GM/r^2. I have a feeling that I would have to dust off my Lagrangian mechanics and differential equation books to figure this out, and I really didn't do well in those classes. It's been 4 years since a college level physics class, I'm slipping! I did find this page in my search for an answer:[1] but plugging in the values returned something on the order of milliseconds, and I was picturing hours or days. Thank you for any help you can give me