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OmegaT

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Everything posted by OmegaT

  1. Hi! I'm checking out the mod and we've noticed a small issue: Tourists persist in the roster even after the contract they're assigned to is completed. We're on the Nightly build 0.16.999.32. Besides that, I'd like to say thank you for continuing development of multiplayer for KSP. I think you're fulfilling the grand wish of many a player.
  2. Tried to rescue a Kerbal who somehow managed to strand himself in retrograde Sun orbit. Finished turning my orbit and thought I can bleed off some speed by aerobraking on Kerbin... On a trip from Jool.
  3. I might have witnessed something to support that. While maneuvering a probe to dock at a station, one of its radial attachment points suddenly exploded. I turned on thermal debug and caught another attachment point overheating. Its Conduction Flux was oscillating like crazy! Huge positive and negative values. Eventually it joined its brother in demise. Your explanation kinda fits the bill.
  4. All stock. The KER part is stowed in the service bay. No other mods. Yup. Quickload now instantly causes the 'resonance' flux oscillation. Well, if it's a known issue then not much to do except minimize or outright disable thermal physics for now. I believe Squad will do their best to sort it out and we'll get a smoother experience with this great game. Guess that's answered, then.
  5. So here I am, playing career mode. I built a small "Space-crane" to help landers with moving around the Mun. I bring the crane around to dock with the orbiting space station when all of a sudden, BOOM, and it loses one of its engine arms. F3 said that a BZ-52 exploded due to overheating. Here it is after the loss, at a cool 300K: So now, debug overlay loaded, I monitor the temp. Then this happens: Look at that conduction flux! The arm exploded seconds thereafter. I noticed that the conduction flux was oscillating between extreme positive and negative values. So my question is: What gives?! And how many of my ships are going to suddenly combust?
  6. Enjoying this mod with a friend on a server I made. So far one strange problem: If I track an asteroid, latch on to it with a claw, release the grapple, and return to the space center, that asteroid is immediately gone. Is this a known bug or some issue on my side?
  7. Works absolutely fantastic now. Can now explore Kerbin's anomalies with ease. Many thanks!
  8. Here's hoping for a fix. I play with a friend on a DMP server and we're on Science mode which has the same bug. Guess for now I'll have to eyeball/math my anomaly scout parties. Thanks again for your quick responses and kind support!
  9. Here you go. Drive folder with the log and the save: https://drive.google.com/folderview?id=0B-5CWqmRp_yXfjhfd0doazZISGJBQXdRcFJ3b0k4Tk9ZWi1qQzRKYWxRQ051ZHBjZWFBamM&usp=sharing To answer your questions: 1) This is a new save, sandbox mode. 2) The save was created with 2.1.6 installed. Game restarted after reinstall, deleted old sandbox and made new one, the works. Will gladly provide other info. Thank you for responsiveness and support so far!
  10. Downloaded 2.1.6 from the Github link on this post, still getting the problem. Included a GIF demonstrating it.
  11. http://pastebin.com/kMb2YJHh There you go. Hopefully you'll manage to make something out of it.
  12. So I have this very strange problem with the mod: When I create a new waypoint, all appears to work fine but upon switching to map view, the waypoint kind of 'spazzes out' and then disappears. That makes any kind of orbital hopping extremely hard because I can't predict where I'd land. Any idea? Extra info: Waypoint Manager is apparently also spamming the KSP log with the following error: NullReferenceException: Object reference not set to an instance of an object FinePrint.WaypointManager.OnPreCull () Maybe related.
  13. From what I've seen, the lab is unique in the sense that it can store more than one instance of the same specific experiment (I.E. two goo/material studies taken from the same biome on the same planet). Otherwise what annoys me, from a struggling beginner's perspective, is the amount of research needed to make the lab a viable option. Its rather deep position within the tech tree aside, it needs solar panels to function properly and docking clamps to provide any sort of advantage over just sending a lander (unless there's a possibility of cleaning research instruments of other crafts in close proximity to the lab I'm unaware of). All that is a lot of science points spent on just the peripherals, making getting the lab in my opinion less than worthwhile for early gameplay. Also, I think Squad kind of missed the mark with the whole "long-term research" the lab was supposed to give. As it is now, it looks easier to send it back to Kerbin seeing as transmitting the data yields a significantly reduced amount of points. It would require repeated trips to the same place to compensate, making the process feel tedious. I agree with the idea of a lab generating a steady trickle of science points, perhaps even to the extent of biome-specific outposts transmitting to an orbital research station, with the equipment and diversity of said outposts determining the rate. I know that the science system is still in its early stages and we can look forward to seeing many improvements over time, but that would make now the most prominent time to make suggestions and comments. So far KSP is a great game, one I enjoy playing a lot. I hope that it will just continue to grow and improve as it goes.
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