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DavidHunter

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Everything posted by DavidHunter

  1. Here's an idea... how about having specific staff needs based on what is at the station? e.g. you'd need an engineer if you have a Cyclotron, just in case something breaks down. (Or you could have parts fail at random and then have a separate contract "send up an engineer to fix the Cyclotron") Or maybe for a specific experiment, the mod might generate a new Kerbal with X special scientific skill, and the contract would be to send that particular Kerbal to the station...
  2. My VMWare Fusion version (under Win7) runs stable, although the right mouse button doesn't work.
  3. I'm having the same issue once KSP hits exactly 2.03GB according to Activity Monitor. And I thought the ~3.8GB 32-bit limit of the olden days was bad. Happens both with and without mods, and it's always a malloc (out of memory) error. Only started with v1.0 (v0.90 was fine). Happens on the pad, in the VAB, at KSC switching between buildings, all at random. This is happening on KSP v1.0.2, OS X 10.10.3. I no longer have my log but I'm guessing Squad already has enough data from the last eight pages of comments. (If not, let me know and I'll reinstall KSP and replicate the error). I *still* haven't left the launchpad yet, and v1 has been out for a fortnight. EDIT: Just read a few pages and realise you don't have enough info. Late 2013 27" iMac 3.5 GHz Intel Core i7 NVIDIA GeForce GTX 780M 4096 MB iMac resolution 2560x1440. Second monitor 1080p (OS X won't tell me what the pixel dimensions are, sadly). KSP is running in full-screen mode on the iMac's display, also at 2560x1440) 32 GB RAM Mac OS X 10.10.3
  4. Don't you mean Kerbin? And yep, it's appearing now. My bad. That said, having clicked on the button, it comes up 'Enter new key to toggle TCA', but when I press my desired key (the Y key), nothing happens... it doesn't actually bind it at all. In fact, all it does is un-bind the previous setting, and I have no way of getting it to bind again. Player.log: https://dl.dropboxusercontent.com/u/4446393/Player.log
  5. Gaiiden, please check out the feature request I posted on RT's GitHub: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/364.
  6. I'll provide a list... it won't be short, though. -1x Reflectron GX-128 -4x Reflectron KR-14 -4x Communotron 32 -1x Modular Girder Segment XL -1x Modular Girder Adapter -Many SN Strut Connectors -3x Reflectron DP-10 -1x MechJeb case -1x Kerbal Engineer Redux computer chip -1x ALT-Pro Altitude and Action Group Trigger -1x Repair Panel -1x Helium Cryostat -1x Rockmax Brand Adapter -2x Z-4K Rechargeable battery bank -1x FL-R1 RCS fuel tank -1x S2 Cargo Bay 2m (inside which is 1x Deuterium/Tritium Cryostat) -1x Kerbodyne ADTP-2-3 -1x 3.75m Electric Generator -5x Huge Heat Radiator -1x 3.75m Fusion Reactor -1x Clamp-O-Tron Docking Port Sr. -1x Fairing Base Ring (n.b. fairings NOT included in weldment) -8x Kerbodyne S3-14400 Tank -4x RealChute Cone Double Chute -4x Drainex 1 Fuel Sensor and Action Group Trigger -4x TT-70 Radial Decoupler -4x Modular Girder Segment -4x 1x1m Universal Panel -4x M-Beam 200 I-Beam Pocket Edition In case anyone is wondering what mad monstrosity I'm creating...: (and with radiators removed... - - - Updated - - - Oh, damn. I just saw this in the OP: "Remote tech (don't add more than one antenna to your weldment)". Well, oops.
  7. FYI, I had the same issue as reported earlier (i.e. TCA doesn't seem to load at all, although the part does appear in the tech tree. That said, the part never appeared in the parts list in the VAB/SPH... is it meant to?). I also have NavHud installed, which displays the nav ball markers in a HUD. That uses the Y key to toggle the hud on and off. Changing <keycode name="TCA_Key">Y</keycode> in the config.xml file in the TCA files (or the equivalent in the NavHud config) fixes the clash and makes TCA work perfectly. (I bound it to the P key, if anyone's wondering) Hope this helps. - - - Updated - - - P.S. Great work on the brilliant mod.
  8. Sure. Here it is: https://dl.dropboxusercontent.com/u/4446393/KSP.log Thanks in advance.
  9. Sorry, noob question... I created a "weldment" following the instructions in the OP. After pressing the "Weld it" button, the assembly turned a shade of red, and nothing seemed to happen. I restarted the game and the part isn't in my parts list, nor is it in my GameData folder. How is this meant to work? :S
  10. Silly question, but I have to ask... Is it possible to queue different spacecraft orientations? At the moment, it seems impossible using the flight computer. What I specifically want to do is to have flight computer point to surface prograde during re-entry of a lander, and then I want to queue at (time to periapse plus 2 minutes, via a delayed command) a command to kill rotation. What I'm currently doing: 1. SRF GRD+ (no command delay). 2. Set command delay to roughly 15mins (to have enough time for parachute deployment). 3. Click KILL button to kill rotation. At this point, instead of creating a new KILL command with a 15 minute delay, it just immediately deletes the SRF GRD+ command and applies the kill rotation command. I have a separate idea, too, please: At the moment, when you click the X next to a command to delete it, the deletion happens immediately. Is it possible for the deletion to occur based on the command delay time as well? So, if I do... 1. SRF GRD+ (no command delay). 2. Set command delay to roughly 15mins (to have enough time for parachute deployment after re-entry). 3. Click the X button to delete the SRF GRD+ command. Then this should delete the command 15 minutes later, so that the flight computer Mode = Off. (that way, "steering" is controlled by the parachutes and the lander doesn't topple itself over upon landing) Are these two ideas possible, please? Thanks in advance.
  11. Working perfectly following removal of Tweakscale. Many thanks.
  12. Hi folks, I have been using B9 since v5.2.6 (and updated today to 5.2.8), and have been having an issue on and off since I first started using B9. It's still happening under 5.2.8. Whenever I try to use one of those really big supersonic air intakes, it refuses to attach to any aircraft I have built, and then it makes that "part attached" sound, but the part is invisible, but the vessel CoM and CoL indicators change as if the part is attached. It's hard to explain. Anyway, after that, the KSP UI does weird stuff (buttons not working, part images blanked out, the vessel name area is removed from the toolbar, no new parts can be added to the vessel, etc.) and basically the only way I can do anything is to force-quit KSP entirely (the new/save/load/quit buttons don't even work). The issue only ever occurs when using B9 intakes. My logs are available at https://dl.dropboxusercontent.com/u/4446393/logs.zip I haven't been able to get a screenshot of the issue. I use the following mods (not sure how relevant, but whatever... I updated them all today as well): Blizzy's Toolbar Active Texture Management B9 Aerospace Better Buoyancy Contract Configurator Custom Biomes Deadly Re-entry FAR Fusebox Kerbal Attachment System Kerbal Engineer KSP AVC MechJeb Mission Controller Navyfish's Docking Port Alignment Indicator Procedural Fairings RCS Build Aid Real Chute RemoteTech SCANSat Stage Recovery TAC Fuel Balancer Tweak Scale Kerbal Alarm Clock KSP Interstellar Module Manager v2.5.8 Can anyone suggest how to fix this issue? Thanks in advance!
  13. Good to know. This. The error happens even with SSTO's. i.e. I send up the one vessel, don't recover any parts because there is no staging, perform the contract, land, and recover the entire vessel, and the contract still doesn't get done, despite getting the message in-flight saying that the contract was done properly. - - - Updated - - - A log spanning the acceptance of a contract, construction of the vessel, launch, etc. and recovery, would make for a pretty big log file. Did you want all of it? (I'm no longer using FMRS anyway... so someone else will have to provide their logs)
  14. I've seen a few people in the last few pages asking for the download link for the 0.90-compatible version of RT. That's https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/v1.5.2.
  15. Same issue here, KSP OS X v0.90 and FMRS v0.3.01. Successfully do a mission, carry out the contract and get the in-flight message to say the contract was completed. Then when you get back to the space centre, the contract is still in the contracty-buildingy-thingy and it's as if you haven't flown the mission.
  16. Hmm sadly Stage Recovery seems to have issues for me, like not automatically deploying parachutes for some weird reason (yet the parachutes work when Stage Recovery is uninstalled). I needs my DebRefund. Looking forward to the update, glorious developer.
  17. As per other posts ITT, this doesn't work. Thanks anyway. Will just uninstall FAR for easier use. :/
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