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Baughn

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Everything posted by Baughn

  1. Same. I had the same problem--it failed on the second flight--and that's now fixed.
  2. Then I don't know how to do it. I copied the GameData/FerramAerospaceResearch directory into a fresh KSP install, and it's still broken. EDIT: Oh! Of course. ModuleManager is missing. Let's try that again... Yep, works. Great!
  3. I didn't expect binaries to be checked into github... but that works. I found the dev build, and it works fine, in the sense that my planes now fly. This feels like a major achievement. ^^; However, the analysis system appears to be broken; the graphs all go up and to the right, stability derivatives suggest my airplane should go into a spin and tear itself apart on takeoffâ€â€possibly without movingâ€â€and the displayed wing area is 1 m^2 regardless of actual area. Maybe I installed something wrong?
  4. Nope, can't seem to make a stable plane. :-( If this is fixed in the dev build, could someone please point me at it? I can't seem to find one.
  5. You may start with only 10k, but you can get advances on a lot of non-timed contracts. In practice it's more like 35k.
  6. Sorry, I have a lot more mods installed than just that. I'll figure it out. Starting with FAR-only and bisecting my mod setup, if necessary.
  7. Wait, what? How did you build a wing? EDIT: Also, that doesn't look like the Tail Fin I've got.
  8. The AV-T1, AV-R8 and Tail Fin. If it's supposed to be possible, then I think something's wrong. I absolutely can't accomplish the task. Might be some other mod interfering.
  9. I've been trying to start a game with FAR and KSAEA. The latter changes the tech tree so there are no rockets at first; you start with (non-space-capable) planes and go from there. The problem is, the only components I have in the starting node are.. - Structural fuselage and cockpit. - Jet fuel - Jet engine - Intakes - One tail fin and two varieties of winglets, one of which is the delta and thus controllable. - Wheels. Using these, I've had a hell of a time building a stable airplane. In practice, they always end up uncontrollable, even when they look somewhat like a real airplane; either they won't lift off at all (if I stick all the wings on the back of the plane; no prizes for guessing why), or they're aerodynamically unstable and start tumbling at the smallest excuse--and then the wings fall off. Sometimes, if I keep their speed down and never find an angle of attack larger than about five degrees, they're semi-controllable. The explosions are fun, but I'm seeing too many of them. So, my question: Is there any way, with just those parts, to build a workable airplane?
  10. It's because backspace activates the "abort" action group, which on my ships is designed to tear the craft apart. It's not supposed to do that; my actual bug is that keypresses get passed through to the underlying KSP code. While aborting during takeoff is ok, doing so in orbit around Mun is rapidly--or slowly--fatal for the poor Kerbonaut. That said, the action group is empty by default so you wouldn't necessarily notice.
  11. Yes. Oh, and have a KSP.log: http://sprunge.us/ZjTZ
  12. Installation order for the install script, since some (extensions) used to overwrite parts of others. Not really the case anymore, but eh. And I kind of figured you'd say that, so I put them all in order as git commits, RT2 first, and bisected them. The actual culprit is... *drumroll* ...none of them. It still happens, even when unpacking just the RemoteTech2 zip into a completely clean installation. Oh, and this happens in both the 32-bit and 64-bit versions. Incidentally, there is no output_log.txt file anywhere in my home directory.
  13. 32-bit KSP. Mods are, let's see... I'll just paste the list. 01-ModuleManager 20-ART_0.5.1 20-DeadlyReentryCont_v5.3 20-DockingPortAlignment_4.0 20-EditorExtensions_v1.3 20-Engineer-Redux-0.6.2.10 20-EnhancedNavBall_1_3_2 20-EnvironmentalVisualEnhancements-7-4 20-ExpPack_0.2.1 20-Extraplanetary_Launchpads_v4.2.3 20-Ferram_Aerospace_Research-v0.14.1.1a 20-FinalFrontier 20-FinePrint-0.58b 20-FTT_0.2.1 20-Interstellar.Lite.v0.12.3 20-Karbonite_0.4.1 20-Karbonite-EPL-Converstion16-7 20-KAS_0.4.8 20-KerbalAlarmClock_2.7.8.2 20-Kerbal_Construction_Time-1.0.2 20-Kerbal_Joint_Reinforcement-v2.4.3.0 20-KPlus_0.2.1 20-KW_Release_Package_v2.6c 20-MKS_0.21.1 20-PreciseNode-1.1.0 20-ProcFairings_3.09 20-Rebalance 20-RemoteTech_2-1.4.1 20-ShipManifest.24.2_3.3.2_09282014 20-StationScience-1.2.1 20-TacLifeSupport_0.10.0.12 20-TextureCompressor_x86 20-TransferWindowPlanner_1.0.1.0 20-US_Core-0.8.4.22 20-US_KAS-0.8.3.12 30-CoolRockets 30-HotRockets 40-KSAEA 70-US_TAC-0.8.3.41
  14. Chatterer always crashes the game on startup for me, on Linux. :'( I've mentioned that before, in the previous thread, but.. any chance you could take a look? I still have no idea why it's broken.
  15. Trying to set delays in the flight computer generally fails, as the keypresses get passed through to KSP and - in particular - if I press backspace my craft will tear itself apart. I think this has been a long-standing issue, but I can't find the issue on github, nor in this thread... do I just fail at searching? Or am I looking at an actual, me-specific bug?
  16. I don't know why, and it's definitely an interaction with one of the umpteen other mods I have installed - Chatterer on its own works fine - but for whatever reason, the game is unable to load if I have Chatterer installed. It stops loading during the initial startup screen, usually showing some semi-unrelated file such as "KAS/Sounds/detachTape", although the usual loading messages ("Recruiting Kerbals", etc.) still show. At this point KSP's CPU usage will drop to about 10%, and it very slowly increases in memory consumption. I'm going to leave it running like this for a few hours now, and see if it ever gets anywhere. KSP.log shows "Load(Audio): Chatterer/Sounds/sstv/sstv_05" as the final message. A file which may be from KSPRC, although this happens with or without KSPRC. No idea why there's a mismatch; the file clearly isn't block-buffered, but I suppose there may be some chunked line-buffering inside KSP. This does not happen on Windows, or as mentioned without other mods; it happens only on Linux, with large numbers of other mods. Anyway. I know this sort of thing is hard to debug, but it'd still be great if you could take a look. I'll be happy to help you with any debugging you want... as for the modlist, I started with Scott Manley's interstellar pack and went from there, but it does happen with just that. EDIT: In the end, KSP's screen went black except for the progress bar, still stuck on "KAS/Sounds/detachTape". Oh well. EDIT2: Some debugging later, I'm reasonably sure this is some kind of weakness in the Mono runtime rather than a problem with Chatterer. It seems entirely dependent on the numbe of mods installed, rather than any specific mods - and there's an intermediate stage where textures go wonky and the game becomes highly crash-prone. I don't see how this can be an issue with Chatterer.
  17. The test results look good, anyway. Not 3kW/N, but good enough to be useful if it's real and not environmental. It's definitely good enough to test. But! This is KSP. It'd make a good addition to KSP Interstellar or a similar high-tech mod, I think, as an endgame ion engine equivalent; nice power sink, no reaction mass needed but not suitable for landings or takeoff except perhaps on Minmus.
  18. It looks nice, but I'm stuck on 0.23 for the time being. Do you have the old version anywhere?
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