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fommil

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Everything posted by fommil

  1. are there any plans to release a patch to the 1.1 series with a fix for this? It makes the game incredibly frustrating to play. FYI I created a duplicate before spotting this
  2. Sometimes when a kerbal goes on EVA and tries to return to the vessel, I get control of the ship but the kerbal seems to stay outside the vessel and I cannot select them. They effectively die. It's really annoying I just hope I have a savegame that I can manually backup at that point then restart. It is too erratic to be able to reliably reproduce, so I haven't been able to minimise my plugin set. My full list of plugins is (and latest versions in CKAN): "name": "ModuleManager" "name": "FerramAerospaceResearch" "name": "ModularFlightIntegrator" "name": "RemoteTech" "name": "KerbalEngineerRedux" "name": "SVE-Sunflare" "name": "SVE-HighResolution" "name": "Chatterer" "name": "SCANsat" I've attached the logs of what happens for the entire EVA and there are two exceptions, but I cannot see which module is causing the problem. [LOG 21:15:30.961] [F: 24232]: [05:07:31]: Anchel Kerman from MunSci3 went on EVA. [LOG 21:15:30.972] [ModularFlightIntegrator] MFI Start [LOG 21:15:30.972] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator FlightGUI FARVesselAero [LOG 21:15:30.972] Handling Stuff for KerbalEVA / Flag [LOG 21:15:31.043] Adding vox box to Kerbal / Flag [LOG 21:15:31.073] [FLIGHT GLOBALS]: Switching To Vessel Anchel Kerman ---------------------- [LOG 21:15:31.074] [PlanetariumCamera]: Focus: Anchel Kerman [WRN 21:15:31.078] [Part]: kerbalEVA (Anchel Kerman) holds crew but has no interior model defined! [LOG 21:15:31.093] [CHATR] Capsule starts the exchange... [EXC 21:15:31.096] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[UnityEngine.Renderer].get_Item (Int32 index) Part.highlight (Color highlightColor) Part.highlight (Boolean active) Part.SetHighlight (Boolean active, Boolean recursive) Part.SetHighlightDefault () KSP.UI.Screens.Flight.TemperatureGauge.OnDestroy () [LOG 21:15:32.184] Updating vessel voxel for Anchel Kerman [LOG 21:15:32.312] Std dev for smoothing: 3 voxel total vol: 0.200000095367443 filled vol: 0.201879643291949 [LOG 21:15:33.715] [Experiments]: Setting FX Modules to 1... [LOG 21:15:33.715] [Experiments]: FX Modules set: 1 [LOG 21:15:39.062] [Experiments]: Setting FX Modules to 0... [LOG 21:15:39.062] [Experiments]: FX Modules set: 0 [LOG 21:15:39.063] [F: 24475]: [00:00:08]: Anchel Kerman boarded Mk1 Lander Can on MunSci3. [LOG 21:15:39.063] [FLIGHT GLOBALS]: Switching To Vessel MunSci3 ---------------------- [LOG 21:15:39.064] [PlanetariumCamera]: Focus: MunSci3 [LOG 21:15:39.068] Camera Mode: AUTO [EXC 21:15:39.083] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[UnityEngine.Renderer].get_Item (Int32 index) Part.highlight (Color highlightColor) Part.highlight (Boolean active) Part.SetHighlight (Boolean active, Boolean recursive) KSP.UI.Screens.StageIcon.HighlightPart (Boolean highlightState) KSP.UI.Screens.StageIcon.Highlight (Boolean highlightState, Boolean highlightReferencedPart) KSP.UI.Screens.ProtoStageIcon.CreateIcon (Boolean alertStagingSequencer) Vessel.ResumeStaging () Vessel.MakeActive () FlightGlobals.setActiveVessel (.Vessel v, Boolean force) FlightGlobals.ForceSetActiveVessel (.Vessel v) KerbalEVA.proceedAndBoard (.Part p) KerbalEVA.BoardPart (.Part p) KerbalEVA.<SetupFSM>m__C9 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalFSM.updateFSM (KFSMUpdateMode mode) KerbalFSM.UpdateFSM () KerbalEVA.Update () [LOG 21:16:07.368] UIMasterController: ShowUI [LOG 21:16:07.368] Game Paused! [LOG 21:16:07.369] There are Kerbals on a ladder. Cannot save [LOG 21:16:10.447] Flight State Captured
  3. Fwiw, I have the same problem even with the latest "fix for white kerbin" release. I'm using ArchLinux. There are a few other graphics defects in the stock game: purple polygon in the navball when rendezvous and menu entries are always visible without scrolling. Do you get them too?
  4. It looks like there haven't been any updates to the Parts wiki page in over a year: http://wiki.kerbalspaceprogram.com/index.php?title=Parts&action=history That seems unlikely since 1.1 releases have introduced new stock parts. I've been using this page as the reference for my kerbal calculator http://fommil.github.io/kerbal/ is there a better versioned reference other than parsing the .cfg files?
  5. hmm, that sucks. I am sure I was able to do this in earlier versions. Is that feature unlocked with further upgrades to facilities?
  6. I've started a Hard career and I've (after much toil) upgraded my Control Room and Mission Control to level 2. This has supposedly unlocked the ability to plan flights. However, when I mouse over any of the orbits in the control room, I don't get any maneuver nodes :-( is there something else I have to do? Will I only see them for ships that I launch from now?
  7. I don't know what people are talking about shortcuts for because that doesn't help :-P There is a new plugin on CKAN (the one referenced here isn't on CKAN anymore) https://github.com/BrianErikson/KSP that I'll give a try.
  8. ok, so basically to get the contract money I should have just put a dish on the landing site :-) I'll need to cook up a relay that has 100% visibility of Minmus. Probably should have put the dishes on my main kerbin relay network in hindsight.
  9. It would be really useful if the NavBall and Resources tabs could always be visible when I go to map mode for a new flight (or return to an existing ship). Is this possible? It's a bit of a pain to always have to click the navball and resource enabling buttons for every single flight.
  10. I've just started playing a Hard career with Remote Tech and I took/completed the 4 satellite Kerbin network with equatorial 450km orbits, roughly equally spaced (that's about the limit of my rocketry I'm afraid). Then I took the contract to point a dish at Minmus (I used a KR-7). I thought it would be useful to put this one at about 450km polar, so that it also extends the Kerbin relay network... but I wasn't actually expecting the contract to complete because Minmus disappeared behind Kerbin during the 2 day smoke test, yet it did succeed. (I had expected that I'd have to orient my polar orbit so that it had 100% visibility of Minmus during the testing period, but that this visibility would eventually decay). Now I'm confused, I thought all comms had to have line of sight which is broken by planets. How come I was able to fulfil the Minmus dish contract even though Minmus went behind Kerbin? If so, what's stopping me from just putting a dish on the launch pad and pointing it at Minmus?
  11. I made a quicksave about 5 hours ago and I can manually copy that file over the persistent file (which is a hack to load a save point in dire circumstances), so at least I've not lost a few evenings of gaming. But I think there is definitely a bug in the game here. I think I'll be saving games more aggressively in future... - - - Updated - - - I play with a couple of mods (remote tech, alarm clock), but mostly stock. I'm on GNU/Linux. I mean **all** contracts I've ever accepted: active, completed, failed, archive. Sorry, I started from the new save game without realising that there were Logs so the ones that might have captured the bug are gone.
  12. All of a sudden my contract history deleted itself, including the active contracts. I suspect this had something to do with trying to change focus of spaceships in Map mode. Double clicking to change ship focus didn't always work, but when it did the GUI seemed to change with features being unlocked that I shouldn't be able to see yet (e.g. time warp to AP/PE). I was playing in Hard mode and now I can't get back to where I was before the contracts disappeared because no loading (which is irrelevant because I didn't create a save point anyway) :-(
  13. awesome, that's what I'd hoped. It would be good if the wiki had this documented, if somebody knows the rules and career progression there's an ideal opportunity to update the docs here :-)
  14. Hi all, I've read this (outdated) description of science points http://forum.kerbalspaceprogram.com/threads/62657-Understanding-Science-Points and the description of the Scientist http://wiki.kerbalspaceprogram.com/wiki/Scientist but neither explains what is meant by the description beside Bob Kerbal at the start of the game "Science Part Return: 100%". Does that mean Bob gives a bonus of doubling (i.e. +100%) of the science return from science experiments? Or is this redundant (100% being no change) or will it increase with experience?
  15. I've seen some truly amazing custom Kerbal input devices on these forums, but I don't have the time to take on a project of that magnitude (but I'd possibly be willing to pay someone to make me one of the Arduino designs... they just blow me away). Thinking about something basic, I would like to get a custom Cherry MX keycap set printed. There are companies that do this at reasonable cost and I was really just thinking about having simple icons on the keys that denote what the command does, with an appropriate key cap colour. Typical costs and options: http://www.wasdkeyboards.com/index.php/products/printed-keycap-singles/custom-art-cherry-mx-keycaps.html http://www.wasdkeyboards.com/index.php/products/keycap-set/88-key-iso-cherry-mx-keycap-set.html Has anybody on this forum created a custom layout before that they'd be willing to share as an SVG (or compatible format that they accept). Best regards, Sam
  16. I've updated the web calculator to have a little "calculate my remaining deltav" tool... very useful when you do something that necessitates a change to the plan!
  17. Cool! The first one does well for multiple stages. I guess my USP is the partial fuel loading. Also, I like using a tool I made myself because it feels like less of a cheat that way :-)
  18. Hi Pecan, Using the ideal rocket equation, and the stats of the mainsail/jumbo-64 from http://wiki.kerbalspaceprogram.com/wiki/Parts I calculate the dv to be 3269. dv = v_e * ln(x_0 / x_1) = 360 * 9.81 * ln ( (11 + 6 + 36) / (11 + 6 + 4)) and I calculate a 28m/s^2 acceleration. I get dv=4814 for a payload of 1t, which is pretty close to yours. So it looks like I don't have a bug in my code, but perhaps my maths (or data) is wrong. How do you get your estimate for dv? Best regards, Sam
  19. Thanks! When I get some time I'll do that calculation by hand and see if I have a bug somewhere.
  20. Those results are never going to work for orbit, because they all have acceleration below 9.8 (i.e. 1g). A lower limit of 10 (I'd probably want 20 for takeoff!) doesn't give any results for single stage. Do you know of a combo that should definitely work for that configuration? If so, please let me know how much dv you expect it to give. It might be a bug.
  21. if you think it's leaving something out, give me the inputs and what you expect. dv and payload mass isn't the only parameter remember, you need to specify your minimum acceleration as well. UPDATE: put in dv = 2500, M = 10, a = 30, atmosphere = TRUE, and Mainsails come up as the top three (ordered by mass). For first stage, I usually prefer to pick the cheapest option, so I'd look for more boosters. BTW, I use FAR and I'm still not entirely sure what the correct dv is to use for stock or FAR once air resistance has been taken into account. The atmosphere tick here only accounts for effective velocity.
  22. Hi all, I wrote a little web calculator for working out what engine/tank/fuel combo I should take for various payloads: http://fommil.github.io/kerbal/ Some of you might find it useful. I'm sure MechJeb probably does all this, but I don't like cheating so I only wanted to code up the process that I go through when designing engines with the ideal rocket equation. Best regards, Sam
  23. Hi all, I built a space station and then added a bunch of modules, including a really big rocket to move it into a different orbit (Kerbin to Mun... it worked!). However, the rocket has been placed in the opposite direction of the original control module: so now all the prograde/retrograde symbols are the wrong way round (and maneuvers are on the opposite side of the globe). I can still function like this, but I have to remember to always do the opposite of what I'm supposed to. Is there any way to reverse the "forwards" direction of the control module in flight? Best regards, Sam
  24. Thanks! Just what I needed :-) - - - Updated - - - I got sooooo close to getting this to work. I managed to get quite a lot of the Unity fork of unity compiled, but then it needed a pre 2.6 version of mcs (mono c# compiler) to finish the compilation and it is pretty impossible to find anything that old for modern versions of linux (e.g. I have 3.10 from xamarin, and jessie rolls 3.2 or something like that). If anyone knows of a binary build of mcs 2.6 that runs on jessie, please let me know.
  25. This would get lost in the monolithic Linux discussion thread, and is probably not interesting to most players, so starting a fresh thread. I have mono-develop 3.10.0 installed on my Debian Jessie machines and I'd really like to use that to run KSP instead of the bundled libmono that it comes with. Simply moving aside the libmono.so and putting in a symbolic link to my system libmono-2.0.so results in lots of missing symbols, so obviously libmono.so is different to my system libmono-2.0.so (possibly a different version, or combo build of multiple lib files?). Has anyone had any luck using their system installed mono to run KSP? Does anyone know which flavour of Linux KSP is built on, and which version of mono is used?
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