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SaintWacko

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Everything posted by SaintWacko

  1. On my way home I had an interesting idea for this mod. It stemmed from the thought that these are trained Kerbonauts, and it doesn't make any sense for them to just quit working and sit there twiddling their thumbs when they run out of food, to the point that they won't even deploy parachutes to save themselves when plunging through the atmosphere. So I thought up a different explanation: That takes care of the explanation for how the mod works, and opens up some other interesting possibilities. In my current save, I have a Kerbal who ran out of food on their way back from Minmus, and are just swinging in a big orbit around Kerbin. It was very annoying, because I was unable to do anything to rescue them until I unlocked the Klaw, as the craft did not have a docking port, and I was unable to EVA the Kerbal to move to a rescue vessel. Giving the ability to wake a Kerbal for an hour would offer solutions for rescue, as I could have either woken them up and EVA'd them to a rescue craft full of food, or woken them as they approached Kerbin and landed them. I'm not sure how possible any of this would be, but please let me know what you think!
  2. Yeah, I looked at the tweakscale config and didn't see anything odd about it. I have a lot of mods installed, so it's possible there's some interference, but I can't think of anything that could cause this, especially on only one part.
  3. First: I love your mod. There are so many parts in this that just make sense! The STS tanks are brilliant, the decoupling blisters are beyond useful, and I'm really looking forward to unlocking the solar panels. the only issue I've run into is with the decoupling blister and Tweakscale. If I place a blister and right click on it, it suddenly shrinks to .62m, and sets that to the maximum size it can be. I've seen some debug messages relating to the scaleFactor of it, if that helps you look into the problem.
  4. I've noticed it does sometimes, but only very rarely, and not by much. With Persistent Rotation, it always rotates away from the node during warp, and by quite a lot.
  5. It's definitely not an OOM issue. I'm doing fine on memory, and besides, in an OOM crash, there's an error message. Also, it actually crashes, instead of just saying it's crashed while continuing running. Plus, as you said, I can't imagine it's adding much memory to the load.
  6. Ah, neither. I'm using ShareX. That could explain it. I'll have to see if there's a setting to make it ignore it, although as it's just something that's drawn on the KSP window, that might be difficult.
  7. I, as well as a lot of KSP players, enjoy taking screenshots while playing. Those screenshots are somewhat ruined by having a flashing engine visible through the ship, as well as by the cursor sitting in the way. I would suggest that those two things toggle along with the rest of the UI when F2 is pressed.
  8. Oh! I hadn't looked closely enough at it. I assumed you were using TAC-LS. - - - Updated - - - I've run into an issue which I'm pretty sure is with this mod, as when I remove it, the issue goes away. While moduleManager is loading in parts, a message pops up saying KSP has stopped working. However, KSP continues to run just fine. If I click okay on the message, it closes along with KSP, but if I just tab back to KSP it runs until I try to quit the game, and then actually crashes. Has anyone else run into anything like this? I'm not seeing anything unusual in the log. It's really too bad, because this contract pack sounds wonderful. I enjoy building stations, but I can see that if I start doing stock station contracts, I'm just going to have a bunch of unused stations littering the system.
  9. I see that a while back someone was having a problem with Persistent Rotation and MechJeb. Did anything ever happen with that? I'm running into the same problem. As soon as the game enters warp, the craft rotates away from the node. Is there any way to fix that besides turning on Stock SAS, which is just awful?
  10. Is it possible to make a Mechjeb/Engineer type display in kOS, to show current periapsis, apoapsis, altitude, speed, etc?
  11. Is anyone else running into issues with MechJeb and Karbonite? I'm running the latest dev version, and as soon as I place a Karbonite engine and a tank containing Karbonite on a vessel, the delta-v window goes blank, and Mechjeb begins spitting out NullReferenceExceptions in the debug panel, along with this error: [Log]: MechJeb2 -> An element with the same key already exists in the dictionary. [Log]: MechJeb2 -> at System.Collections.Generic.Dictionary`2[System.Int32,System.Collections.Generic.HashSet`1[KerbalEngineer.VesselSimulator.PartSim]].Add (Int32 key, System.Collections.Generic.HashSet`1 value) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.EngineSim.SetResourceDrains (System.Collections.Generic.List`1 allParts, System.Collections.Generic.List`1 allFuelLines, System.Collections.Generic.HashSet`1 drainingParts) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.Simulation.UpdateResourceDrains () [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.Simulation.RunSimulation () [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.SimManager.RunSimulation (System.Object simObject) [0x00000] in <filename unknown>:0 Edit: I don't have this problem with the official release.
  12. While I can't speak to what's causing the heading issues, or how to reproduce it, I can say that every single time it happens (and it happens a lot) it can be fixed by simply tapping 'f', which turns SAS on and back off.
  13. Hello! I just started using this mod, and I wish I had discovered it earlier. I love how everything looks. The only problem I'm running into is that I'd really like to add a stack attach node to the snubotron, and the Engines.cfg file isn't looking like any cfg file I've fiddled with in the past. Am I missing something?
  14. It seems to be on environment change that it switches between working and not. I was approaching Minmus and it was working just fine, now I'm trying to circularize 16km above the surface and it won't change the heading. - - - Updated - - - Oh, hello! I think I've found the problem. Or at least something that will allow sarbian to track it down. The issue is that, for some reason, stock SAS is getting turned on, even though it doesn't show it. I turned off Smart ASS, toggled SAS on and back off, then tried using Smart ASS again, and it worked! Now, I haven't done any testing, so I don't know that that was it for sure, but it fixed it for me. Once I finish this flight I'll see if I can do some testing. Edit: Happened again during this flight, and I was able to fix it the same way. Edit edit: Don't even have to turn Smart ASS off. If this happens to you, just tap F to fix it.
  15. Hm, now it's turning my ship again. In a different save, though. Interesting.
  16. It's quite a large file. Here's a link to it. I'll warn you now, I run a lot of mods, so it's entirely possible that one of them is conflicting. However, I've been running a very similar mod list for quite a while with no issues. https://drive.google.com/file/d/0Bw6pRYvIkMwcOERPbjhLZjh6SGc/view?usp=sharing
  17. Ah, okay! Well, in the meantime I've installed it manually. I still can't turn, though.
  18. They're from the Habitat Pack mod. I'll try that. I actually thought I was running the latest dev release, but I forgot I started using CKAN again, and it just has the official release.
  19. Mechjeb still can't turn it in space. Here's the current ship I'm launching. My turn start altitude is set to 1km, and as you can see, I'm at 41km and still no turn. Edit: new picture with attitude adjustment window
  20. Sorry, should have specified. I have plenty of electricity, I can manually control the rocket perfectly fine, and SAS works fine. It's just Mechjeb that can't turn the craft. I've tried it with multiple craft designs, to make sure it wasn't a part I had on it.
  21. I've run into a weird issue with MechJeb. Mechjeb isn't turning my ships for some reason. Smart ASS isn't working, ascent guidance's turn isn't turning, and the maneuver planner isn't pointing the ship. I'm not seeing any errors in the log. Any ideas as to what could be causing this?
  22. Well, then. I just ran into a very interesting bug. If, while in a simulation, you switch to another vessel and recover it, when the simulation ends, that vessel will still be recovered, but anything that happened before recovery goes away, and I'd assume, so do the recovery funds.
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