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MathmoRichard

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Everything posted by MathmoRichard

  1. Erm. There's just two docking ports in the whole connected (rather shouldn't-be-connected) ship - a classic CSM/LM arrangement.
  2. Hi guys, I have this problem in the latest version. I don't know what to do as it's not the same as in the OP. MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = True state = Docked (dockee) dockUId = 3365815556 dockNodeIdx = 0 ... DOCKEDVESSEL { vesselName = Kerteria 5 vesselType = 6 rootUId = 1669695051 } ... MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Docked (same vessel) dockUId = 2051603203 dockNodeIdx = 0 ... DOCKEDVESSEL { vesselName = Kerteria 5 Lander vesselType = 5 rootUId = 3365815556 } What's the issue? To confirm, I press undock, nothing happens, the option to undock disappears.
  3. I think it's 750 from experiment, but definitely ok by 500 m/s.
  4. But this defeats any ideas of aerocapture - Kerbin or otherwise.
  5. Thanks, just did this. It really helped but now I have a bigger reentry problem. On returning to Kerbin, I'm doing 4500 m/s. I overheat and explode before I even get down to 40 km. And I do have a heat shield.
  6. Bug on 1.0.3. This may or may not be new to 1.0.3 but I don't remember anything like this before myself. KER doesn't show the different stages unless I have a (an asparagus/radial) fuel line where the centre booster lasts longer than the outer ones. e.g. stage 10 should show below FILE HERE: http://s000.tinyupload.com/?file_id=31195768798299769350
  7. Worst case 27km now, but 1.0.2 worst case for me was 30km. It seems though that the few km around 30 make an enormous difference. I would expect 35km to always be a skip now for most ships. - - - Updated - - - Also, I'm now in trouble because I'm doing my first Duna landing right now and I don't know how many parachutes to use, or if I can even use them!?
  8. I hope it's ok that I have KER in the forum, that doesn't count does it? Small tweaks don't change the result, but it doesn't seem to happen at the north pole. Can you guys reproduce this?
  9. I launched a probe to bring back ore from Minmus. My first attempt at reentry made me skip through the atmosphere twice! I did my usual 32km periapsis and then went straight through the atmosphere, came back around 30km Pe, still skipped through, then on my last pass I properly entered but ended up breaking all my parachutes... apparently 300 m/s is too fast for them now (!!!!!). Ok so fine, drag is less... Then I reloaded and tried for a perfect reentry, and got it. Periapsis of 26km worked, slowed down through the Pe, went back up to 40km and then came down. But STILL my sea level speed was too fast for the parachutes. So what the hell am I supposed to do?? Does anyone else think this is a little too difficult?
  10. The only mod I have is KER. I have a subassembly and when I click on it, it is then stuck on my pointer forever. The only thing I can really do is click exit. The console is saying this NullReferenceException: Object reference not set to an instance of an object at EditorLogic.detachPart (.Part part) [0x00000] in <filename unknown>:0 at EditorLogic.clearSymmetry () [0x00000] in <filename unknown>:0 at EditorLogic.<SetupFSM>m__B3 () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0 on repeat, independent of my actions, many times per second. http://s000.tinyupload.com/?file_id=07254333479823563533 There is only one unusual thing that has happened today... I've had this working subassembly for a while now. Today I updated some of them and decided that the subassembly in question "Liquid Booster 2" should replace "Liquid Booster" which in turn should be scrapped. So I clicked the old "Liquid Booster 2", and then clicked on "Liquid Booster", it asked about overwriting, and I confirmed. I then created a new replacement for "Liquid Booster 2". The current "Liquid Booster 2" works just fine.
  11. Fantastic! Thank you. I didn't want to edit files, and now I don't have to
  12. I have a subassembly and when I click on it, it is then stuck on my pointer forever. The only thing I can really do is click exit. The console is saying this NullReferenceException: Object reference not set to an instance of an object at EditorLogic.detachPart (.Part part) [0x00000] in <filename unknown>:0 at EditorLogic.clearSymmetry () [0x00000] in <filename unknown>:0 at EditorLogic.<SetupFSM>m__B3 () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0 on repeat, independent of my actions, many times per second. http://s000.tinyupload.com/?file_id=07254333479823563533 There is only one unusual thing that has happened today... I've had this working subassembly for a while now. Today I updated some of them and decided that the subassembly in question "Liquid Booster 2" should replace "Liquid Booster" which in turn should be scrapped. So I clicked the old "Liquid Booster 2", and then clicked on "Liquid Booster", it asked about overwriting, and I confirmed. I then created a new replacement for "Liquid Booster 2". The current "Liquid Booster 2" works just fine. I swear I get more bugs than anyone else
  13. Thank you. What really is this edge highlighting? Is it something quite visible in the game? Are you saying this will stop the memory leak and let me keep the gauges?
  14. At one point they said days, but later changed it I guess. Either way, it is soon!
  15. Thanks, I'll bear that in mind if I can't bare to wait for 1.0.3. Thanks, a great source of information! Nice to see they're talking about days not weeks. Although no mention of the patcher? Ahhhh ok. Can I be sure that I don't need a patch via direct download? Fine until my stuff blows up. Can you explain what you mean?
  16. The bug is literally killing my computer. Sadly KSP is near unplayable, I'm almost at tipping point. Does anyone know any workarounds so that you can see what's overheating (perhaps still with the gauges) but without crashing? Why is it taking Squad so long to fix? I also get other crashes and hangs without any heating involved, as mentioned in other threads. Finally, whenever I open the Launcher app it says it is downloading a patcher, but I swear nothing happens, it never says it is installing...
  17. Yes. Remember to use the decimal version of the percentage (divide by 100). I'm sure the discrepancies are rounding errors.
  18. Personally, I can't imagine assembling massive ships in orbit without having reached that stage.
  19. I've done it with a Mk3 cargo bay, without even a claw. Just use 3 times as many parachutes as you think you need Oh and attach aerobrakes to the top so that it doesn't go nose first. I actually put a claw inside the cargo bay too, it makes things simpler (you can time warp then). Here is an earlier version without aerobrakes or enough parachutes. You should also try to design it so that when parachutes open it comes down sideways, else it will topple and die (usually the cargo survives though).
  20. Hi guys, I've been look at the numbers on drilling. Someone beat me to the star multipliers but I was just going to update the wiki to say that the baseline ore production rate for a drill is 0.05*concentration, but since I'm no veteran, I wanted to check that you all agree with my figure before I do.
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