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Keras

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Everything posted by Keras

  1. I just found this today, sounds great. Is there any chance you could also have a look at this symmetry bug in the editor? It seems the game forces radial symmetry mode for the children from the cloned part in this scenario, even if they were placed with mirror symmetry initially.
  2. It does survive. Big explosions don`t always mean much in KSP. It could be a strut exploding or so ^^
  3. My entry is ready: http://imgur.com/a/jTzQM Does not rely on exploitation of physicless parts but still makes it to the end of the runway (1.7 km distance). Also: explosions! Craft and also some save files. Correctly positioning this beast takes a bit of time (it needs about 2.2 km run up) so I hope you can somehow load this save (I don`t know what`s actually needed to load these saves) https://www.dropbox.com/s/n9qnbkn2dkoerfo/CraftSave.zip?dl=0
  4. I don`t think there is any definition where that qualifies as a jump. Clearly breaks rule 4 imo I might be able to get my solid booster cart to the end of the runway. Will test further tomorrow. Btw I had my boosters explode the whole craft on takeoff but leaving Jeb in his seat, firing him to the shore. The seat exploded and Jeb survived somehow (2.5km distance) but I won`t count that as valid ^^
  5. It`s probably driven by the kraken itself. Slashy made the kraken his little pet. I always see him posting infiniglide and krakendrive entries ^^ I myself built a solid booster version (the true kerbal style with explosions ). Which gets to about 270 m/s at the ramp and lands at 1.5 km with stock aerodynamics. I also tried it with NEAR but it gets a lot further with stock. But it`s missing the capsule now, the rules keep changing so fast
  6. Today I finally found an easy way to reproduce the issue: http://imgur.com/a/nzWoD My guess is that the game uses radial symmetry for the cloned parts and completely disregards the symmetry mode that was originally used. I hope you can see how this quickly becomes a problem on more complex designs.
  7. I`m not familiar with logging in KSP. I just checked the KSP.log for activestruts and ERR entries and all I could find is these few entries shortly after the editor was loaded (the struts were unlinked when I saved the craft): [EXC 18:09:44.707] NullReferenceException: Object reference not set to an instance of an object ActiveStruts.Util.Utilities.IsPossibleTarget (ActiveStruts.Modules.ModuleActiveStrut origin, ActiveStruts.Modules.ModuleActiveStrut possibleTarget) ActiveStruts.Modules.ModuleActiveStrut.Reconnect () ActiveStruts.Modules.ModuleActiveStrut._delayedStart () ActiveStruts.Modules.ModuleActiveStrut.Update () [EXC 18:09:44.714] NullReferenceException: Object reference not set to an instance of an object ActiveStruts.Util.Utilities.IsPossibleTarget (ActiveStruts.Modules.ModuleActiveStrut origin, ActiveStruts.Modules.ModuleActiveStrut possibleTarget) ActiveStruts.Modules.ModuleActiveStrut.Reconnect () ActiveStruts.Modules.ModuleActiveStrut._delayedStart () ActiveStruts.Modules.ModuleActiveStrut.Update () [EXC 18:09:44.721] NullReferenceException: Object reference not set to an instance of an object ActiveStruts.Util.Utilities.IsPossibleTarget (ActiveStruts.Modules.ModuleActiveStrut origin, ActiveStruts.Modules.ModuleActiveStrut possibleTarget) ActiveStruts.Modules.ModuleActiveStrut.Reconnect () ActiveStruts.Modules.ModuleActiveStrut._delayedStart () ActiveStruts.Modules.ModuleActiveStrut.Update () [EXC 18:09:44.727] NullReferenceException: Object reference not set to an instance of an object ActiveStruts.Util.Utilities.IsPossibleTarget (ActiveStruts.Modules.ModuleActiveStrut origin, ActiveStruts.Modules.ModuleActiveStrut possibleTarget) ActiveStruts.Modules.ModuleActiveStrut.Reconnect () ActiveStruts.Modules.ModuleActiveStrut._delayedStart () ActiveStruts.Modules.ModuleActiveStrut.Update () After that point and when I actually fly the craft I can`t see anything that might matter for ActiveStruts. If I should look for something else please tell me.
  8. I just did a stress test with this ship: I put this in orbit once with stock struts and once with active struts (targeter and target in almost the same position as the struts on the screen) with global joint enforcment enabled. When firing the bottom engines with stock struts there was almost no bending and wobbling as expected but with active struts the docked part bent and wobbled almost as if there weren`t any struts. I thought the joint enforcement was there to make active struts behave like the stock struts but it doesn`t seem to work at all :/ Active struts are only slightly better than no struts which makes them pretty much useless to me. I don`t think this is the intended behaviour so what is going on?
  9. Last time I checked B9 prevents you from reaching insane speeds on jets alone. I believe they don`t give any thrust past 1500 m/s or so. All you could do then is increase lift to reach higher altitudes with the same speed. You won`t be able to go to 40km at orbital speeds on jets like some stock craft do. Also just so you know B9 doesn`t support stock aerodynamics officially, they recommend to always use FAR or NEAR.
  10. The "R" key alone already does that. For this issue that does not help since the game won`t allow you to change the mode on the affected parts. What is different when holding shift at the same time? And just to make things clear I already had the case that I could not place struts in mirror mode on a set of parts where I was 100% sure that I have placed it in mirror mode before. I then tried taking that part off and adding it again with mirror mode enabled but the game still wouldn`t let me place struts on that part in mirror mode.
  11. I am amazed to finally see someone else with this issue. I had this issue for a while and completely stopped building anything in the SPH. I just can`t build crafts with mirror symmetry because at some point the editor always switches to radial and won`t let me attach the parts with mirror symmetry anymore. I also made a thread in the support forum when it first happened to me but as usual it was ignored: http://forum.kerbalspaceprogram.com/threads/108841-Disable-automatic-radial-mirror-switch
  12. As I said, once a part is attached you can not attach parts to that with a different symmetry mode. This means that since the wing was incorrectly attached in radial mode I can not attach struts to it in mirror mode. I would need to place each strut one by one and that would for sure not be symmetrical.
  13. For the first time since 0.90 I just seriously tried to build a useful spaceplane and found a problem with the new radial/mirror attachment switch functionality which made me quit the game in rage and throw away about an hour of work (I probably should save sometimes when doing this stuff >.<). For some unkown reason the game sometimes switches between radial and mirror attachement by itself and once you attached a part you can no longer attach parts with a different symmetry mode. I just spent over half an hour building a large wing with tanks that got attached radial when I started and I didn`t notice it. When I wanted to finish both wings with struts I found out that I can no longer mirror struts on the wings. That made me slightly upset but I thought I can just detach the whole thing and reattach it with the right symmetry mode but that`s the moment when the game decided to say ".... you" and simply won`t attach the wings at all. Each wing had maybe 20 parts on it, the editor started to lag heavily and when I tried to attach them they were shown attached for like 1 second and then detached immediately. Since I use Editor Extensions I have known this functionality for a long time and it worked wonderfully while it was still part of the mod but the way Squad implemented it just doesn`t seem to work. I don`t really need it that often so I would really like to know if there is a way to disable this feature in the configs or wherever? By the way I never had this problem while building in the VAB, it only happened in the SPH. In fact I don`t remember ever being able to attach things with mirror attachment in the VAB when I tried since 0.90.
  14. If I remember right I`m using ATM basic so that might be the problem. For now I picked a few parts that were most important to me (large wings and 2,5m cargo bay) and those are working fine.
  15. I just tried this today but the game crashes in the loading screen. The log looks like it can`t find some of the textures for the SXT parts. These are the last lines in the log before the crash: d3d: failed to create 2D texture id=2625 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Aero/airIntake/model001 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2627 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Aero/airIntake/model002 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2629 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Aero/airIntake/model002_NRM (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Load(Texture): SXT/Parts/Aero/airIntake/model003 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2633 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Aero/noseCone/model000 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2635 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Aero/Wing/Wings (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2637 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Command/375mProbe/fueltTanks_cm (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2639 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Command/375mProbe/model000 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2641 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Command/375mProbe/model001_NRM (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Load(Texture): SXT/Parts/Command/Bonny/model000 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2645 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Command/Bonny/model001_NRM (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Load(Texture): SXT/Parts/Command/Dontstay/model000 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2649 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Command/HECS-Ranger/ksp_m_hexProbe_diff (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) d3d: failed to create 2D texture id=2651 w=1 h=1 mips=3 d3dfmt=21 [invalid call] Load(Texture): SXT/Parts/Command/HECS-Ranger/ksp_m_hexProbe_normal_NRM PS: I`m using ATM but from the posts here it looks like this should still work with that.
  16. The CIT Targeter Link option isn`t working for me. I click Link, hover over a CIT Target or another Targeter and it shows a green line but it doesn`t create a strut when I click. All the other features seem to work correctly. I downloaded the current CIT Util with Active Struts 1.1.1, any idea what could cause it? I also noticed that the FreeAttach Link option was enabled and seemed like it`s working even though it is supposed to be disabled by default. EDIT: I don`t know what happened but after restarting the game everything seems to work as advertised
  17. They could keep it around as a difficulty option but I think there is no use in holding onto a broken system. There are things breaking older craft in almost every update so people who desperately want to hold on to them just keep an old version of KSP on their disk.
  18. I guess my estimate was a little too far off, I have been playing with NEAR for a long time and don`t remember too well how thick the stock souposphere actually is What the others posted should help you better with stock atmosphere. A more general advise would be to just watch your time to apoapsis. As long as it still rises you are good. If it rises fast you should lower your nose, if it rises slowly keep it steady and if it decreases you have to rise your nose. You should always keep that above 30 sec and not much higher than 1 min, if you can`t do that you need more thrust or a higher gravity turn.
  19. Sounds like your gravity turn is way too high. I believe a general guideline is ~45° at 10km and at about 30km you should be burning almost horizontally. This is a rough estimate since I myself am playing with NEAR and that forces me to automatically do a good gravity turn or I`ll have to burn straight up. If you did a good gravity turn your periapsis should be relatively close to 0 or even above by the time your apoapsis reaches 80km. PS: You can throttle your boosters in the VAB (thrust limiter option when right clicking them). I usually set boosters so I have about 1.5 TWR at launch.
  20. I`m glad to make you happy then I don`t know how to embed an imbur album so you get a link here: http://imgur.com/a/Tg6j7 1st picture is my test rocket for the contract you see. Just a probe core, tank and the engine that should be tested in flight. 2nd picture shows restaging once i`m past the required height. My restaging skills weren`t fast enough to make it in that small time frame I had so I did the test on the way back. 3rd picture shows completed contract after staging the engine a second time.
  21. This is not correct, at least not always. When I had to test a booster on a sub-orbital trajectory last week all I did was put a probe core on the booster, fire it and restage it (or I used the Run test option in the righ-click menu, not entirely sure on that) when at the correct height to complete the contract. From my experience KSP only checks if the part is activated when all conditions are met, it doesn`t care what happens before.
  22. I meant sticking the rover on a rocket, landing it as close to the zone as possible and driving from there. Didn`t think I had to clarify that because for some reason I thought this was about a surface contract on Eve
  23. I didn`t do these missions yet but they sound like the kind that is designed to be accomplished with the use of a rover.
  24. I too would like to see an update of this mod. The features mentioned by Kaiz0r are essential for me by now and I`m not sure I can build the things I want without them. It will definitely take more work to get the same results.
  25. Today I tested if auto struts are actually working and it seems they do not for me (v3.10 is installed and the fairing base has auto struts set to on): I remember seeing a video where the auto struts were demonstrated just like this and the fairing would hold the payload until all parts are jettisoned. I still have to manually add struts to get the same effect. Is this a known issue, am I doing something wrong or are there any issues with other mods (I`m using NEAR, B9, MKS/OKS, Karbonite and more...)? I don`t know where I should start looking. Strutting the payload inside the fairing is a pain and I really hoped that auto struts would do that job for me :/
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