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bobprime

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Everything posted by bobprime

  1. I am seeing a terminal velocity on the surface tab with FAR installed on 1.0.2. I figured it was because of the new FARAPI that was added to far. The problem is that it has no relation to the numbers in FAR and also seems unrelated to stock. The listed terminal is huge and rapidly gets huger. I think around 5km above the surface the terminal is approaching 10kps.
  2. The SPS will not take fuel from the Stratus-V Roundified Monopropellant Tank. I rocket that is a probe core, a round mono tank and an SPS will show fuel in the fuel bar for the engine but will not actually go. If you swap out the tank for a FL-R10 RCS Fuel Tank the engine draws fuel just fine.
  3. I figured the SRB thing was a description bug and not a behavior one. I just had no idea what it was supposed to be.
  4. Another minor bug report. In KWRocketry/Parts/Solids/075mAeroSRBs/partL.cfg title = Globe VI SRB manufacturer = KW Rocketry description = A long, fairly slow burning solid booster. Burns for approx, 55 seconds at 0%, 27.5 seconds at 100% The SRB produce significantly more than 0NM of thrust for the first 55s. I am guessing the number was supposed to be something like 75% or 25% for the first 55s.
  5. Well then... for anybody using the reduced clamp noise patch who are getting contract launch clamps in bad places add MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 1 useStaging = True useEvent = False } to Squad/Parts/Utility/launchClamp1/part.cfg.
  6. Any idea what the module ModuleTestSubject removed by the reduced launch clamp extra does? The thing that is in stock 0.24 but not 0.23.5 at the end of Squad/Parts/Utility/launchClamp1/part.cfg. I was wondering if the new module was missed when KW was updated.
  7. Rock on. That is a fast turnaround. I just tested it with my test vehicle and it works great. Thanks!
  8. I am not getting refunded on x64. I have a test vehicle that is just a command module /w parachute, a decoupler, and a small srb with 2 radial chutes. I decouple and trigger the srb chutes at burnout so it falls out of my 2.5km before I start to fall. When it hits the limit the debug log shows the part being removed then: [Exception]: ArgumentNullException: Argument cannot be null. Parameter name: s I had some other exception that I forgot to capture when I landed before the detached object and stayed in range the whole time. Edit: forgot to list mods - no far or real chute. I am running distant object enhancement with distant vessels disabled. kerbel engineer alarm clock navball enhancement better atmospheres environmental visual effects - clouds only toolbar editor extensions kethane navy fish docking thing precise node texture replacer
  9. The hinged docking ports were never actually used, just on the vehicle in question. Would your advice be to just deorbit the whole thing and do it again hoping that my problems don't happen again? I am thinking that if I don't have steps to reproduce and this is not a well known issue that there is not much else I can do. Edit: I just saw KSP 0.24 is out so I am trashing this save anyway.
  10. I do not think I noticed it when it happened. It was not until I tried to use some engines on telescoping pistons that I discovered something was wrong. I probably would have noticed it if it happened while actually using the craft. So it most likely happened during a scene change/load from quicksave. I have not tried much to recreate it so I don't know what the trigger is. I can try assembling a duplicate station and seeing if it happens again though this will take me several days of playing to do so. I was really hoping for a "Didn't you read the documentation? It says right here not to foo your bar or it will break.". On that note I have NOT used docking ports on pistons. Now that I think about it I did have a vehicle dock once that had docking ports (not the ones I used) attached to probe bodies attached to hinges. Could this have done me in?
  11. I am having a weird problem with IR. I am building a multi module ship in orbit and I have a few things attached on telescoping pistons. When I built the modules and when I launched them the pistons were directly on the centerline of the vehicle (I built them in the VAB) often even centered and built in 2x symmetry. At some point in my game everything moved from centered in the same direction towards the edge of the fuel tank they are attached to. Kind of like you can do in the hanger with wings where the bits are still obviously paired but are no longer directly across the center of the thing they are attached to. All other parts are fine. I noticed it because I could no longer fly straight. I have only ever used 0.16.5b for IE (this is a new project on a fresh ksp as of a week or two ago) and the only things I have installed since starting are KWRocketry and Precise Node. I have tried removing KW (I have yet to actually use any parts from it) but it did not help. Other parts related mods are module manager, editor extensions, kerbal engineer, kas, kethane, and safe chute. Everything else is just eye candy mods. No joint reinforcement. If you look at my screenshots you can see that on the pad a new front module loaded from save has the pistons for the solar panels directly across from each other and the one in space (different instance same saved ship) has the pistons offset from center significantly. It is very noticeable for the engines further down the craft. Screenshots here: https://www.dropbox.com/sh/wdnjgyuu3mzc2mn/AABo4YFW3EXoSLkNylhdZFwIa I can't figure out how things moved and I am going to need to deorbit the ship if I cant fix it. I also included the save in question, named Beesus. The ship bits are named Duna Front, Duna Engines, and Refueler 3. Please excuse the terrible launch stages as I am somewhat new at this. I know I should be getting orbit on half as much vehicle but bad at KSP and magical rearranging vehicles are I think separate issues.
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