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Kowgan

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Everything posted by Kowgan

  1. Thank you so much for that once again, nightingale! Really. Now, I'm very curious about this glide slope angle. *launches KSP immediately*
  2. Glad to be of help. Wiki is having migration issues (for a few months now, go figure), and as such, the "Upload New Files" function is broken. Once it gets fixed, I'll make sure to update the chart there.
  3. Hey, Lack! I'd like to express my gratitude for the effort put into this mod. Thank you so much for making this a reality. Suddenly, this became a wall. I'm sorry for that. Now, I've been having trouble with the Stage3Engine, from SaturnV. It doesn't produce any thrust nor thrust fx at all, other than a very quiet sound. I tried looking at the .cfg file, but couldn't spot anything wrong. Also couldn't find anything at the logs. Additionally, I can't seem to find the Stage2Engine in the parts list. Has anyone experienced the same? I should point that I've downloaded the mod as a master file through the Github. Thank you again. -Edit- Welp. Actually, it gets worse. Something is summoning the Kraken when I try to fly a recently-made craft. The universe vanishes, and "Look rotation viewing vector is zero" spams the log. Here's the log: http://puu.sh/iNXud/115e4a8058.txt craft: http://puu.sh/iNXE6/0eb15e4469.craft A.D.E.P.T. 1.0 AdvancedAnimator 1.1.1 Brake Toggle 1.0 Contract Configurator 1.5.0 Contract Pack - Kerbin Space Station 2.1.1 Crew Queue 2.0 Crowd Sourced Science 3.0.1 **DMagic Orbital Science 1.0.4 Firespitter Plugin 7.1 HyperEdit 1.4 **Kerbal Attachment System 0.5.2 *Kerbin Shuttle Orbiter System 4.2 Kerbal Inventory System 1.1.5 Klockheed Martian Gimbal 3.0.3.0 **Klockheed Martian SSE 2.2.0 MechJeb 2.5.1.0-482 *Mk2 Essentials 5 Module Manager 2.6.6 Muffler 1.0 NavBall Docking Alignment Indicator 7.0 Portrait Stats 3.0 Procedural Fairings 3.15 Protractor 2.5.1 RealChute 1.3.2.3 SCANsat 12.1 Smoke Screen 2.6.1.0 *SpaceShuttle NoseCone 3.0 Stack Inline Lights 0.8 Station Science 1.5 Stock Bug Fix Modules 1.0.4a.1 SurveyTransponder 0.1.0 SXT - Command->MEM and 5m Tank parts Toolbar 1.7.9 USI Life Support 0.1.3 Waypoint Manager 2.3.4 *These mods have by default, or have been edited to contain only one single part. **These mods have been edited to contain a maximum of 7 parts. -Edit 2- After some further testing, I've mashed togheter a craft containing mostly only MEM parts: The pod, the lander, a stock decoupler between the two and a docking port at the top. Same error occurred. Then, I reloaded the craft linked above, and removed MEM parts from it. The bug was gone! Everything seems to work just fine without them. ... My apologies if these bugs have been reported before, and/or the author is already aware of them.
  4. I'd like to express my gratitude for your effort, TacoScott. This is pure awesome; thank you so much!
  5. @SmokeFlyPaper: Just checking: Have you selected another docking port as target?
  6. Thank you for this, Enneract! -Edit- Uh, is the new release published on Github? I can't find a June 29th release there. Am I doing something wrong?
  7. This pic show when it's attached: http://i.imgur.com/mCmww2D.png While the attachment point being offset from the center and maybe even gap to the attached part may be intentional, the problem is once attached to the craft, I could not remove it without re-loading/undo. That's probably not intentional. I haven't d/l'ed 1.0.4 yet, so to be fair this is under 1.0.2, if that matters. These are the mods I have installed: http://i.imgur.com/QH7FJ9i.png This has been posted here, and happens on 1.0.4 as well.
  8. Thanks for the update. Here's my results, on the same situation: First, I think I should point that I'm using emissiveConstant = 0.95 instead of 0.9. Although I believe this only makes it a bit more resistant. Now, it didn't explode this time, which is really good. But it had overheat up to very concerning levels, given the orbit apoapsis before reentry. Let alone an Eve aerocapture. At 55km, the temperature gauge was already showing up. Not sure if I should be concerned about that on 1.0.4; but since it's a 100km orbit, I guess I should. At arount 35km, the overheat meter showed up. Also, the temperature gauge popped up in the MK 1-2. At 13~10km, the overheat meter reached its apogee, at ~60%. From that point, things started cooling down real quick, and the speed decreased real fast. Again, your support is really appreciated, Starwaster. Thank you so much. for your time.
  9. Was it? I can't remember. I could swear it was red once it became negative. Anyway, thanks for clarifying.
  10. Good point, I forgot to post those details. I was landing this. Total mass = 5T. This is my reentry profile. Pic 2. It's a quarter of the planet's reentry. It wasn't too shallow, but I don't think it was too steep either (at least until 1.0.2). Yeah, I'd guess those values are overpowered after all, but for the game result I was having, they seemed just right. Anyway. Thank you for the answer and, in advance, for the upcoming patch. As always, your effort is much appreciated.
  11. Thank you for the update, RoverDude! This is amazing! So, I went all happy to test the new Nom-O-Matic 25000, and this happened. I noticed that its attach node might need some revision. It's not centralized, and once I attach it to another node, I can't pick it up anymore. The same happens if I just leave it unattached, floating in the VAB. So far, that's what I had time to test. Will continue tomorrow. Now, Does that mean you've removed the 15-day starving tolerance, once the crew runs out of supplies? Cheers!
  12. Thank you so much for the patch, Starwaster. While I really appreciate your effort, I had to tweak this patch to achieve acceptable results. Using stock aero (1.0.4), I deployed the ADEPT shield for a reentry from a 100km x 100km orbit, and it exploded half-way to the ground. Also, the heat conductivity was still too high. So, I've tweaked maxTemp = 4000 and heatConductivity = 0.001 (although this one might be a bit overpowered). Cheers!
  13. Thank you for your report, v8Dave. From your results, I decided to test a few as well, to see if the same thing would happen on Windows, using KSP x86. I guess I found the problem's source. Or at least, I have a vague idea. Jeb disappearing after accessing the VAB: That also happens to me, but only in one condition: When I close the VAB with the Crew Roster tab open. So, 1) Access VAB - Access Crew Roster tab: Jeb is not there - Close VAB, open AC: Jeb is not there. 2) Access VAB - Access Crew Roster tab: Jeb is not there - Access Part List tab - Close VAB, open AC: Jeb IS there. So, I think the mod reorganizes things when you close the roster tab, and as such, it puts Jeb back in its place. But if you close the VAB before switching tabs, somehow the mod doesn't have time to reorganize things, and the bug happens. -- Apart from that, I guess Enneract is already aware of the logspam when accessing the AC, and as such, causing huge output_log files. I hope I have brought some light.
  14. Yeah, that glitch is extra stressing when I'm on a mission to rescue a stranded Kerbal as per contract. I'm always unsure if there's gonna be enough time to rescue him/her before they die of starving (death is turned on here). The most complicated thing is to predict the correct value, towards the 15 days without supplies. But I find that being a minor issue, and I got used to it.
  15. @Enneract: Welcome back! I've done a few tests, here, including sub-orbital flights, orbital during a few days, switching crafts, changing to the KSC and back to the craft... It seems to be working flawlessly now! I also switched to the VAB scene and went looking into my save file. No 9001 values were found in Kerbals. Thank you for the fix!
  16. @Avalon304: Nice video once more! I really enjoyed that. Here's a few observations I've got: - Scatterer can be really pretty, as well as really glitchy. Have you tried Better Atmospheres? I actually like that better! - For my shuttle landings, I always aim further west from the KSC. Since they glide instead of falling like a brick, they tend to move further east from the MechJeb landing prediction. Keep'em coming! I'm loving your series.
  17. That makes sense. Thank you for the answer, jd284.
  18. I'm having the same issue as DaniAngione. For some reason, looks like decoupling causes a massive G-Force into a vessel, which isn't even recorded by the game. Here's a video footage (shocking scenes; last moments of Bill Kerman. Viewer discretion is advised): And in case this may help, here's the output log. Unfortunately, I'll have to uninstall the mod until the issue has been fixed.
  19. Is anyone else not able to detach decouplers? I've just come across this issue. It says I can't grab it because there's 1 part attached to it, although there isn't: Both Kerbals in the pic are equipped with E. Screwdrivers. I guess logs won't help in this, so at least, here's my modlist. *A.D.E.P.T. 1.0 AdvancedAnimator 1.1.1 Brake Toggle 1.0 Contract Configurator 1.2.3 Contract Pack - Kerbin Space Station 2.0.1 Crew Queue 1.0 CrowdSourced Science 3.0 **DMagic Orbital Science 1.0.4 Firespitter Plugin 7.1 GForce 1.0 HyperEdit 1.4 **Kerbal Attachment System 0.5.2 *Kerbin Shuttle Orbiter System 4.2 Kerbal Inventory System 1.1.5 Klockheed Martian Gimbal 3.0.3.0 **Klockheed Martian SSE 2.2.0 MechJeb 2.5.1.0 *Mk2 Essentials 5 Module Manager 2.6.5 Muffler 1.0 NavBall Docking Alignment Indicator 6.0 Procedural Fairings 3.14 Protractor 2.5.1 RealChute 1.3.2.3 SCANsat 12.1 Small Utilities - Disable Temp Gauge 1.0.0 Smoke Screen 2.6.1.0 *SpaceShuttle NoseCone 3.0 Stack Inline Lights 0.8 Station Science 1.5 Stock Bug Fix Modules 1.0.2d.2 SurveyTransponder 0.1.0 Toolbar 1.7.9 USI Life Support 0.1.2 Waypoint Manager 2.3.2 *These mods have by default, or have been edited to contain only one single part. **These mods have been edited to contain a maximum of 7 parts. Thanks!
  20. Thank you for the answer. Now, when reproducing the steps to pass'em to you, send screenshots and log, I couldn't replicate the issue. The chutes simply work as they should. Originally, the problem was occurring after a ~15m flight, and I quickloaded several times trying to make them work proerly. Now, I suspect the cargo bay isn't the issue here. Maybe that's something in RealChute. Thanks for your concern, though! I'll go check with Stupid_Chris.
  21. Just passing by to show my gratitude to the authors and all supporters. Your effort is much appreciated! Thank you so much for this.
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