Jump to content

hollyfeld

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by hollyfeld

  1. I'm afraid I encountered a fatal error from either TweakScale or KSPRecall. I recently (meaning within the past 4 days?) tried opening KSP with your two mods installed (along with several others). The game window would appear, but the program would never start loading; the window would be frozen, just blank white. (Also, using Windows to force it to close would take a VERY long time.) I figured I would try the logical approach and remove mods from my GameData directory one by one until the program worked again. Due to alphabet reasons, KSPRecall was the first in my list; since I know TweakScale and KSPRecall are tied together, I just removed both of those directories, so I can't tell you which one caused the problem. But after just deleting those two directories, the game is booting up again! I believe I will next try reinstalling just KSPRecall without TweakScale (that will work, right? KSPRecall can function without TweakScale?) and see if the program will still load. Was there a minor update to KSP or something very recently? I run KSP through Steam, so I'm not often aware of when the game is updated. I just have no idea why the program would suddenly start freezing like that; I've used TweakScale for years.
  2. So...which mods?? I'm having this problem, too! Help us out here with some info.
  3. Thank you! I wound up using the text editor, but could you tell me more about how to "cheat it into orbit" in case I need to do that in the future? I've never looked into that before. For anyone finding this post, I did find the problem in my save file. It was in the TweakScale module section of each of the offending crew parts on that vessel. (The "originalsizecrewcount" was set to 0.) Since that vessel was launched so long ago, the TweakScale mod had at least one update since those parts were generated which fixed that crew count mishap; I just never had any reason to try pulling those Kerbals out of their seats until now.
  4. Anyone know what could have happened to my orbital station's crew slots? The included screenshot shows one of the four parts with crew: Mk 1 Command Pod, Cupola, Mk 2 Lander Can, and an MPL. This is one of three orbital stations, and the other two do not show this problem. I have discovered that I can remove the crew (via crew hatches) for EVA, but then they can't go back in because the part is already full. Also, trying the Transfer button (as shown below) doesn't highlight any of the other crew parts as valid destinations. The last weird thing: If I disconnect the two pieces (simply joined by a standard Docking Port), I cannot turn on SAS (because "no pilot is on board"), but I do have complete control of the craft (see upper left of the image below) (because the vessel is "crewed"). By the way, I included a pilot in each of the launches that make up this orbital station. It has been possibly about 1 yr (in-game) since I did anything with this station, so I don't know how long the problem has been present (i.e. what update might have caused it). Speaking of updates, here's the listing of my GameData folder: I am running KSP 1.11 (the current version, updated via Steam). Nothing crashes, freezes, or explodes because of this problem; something just happened to change the crew slots on those four parts in that one orbital station to 0. Is there any way to repair these parts, or do I just have to send up new (empty) craft for the kerbals to transfer into?
  5. Granted. You must now use a collection of 64 dice arranged in a square as the board. I wish to fully understand gravity (being a physicist).
  6. Banned for referencing an amazing comic strip in the forums.
  7. Hi, I don't know if this is still a live thread, but I didn't find any newer. I just found a new KSC biome that isn't listed in your table: VAB South Complex. Most importantly, though, I did this with my VAB at Level 2. Is this merely a version discrepancy? I have the latest 1.3.1, and the OP is ~1.5 years old.
  8. RoverDude, you never changed the link on your OP to point to the new catalog address on GitHub. I was thoroughly confused for a while until I thought to check your signature block... I suspect your other threads will need similar updating.
  9. Never figured out the cause of this productivity problem, but it apparently fixed itself by simply restarting KSP. Another one of Kerbin's mysteries that will probably never be explained.
  10. Hello all! I have an issue that I couldn't find already asked here. I have begun an orbital space station using the Umbra Space Industries Orbital Shipyard and the stock Mobile Processing Lab. These are the only two parts so far that have crew and productivity. I have both full (shipyard = 4, lab = 2) and all kerbals onboard are very low stupidity. I tried using each part (i.e. "Starting Research" in the lab, and building a vessel in the shipyard), but found this problem right away: both of these parts have a productivity value of -2.9800322e-08. With both of these parts having identical productivity (even though the kerbals are different specialties and stupidity), something must be wrong. Does anyone know what might cause this productivity issue?
  11. I have a very frustrating, recurring problem with planes. I cannot get a simple plane down the runway without it losing yaw control and crashing! This has been a problem for me across many versions of KSP. I try tweaking everything I can think of: types/number of wheels, steering on wheels enabled/disabled, wing shape/size/placement, control surfaces size/placement/authority control/deployment, reaction wheels setting/quantity, engine quantity/size/placement, ...and probably more. I've even tried with all three levels of runway; at level 3, the plane seems to take a little longer to start wobbling, but still does long before I reach a speed that will allow take-off. I'm using only stock plane parts (see list of mods below). AAAARRRRGH! I have a Career Mode game with several contracts that require flying around Kerbin, and I can't even get off the %&*@! ground. Specifically, once my plane exceeds ~35 m/s, a yaw wobble begins that only gets worse as my speed increases. Eventually, my SAS cannot halt the swerving, and almost immediately my own keyboard control cannot override the swerving. I swing off the runway and crash. Every. Single. Time. My KSP version is 1.2.1 (updated by Steam), and these are the mods I have: DMagic Orbital Science, Extraplanetary Launchpads, Firespitter (came bundled with USI mods), SCANSat, Tarsier Space Technology, TweakScale, and six USI mods (Asteroid Recycling Tech, Freight Transport Tech, Konstruction, Exploration Pack, Submarine Pack, and Modular Kolonization System). Also, below is a Dropbox link for my most recent plane design if anyone wishes to see it. https://www.dropbox.com/s/pfob9s7m77vrfsa/Exploration Plane.craft?dl=0
  12. I normally play with mods, but removed all of them in the process of testing this bug. Since it continued to happen when I ran the program with no mods at all, I decided to ask in this forum. Are you perhaps thinking the save file may have remnant mod-related data that can cause this issue?
  13. KSP version: 1.0.5.1086, Windows 32-bit, not run through Steam Playing a career game, I needed to hire more pilots. I upgrade my astronaut complex to level 2 and go inside. (See first image) http://imgur.com/hueeSR7 I select the pilot from the list, and I lose ALL my funds! (See second image) http://imgur.com/vJrswX7 Savefile, just in case: https://www.dropbox.com/s/q1cn7fuz35ck8ip/persistent.sfs?dl=0 Output Log: https://www.dropbox.com/s/yc8c6paaj76nga8/output_log.txt?dl=0 DxDiag output: https://www.dropbox.com/s/0ivc1pd105odp0z/DxDiag.txt?dl=0 I believe this game was created and saved after updating the game to the current version above.
  14. Hi, pellinor! I'd like to offer a suggestion (or add a second voice if someone else already suggested it). Could we see a new feature/control for scaling just one axis for a part? I'm thinking specifically of the ability to rescale just the longitudinal axis of a part without adjusting the diameter.
  15. I think there's another mod out there that may do what you want. It should be Extraplanetary Launchpads, but I can't be 100% sure because I use a few different mods that might have introduced this option: while a Kerman is EVA, he/she gets an option in the right-click menu to "Scrap" a part. This does explode the part to convert it into (I think) "scrap metal" or maybe "spare parts"; but if you're dealing with parachutes, the explosion should just be cosmetic and not actually destructive to the rest of your vessel. Personally, I've used it to "clean up" my orbital space station--after assembly, I have a bunch of little bits like strut ends that I don't want sullying my pretty station, or fuel tanks that I emptied once I connected a new piece of the station. Rather than jettisoning such tanks to simply drift as debris (which clutters up my space as well as my computer memory), I just "Scrap" them. Anyway, I suggest you head over to look at Extraplanetary Launchpads to see if it will give you the solution you want.
  16. Hi, V8jester, I'd like to ask a couple of questions (politely, of course): The conversion you mentioned, is that something rbray has subsequently incorporated into the EVE zip file? If so, why hasn't the thread title and OP been updated to reflect it? If not, do you know why not? Chris (newbie poster)
  17. Since I have this issue as well, I may have a bit more information: This bounce did not happen before version 1.0. In addition, it happens on every craft I've made since 1.0. Adjusting the "resting" angle of the plane inside the SPH makes no difference, repositioning the wheels makes no difference. The bottom-most pixel(s) of the craft are always spawned *just* below the surface of the runway. This is clearly a glitch in the code that places the craft in the flight scene. I'm very surprised that this thread is so short and the issue hasn't been addressed by Squad yet!
  18. Actually, it means "return to health" (heit = health; ge- = repeat or again, attached to verbs mainly; sind = to go; thus gesund = go again or return). Yay college German class, I can't believe you came in handy!
  19. Here are a pair of screenshots. The first shows my electric charge and the part selected; the second is an "action shot" during the laser firing. Sorry about the ambiguity: the laser fires and goes through all the motions, but no data window ever appears afterward. I also tried the magnetometer again now that I'm attached (you can see it extended in the screenshots), but it does not produce a data window either. I can extend/retract it, but it doesn't appear to log any data. I have also attached the output log file. Could the asteroid type be causing the problem? I wouldn't think so, considering the two parts of the contract that worked. KSP_1: https://www.dropbox.com/s/8oho93xvvl0f6y2/KSP_1.jpg?dl=0 KSP_2: https://www.dropbox.com/s/3pzmqnemnp3zugc/KSP_2.jpg?dl=0 Output file: https://www.dropbox.com/s/yc8c6paaj76nga8/output_log.txt?dl=0
  20. I couldn't find this particular issue brought up, although there were people with similar problems: I have a contract completion issue. The contract is to survey an asteroid (Magnetometer Scan from space nearby, Soil Moisture Scan from space nearby, and Laser Surface Scan while grappled). I bring this up because the cause of the other people's problems was not using DMagic parts--but I am using DMagic parts for all three of those. Here's what happened: I flew out to the asteroid, performed the nearby scans (successfully!), then proceeded to grapple so I could use the Surface Ablation Laser Light Imager to perform the final scan. But when I click the "Collect Laser Data" button, nothing happens. I don't even get a science window showing a data value. Am I not actually "grappled" correctly? I only know of two parts that will grab something and attach: the Cat's Paw part from RoverDude's Asteroid Recycling Technologies (which is currently not working) and the Advanced Grabbing Unit (which I thought was a DMagic part). I am using the AGU. Am I missing some key part in the VAB list?
  21. I'd like to make sure I have the right forum for my question/issue. Does this mod (ART) have anything to do with asteroid-related contracts, or is it just the parts? I am having a contract issue, and I'm trying to track down who/where to direct my question.
  22. I had a couple of those contracts with KSP v0.25 and I successfully completed both. I actually went to the trouble of launching the orbital telescopes into orbit and used an antenna to transmit the data. Easy-peasy. No experience with those contracts in v0.90 yet.
  23. I use the non-US boom. I, too, use several other mods, but Universal Storage is actually not among them. Unfortunately, I can't offer more information about whether it was a DMagic update that triggered this, since I can't remember if/when this mod was updated in relation to the problem starting. I can say it did not have to do with updating KSP to 0.25. One thing I just thought of, though, that I didn't try: this problem kept happening in career mode, but I never checked to see if it would happen in a sandbox game. And of course, now we have another update, so the problem may have become entirely moot as soon as I discovered it. Rest assured, I will keep my eyes open for any occurrences in 0.90.
  24. Good morning, TriggerAu! I just posted this to DMagic's thread: Hope this proves to be useful to you!
  25. Hi, DMagic! I think I found a new bug (in v0.25, that is). Working on a new career game, I get my first magnetic field survey contract (requiring magnetometer and RPWS data from low & high orbits). Upon building my probe and going to launch it, I discover a two-fold bug: one part has to do with interacting with another mod (Kerbal Alarm Clock), and I will be mentioning this on their forum thread as well; the other part, however, has to do with maneuver nodes and the navball. Any ship that has the magnetometer boom on it (tested on two different probes and added to a previous manned ship design) will cause the KAC window to disappear as long as the scene is on that ship (i.e. the KAC window reappears when going to another ship without the boom, or back to the KSC). Also, whenever a maneuver node is created for a ship with the boom, the display of ÃŽâ€v numbers only never appears (the little 'x' for deleting the node shows up by itself). Very strange bug, and with my admittedly modest knowledge of programming, I can't imagine why only the one part is causing it. If I take the magnetometer boom off the same ship that first showed this problem (the one with your RPWS antenna still), all is back to normal. So it seems pretty clear that the boom is the sole culprit. I believe this is the first career game I had started since the 0.25 update; at any rate, my last career game had no such problem. If this actually was brought up before, sorry for repeating.
×
×
  • Create New...