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Kedwin Hubble

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Everything posted by Kedwin Hubble

  1. My experience with this bug makes me think this is the problem. When I encounter this bug, the thermal readouts from KER fluctuate wildly as temperatures quickly go off the scales.
  2. In the forums, on Reddit, and on the bug tracker, there are various phantom/runaway/unexplained overheating bug reports. Happening in modded and stock installs. Issue 5181 on the tracker is an example. Turning down conduction in the thermal debug menu seems to work around it.
  3. Typo in materials study high over the mun. "Your lab report is strategically written to convince to KSC to let you land on the moon." Should read: "Your lab report is strategically written to convince the KSC to let you land on the Mun." https://i.imgur.com/QIbQ2p5.png
  4. The craft is all stock other than the RemoteTech changes to the antennas and the Procedural Fairings. The batteries are attached to a probe core (the first one unlocked in career that isn't Stayputnik) and a stack of the small circular batteries. Craft file. I'm using FAR, am NOT using Deadly Reentry, and am also using several other mods, but none that I would expect to affect this issue.
  5. Even without clipping any parts, putting too many batteries close together causes the fairing not to shield the payload. As soon as I stage the fairings with this ship, at least one battery explodes. I did not clip any parts. https://imgur.com/a/QSjlq
  6. Put your arms down Kaminsky. You look like a West Texas cheerleader at a pep rally.
  7. There should be a contract for directed panspermia from a primordial goo pond on Eve to the greener pastures on Laythe.
  8. I'd say a combination of the first two options: there is way too much science, and too little funds. The main problem with the funds is that the building upgrades are way over priced.
  9. Gotcha. Thanks. That's not a big deal at all, just wanted to make sure it wouldn't result in the contracts not actually getting updated. A 5 second delay is still better than the stock contract app when it bugs out anyway.
  10. Not sure whether to post here or in the Contracts Window+ thread, but will the new version (3.3) of CW+ conflict with CC now that the former implemented local caching in its new update? There was some discussion here about it, but it's not clear to me how/if that was resolved or what the ill effect actually are.
  11. Not sure whether to post here or in the Contract Configurator thread, but will version 3.3 of CW+ conflict with CC now that the former implemented local caching in the new update? There was some discussion on the previous page in this thread about it, but it's not clear to me how/if that was resolved or what the ill effect actually are.
  12. It's the latest version of KJR. I realize stuff happens with such a heavily modded game, but figured it was worth documenting, since this bug supposedly pops up in stock too. Thanks for helping to document, workaround, fix, and squish the bugs.
  13. I ran into this bug in my current 0.90 modded career save. The bug occurred while launching a station to fulfill a "build an orbital station around Kerbin" contract. I had two set of docking ports on the craft that got stuck and would not undock. Both docking ports were linked to action groups to undock -- this may have caused the bug, but am not sure yet. Here is the craft file. I was playing with the following mods: Active Texture Management Astronomer's Performance Improvement KSP Add-on Version Checker Blizzy's toolbar Kerbal Engineer Redux Kerbal Alarm Clock Trajectories Deadly Reentry FAR Procedural Fairings Kerbal Isp Difficulty Scaler Kerbal Joint Reinforcement Real Chute Remote Tech SCANSat TAC life support Dmagic Orbital Science Universal Storage Kerbal Attachment System USI Kolonization Systems MKS/OKS Contracts Window + Contract Configurator Contract Pack: Remote Tech Contract Pack: SCANSat Chatterer Precise node Eventually, this fix got the stuck docking ports unstuck. I'm going to see if I can reproduce the bug and will provide any logs or other useful information, if I can. Edit: So I was able to reproduce the bug by doing the following: 1. Start new sandbox save with the mods listed above. 2. Quit KSP. 3. Copy paste craft file above into the new sandbox save's folder. 4. Load sandbox save. 5. Load Skylab craft. 6. Launch. 7. Use first stage to get apoapsis above 100 km 8. Trigger staging to decouple SRBs and ignite second stage. 9. Circularize and cut engines. 10. Press 1 for saved action group to undock docking port connecting main craft and second stage. Docking port now stuck together even though should be undocked. Vigorous shaking, rotating, thrusting, etc. will not get unstuck. Here is the output log after reproducing as such. I've made a backup copy of the entire KSP folder as it existed right after reproducing this bug, so I can send any other files that might be helpful as well.
  14. I ran into this bug in my current 0.90 modded career save. The bug occurred while launching a station to fulfill a "build an orbital station around Kerbin" contract. I had two set of docking ports on the craft that got stuck and would not undock. Both docking ports were linked to action groups to undock -- this may have caused the bug, but am not sure yet. Here is the craft file. I was playing with the following mods: Active Texture Management Astronomer's Performance Improvement KSP Add-on Version Checker Blizzy's toolbar Kerbal Engineer Redux Kerbal Alarm Clock Trajectories Deadly Reentry FAR Procedural Fairings Kerbal Isp Difficulty Scaler Kerbal Joint Reinforcement Real Chute Remote Tech SCANSat TAC life support Dmagic Orbital Science Universal Storage Kerbal Attachment System USI Kolonization Systems MKS/OKS Contracts Window + Contract Configurator Contract Pack: Remote Tech Contract Pack: SCANSat Chatterer Precise node Eventually, this fix got the stuck docking ports unstuck. I'm going to see if I can reproduce the bug and will provide any logs or other useful information, if I can. Edit: So I was able to reproduce the bug by doing the following: 1. Start new sandbox save with the mods listed above. 2. Quit KSP. 3. Copy paste craft file above into the new sandbox save's folder. 4. Load sandbox save. 5. Load Skylab craft. 6. Launch. 7. Use first stage to get apoapsis above 100 km 8. Trigger staging to decouple SRBs and ignite second stage. 9. Circularize and cut engines. 10. Press 1 for saved action group to undock docking port connecting main craft and second stage. Docking port now stuck together even though should be undocked. Vigorous shaking, rotating, thrusting, etc. will not get unstuck. Here is the output log after reproducing as such. I've made a backup copy of the entire KSP folder as it existed right after reproducing this bug, so I can send any other files that might be helpful as well.
  15. I did indeed go from 0.5.11 to 0.5.12. There was a point when I loaded the game with SCANsat 10 and CC 0.5.11, but at the time the contracts disappeared, I had SCANsat 10 and CC 0.5.12. It was actually pretty strange what ended up happening. I apologize for not including logs originally, it was very late at night and I was having a number of frustrating KSP issues and forgot to grab them for you. Anyways, so what happened was, I had 15 active contracts in my save. I updated CC to 0.5.12 (and also updated several other mods: MKS and related dependencies, but I don't think this was related). I went to complete a "build an orbital station around Kerbin" contract and while deploying the station, I ran into two sticky docking port bugs. This resulted in many quicksave/quickloads trying to force the stuck docking ports apart. I finally got them apart and completed the contract. My command module that deployed the station splashed down back on Kerbin. At this point, I quicksave to make sure I have a save with my deployed station. I recover the pod, which brings me back to the KSC home screen. I click the mission control building and when it loads I only have two active contracts (I should have had 14). Both active contracts are stock type contracts. I think to myself, "well something must have bugged updating CC, but oh well, I'll just take a bunch of new contracts." I accept a bunch of new contracts and then when I click to exit mission control to go back to the KSC, the game bugs out and I get stuck in mission control and clicking exit does nothing. So I alt-F4 out of the game. Later, I load KSP back up, and I have the 14 active contracts I should have had originally, my command pod I mentioned earlier is still splashed down, and it's like it never happened. I then went on to continue playing as if it never happened. I'm not sure if logs are still helpful to you as I'm not sure what will have been overwritten because I've been playing since then. But here's a copy of my output log in case it's of any use.
  16. Updating to 0.5.12 caused me to lose all my active "custom" contracts in my current save. The standard/stock contracts were still there. I had a backup, so no big deal, but it might be worth including a warning about it in the first post.
  17. Thanks for the work on a truly great mod. It's a must-have for me at this point in my Kerbal career. A suggestion, if it's possible. It would be great if the mod caused a career game to offer you contracts to put up a network of communication satellites in a specific orbit. Perhaps one of the multi-part contracts with a reward for each ComSat that reaches the designated orbit with the appropriate dishes/antenna and has a connection to KSC, and then a final reward when all satellites in the network are up. It would greatly improve the career mode gameplay to have this instead of spamming a bunch of ComSats forming a disjointed hodgepodge of connections from different orbits.
  18. Hi, thanks for your great work on your mods! Question regarding the new water, food, and oxygen values in the update: When I installed my current version of Universal Storage (1.0.90.1), I followed the instructions that came with US to tweak resource values to 25% because I also have TAC Life Support installed. Is there anything I need to make sure to do -- or not do -- when updating to make sure I don't break anything and maintain proper balance of the values? TYIA!
  19. I feel like status quo should be easy mode; AntennaRange normal mode; and RemoteTech hard mode.
  20. Hi, I'm using FAR and Procedural Fairings (among other mods) and running into a problem. My payload should be protected by fairings but parts fail due to aerodynamic stress during ascent and all parts inside the fairings in the VAB say "isShielded:false" Screenshots attached. How do I fix this? If other info is needed, please let me know, thanks. Payload: isShielded: False TYIA
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