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blackrabbit

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  1. So I have an update... I did manage to get my mothership built. I was reading some other comments about renaming the ships and changing the vessel types. What I wound up doing was I would make sure the mothership being built was changed to a "ship" after each build phase. Then the upper stage/module I was going to dock I made sure I changed that to "station". Once I docked I was able to compress the construction ports with no issue. I also made sure on my rocket before launch that my root part was always a part a few modules behind the construction ports with some other stuff in between just in case, so like this: (Main engines and rest of rocket stages)(Upper Stage)(Root Probe core or Remote Guidance Unit)(RCS tank)(reaction wheel)(Construction ports and module) These things seemed to stop the port becoming root and I was able to get my ship built. Thanks guys you were a huge help. I also made sure that when I attaching the construction ports that they would all line up at the same roll orientation, meaning the handles along the outer edge all lined up when docked. I don't think that matters but I wanted to make sure. P.S. I did accidentally compress one of my modules rolled 180 degrees from the orientation I actually wanted it which isn't a big deal. I didn't notice it until about 2 or 3 modules later. It's irritating me just enough to want to start over but I won't since my ship is now built and ready to begin my Mun colony missions.
  2. Thanks @maja. I made a little progress that seems to be working so far. So what I'm doing now is putting a two decoupler between the mated construction ports like this: (Craft Upper Stage)(Construction Port)(Two way decoupler)(Construction Port)(Module) After docking with the next craft I then undock the craft upper stage and park it nearby, then I decouple the two way decoupler from the upp stage and redock again. This seems to allow me to collapse the construction ports going down the line. I may have some issues when I get to the end but I'mm deal with that later. So it looks like this now: (Craft 1 Upper Stage)(Construction Port)(Two way decoupler)(Construction Port)(First Module) (Craft 2 Upper Stage)(Construction Port)(Two way decoupler)(Construction Port)(Second Module)(Construction Port) Then (Craft 1 Upper Stage)(Two way decoupler) *parked nearby about 200m away (Craft 2 Upper Stage)(Construction Port)(Two way decoupler)(Construction Port)(Second Module)(Construction Port)(Construction Port)(First Module) Then decouple: (Craft 2 Upper Stage)(Construction Port)(Two way decoupler) (Construction Port)(Second Module)(Construction Port)(Construction Port)(First Module) Then again (Craft 2 Upper Stage)(Construction Port) (Two way decoupler) (Construction Port)(Second Module)(Construction Port)(Construction Port)(First Module) Then dock (Craft 2 Upper Stage)(Construction Port)(Construction Port)(Second Module)(Construction Port)(Construction Port)(First Module) *This seems to reroot allowing me to collapse: (Craft 2 Upper Stage)(Construction Port)(Construction Port)(Second Module)(First Module) Then I deorbit the upper stage parked 200m away. Then I repeat this process and it seems to be working so far. It's not the best way but it seems to be working so far.
  3. Has anyone had any luck with the construction ports becoming root? This has been driving me crazy as I try build a mothership in orbit by bringing up a few modules at a time. I've read through this and tried the KIS/KAS fix but I couldn't get it to work. I did have my ports suddenly work once but I have no idea what I did to make it work. I also saw the comment about mated construction ports in the launch vehicle being the cause and I've been trying to find a way around that. Here's how I usually launch things: My launch vehicles are standard sub assemblies I've built minus docking ports or decouplers. I add those close to launch as I start building the entire rocket. My current build for my mothership has upper stages that look like this: (Craft 1 Upper Stage)(Construction Port)(Construction Port)(First Module) (Craft 2 Upper Stage)(Construction Port)(Construction Port)(Second Module)(Construction Port) *NOTE There are construction ports on both ends of this module as it's the second module in the chain and will dock with the first one and then have others added on later. Once both craft are in orbit I decouple Craft 1 Upper Stage from the First Module and then dock Craft Two to the construction port on First Module so it now looks like this: (Craft 2 Upper Stage)(Construction Port)(Construction Port)(Second Module)(Construction Port)(Construction Port)(First Module) The plan is to compress the ones in red so it'll look like this: (Craft 2 Upper Stage)(Construction Port)(Construction Port)(Second Module)( First Module) Then I'd rinse and repeat down the line bringing up more craft. The problem is I can't compress the ones I've listed in red as one of them is now the root part. I tried the KIS/KAS thing and I couldn't get it to work. The comment somewhere on page 20 of this thread mentioned the mated construction ports on the launch vehicles making the port the root after decouple which if I understand it right, this is happening: (Craft 1 Upper Stage)(Construction Port)(Construction Port)(First Module) >>>> decouple >>>> (Craft 1 Upper Stage)(Construction Port) (Root Construction Port)(First Module) So when I dock craft two to the first module I get this: (Craft 2 Upper Stage)(Construction Port)(Construction Port)(Second Module)(Construction Port)(Root Construction Port)(First Module) I was playing around with docking and undocking the upper stages, redocking the first and second modules and at some point something got rerooted and I could compress the parts but I have no idea what I did or how to recreate it. I was thinking about putting a two way decoupler between the mated construction ports so it would look like this but I'm not sure that would fix it: (Craft Upper Stage)(Construction Port)(Two Decoupler)(Construction Port)(First Module) I haven't tried this yet but I think it'll just cause the same issue. I like the idea of using the construction ports to build my mothership and I don't seem to have these issues when I build stations, just my mother ship. I could just build the whole ship in the SPH or VAB and Hyperedit into orbit but I like doing the laucnhes and docking, doing it with Hyperedit wouldn't be as fun. Any help or suggestions would be much appreacted. For now I'm going to explore ways to get my modules up there without have the construction ports mated on the launch vehicle. Thanks in advance. *Sorry if the formatting of my post looks awful
  4. I'm running KSP v1.0.5, with a lot of mods. I've been having this issue since I started playing 1.0.5 a few weeks ago. I've read a lot of the threads about rockets getting stuck in the launch pad due to clipping into the launch pad but this isn't the issue. It seems that if I add a non-command pod that can hold crew to a craft and then try and launch the rocket, it just sits there. Engines going full blast but it's not going anywhere. I even did some experimenting to try and figure out what is going on. I would attach command pods to a TT18-A stock launch clamp and then launch. On the launch pad if I release the launch clamp the command pod will crash to the ground. Craft using those modules are fine. If I then either attach a non-command pod with crew capacity to the command pod or just attach the non-command pod right to a launch clamp and then release the clamp it just hangs there in the air. I tried a few other things as well. I used hyper edit to put these craft with non-command pods in orbit. When in orbit they are just fozen in the same position. You can't turn the craft at all. It doesn't seem to matter if it's a stock non-command pod or a mod pod. If it's not listed under "pods" in the VAB but can hold crew it just makes my rockets sit there and not go anywhere. It's like it's acting like a barrier or just frozen there. All other parts in the game seem fine, it's just these non-command pods. I even removed one of these non-command pods from a rocket and the rest of the rocket launched fine. It's making building bases and stations almost impossible. Has anyone else had this issue?
  5. So one of the mods I use is Remote Tech so I like building a nice net above Kerbin so that other craft will have a way to talk to the KSC no mater what side of the planet it happens to be on relative to the craft. Sometimes though just because of orbital circumstances the network just doesn't hit the KSC for a few minutes. I had always avoided a geosynchronous satellite above the KSC because it just looked too hard for me to do. So I watched some more videos and decided to give it a try. Now granted I do use MechJeb and the flight computer for getting into orbit and creating nodes, doing burns and such. I started playing KSP back in version .18 I think and I did do a lot of manual flights, orbits, burns, nodes etc. At this point though I'm more of a role player so I usually play Sandbox and I let MechJeb and the flight computer worry about that stuff now. I have an ion engine on my satellite for making small adjustments to my orbit. I launch, get to 100k and then start to plan the burns to get to geosynchronous orbit. I use MechJeb to create the nodes I need for my burns, etc. MechJeb got me pretty close to the actual orbital period in a circular orbit for a geosynchronous orbit. Now it's time for me to finish the job myself, I decouple and de-orbit the upper stage art of my craft and then begin. Using the flight computer I go back and forth between pro and retro and setting my engine to even less thrust than the ion engine provides at 100% and slowly get my orbital period to 6h or 1d. The orbital period does fluctuate a tad occasionally in the orbit properties by about .05s above and below the needed time when I look at the orbit properties. But I'm pretty proud of myself for being able to get it that precise even if I did use MechJeb for the rest. My position above the KSC is only off by what looks like 15 degrees too. In real life I work for a satellite phone company (I probably shouldn't name them directly as I don't know how they'd feel about that) but let's just say their product was featured in the movie version of World War Z. They're planning to launch a new network of satellites starting this year. I got to see one of their test labs where they have working models of some of the "birds" (as they call them) that are used for testing. The whole time I'm thinking "I bet I could build that in KSP" lol.
  6. I'm getting ready to build another station like the one that was having the issue. I'll try and take some notes on what exactly I was doing and see if I can recreate it. I'll try making a save and copying it elsewhere before undocking too just in case.
  7. I had an issue a few versions back where I would put the little strut connectors on craft, go into space, EVA, and attach them together for extra stability. Then I'd have a ship fly up and dock with the station. When I would undock the ship from my station all my struts I spent time connecting would suddenly disconnect. I remember someone saying this was a bug in a previous version. I believe it was happening when KSP was at 1.0.4. Does anyone know if this issue was fixed? I haven't tried recreating it yet as I just started playing 1.0.5 this past week or two.
  8. Never mind. I tried loading the craft into the SPH and launching it to the runway and everything was working fine there so I can now test my modules from there.
  9. I'm using KSP v1.0.5 and my mods are up to date. I have a bunch of mods installed and everything was been working fine for the last week until last night. Last week I was playing with the Infernal Robotics mod and a satellite. To test I either attach the probe to launch clamp and test the robotics on the launch pad or sometimes I use hyper edit to place the probe in orbit and test the robotics. Then I revert back to the VAB to make changes, etc.. Everything was working fine until last night. I was messing around with Infernal Robotics and UKS. In the past I've used radial decouplers, Infernal Robotics, and some Kerbal Foundry treads to make some really colonies. I land the UKS module, use the robotics to deploy the treads, drive the module like a rover, and once module is in place and properly docked/deployed with the other modules I use the decouplers to remove the treads from the module, It works really nice. Well last night things were acting strange. I created the same module I usually create and hit launch so I could lest it on the launch pad. Well the entire module was floating a tad above the launch pad, the robotics weren't working (even though I could hear the sound they make when they move when I tried to deploy the wheels), then when I decided to detach the decouplers they didn't do anything either, the boom sound from the decoupler happened by they didn't do anything. I couldn't drive the module on the ground either like I have in the past. I thought maybe something was glitched so I went back into the VAB and decided to try something. I raised the module a bit higher off the ground and hung it from a launch clamp. I hit launch again and decided to decouple the launch clamp and let the module fall on it's wheels. Well I released the launch clamp and the module just hung in the air and nothing else worked. Very strange behavior as I had been launching rockets all day with no issue. I only messed with it for about 15 minutes because it was late and I was tired. I'm going to try again when I get home from work today. I was wondering if anyone else has had this issue? I like to test rovers and things on the launch pad and I hope this was maybe just a bug because my game had been running for 8+ hours that day. I was too tired last night to exit the game and re-run it and see if that fixed it but will try again tonight.
  10. Not sure if this is a feature or a bug. I was building a space station with the FUSTek mod. I like to add the KAS strut to specific locations on the space station modules. Then when I dock them together I go EVA and have my kerbal connect the struts on the docked modules. It gives it a cool well built look, plus it might ad a bit more stability (maybe?). Well I brought up another pod and docked with my previously built parts. I docked and then EVA'd to connect the struts as usual. Well on this particular occasion I left my capsule docked while i connected the struts. On the previous occasions I would dock and detach my launch capsule, then connect the struts. Anyway after connecting all the new struts I detached the launch capusle. well every single struts i spent time connecting via EVA was no longer connected. Needless to say I was kind of pissed. Is it supposed to do this? I was under the impression that these struts would stay connected unless I disconnected two parts that were connected and had struts on them, not lose all struts all over the station when i undocked my launch capsule from the station. Am I using the wrong part? Should I be using the pipe connectors for this purpose instead of the strut? I've used pipes on base modules after docking them but only to make sure they had a cross feed. Will all the pipes disappear if I undock something too? I was just wondering. I love this mod and wanted to make sure this was reported if it was a bug. Oh this happened on KSP 1.0.2 and KAS 5.1. I have ksp 1.0.4 with KAS 5.4 but haven't tried this yet.
  11. Thanks. I kind of figured this would be the answer I got. I guess my best option would be to have different installs with different mods. Currently the two main mods I use for parts are the FUSTek Station Parts for space stations and USI MKS mod for bases. These two mods together eat up a .... ton of ram.
  12. I'm aware of the standard ways to reduce memory when playing heavily modded KSP installs like Active Texture Management, -force-opengl, and things like that. I play a VERY heavily modded KSP mainly because I see a mod and fins maybe one or two pieces that would look cool or be cool in my game. However this requires installing the entire mod which adds all sort of other items I may not use. My question is does anyone have other tips to reduce the KSP memory footprint in Windows? I've thought about going into the mod installs in my gamedata folder to remove unneeded parts and on some mods it's pretty easy and some mods it's not simple at all. Is there a mod tool out there that can remove individual parts that I don't want? I played with ModAdmin a little bit to see how well it would work that way. Also if I do remove a part should I clear out the Active Texture Management cache and let it do it's thing all over again so it has less items in it's cache? I'm sure I'm not the only other person here that's wanted to remove unused parts from their modded install so I thought asking would get me pointed in the right direction. Thanks in advance.
  13. I spent an entire week (at work mind you) designing & constructing sub assemblies and launching and docking pods for my K.S.S (Kerbal Space Station... I know, real original) project. About 30 launches into the project something went wrong and the station exploded killing all 6 Kerbalnauts. There was an investigation and I covered up the truth and blamed it on subcontractors... well okay maybe that last part didn't happen but the playing for a week at work and the explosion of my station really did happen. In fact, everyone at my office thought I was really bust all that week, it was awesome.
  14. I'll give that a shot. My gaming laptop has 8GB of ram and KSP is only using about 3Gb right before the crash. It works on my previous versions of KSP with no issues but I'll give it a shot and see how that goes. I've used that mod before for other high memory using mods. - - - Updated - - - Now that you mention it, it could be an out-of-memory issue. KSP spiles to almost 3.2GB right before the crash so this could be the reason. I'll try the tecture mod when I get home. Hope this works because I love this mod.
  15. The FusTek Station Parts Mod 04-4Dev-Build from June 2014 is broken in v0.25. The game crashes right before it goes to the main menu screen after all the loading screens. Kind of bummed it doesn't work as it's one of my favs. I tried making sure it's dependencies are are updated but no luck. Technically it's only updated as far as 24.2 so maybe in a few days it will get updated. http://forum.kerbalspaceprogram.com/threads/35043-0-24-x-FusTek-Station-Parts-%28X0-04-4-DEV-BUILD-5-June-2014%29 SCRATCH WHAT I SAID ABOVE. It turns out it was an out of memory problem. I downloaded the Active Texture Management mod and it works fine. I repeat the FusTek works fine, just need to reduce the textures.
  16. This has always been one of my favorite mods. Any timeline on getting it updated to run under v0.25? I was hoping it would run even with the dependencies fully updated for v0.25 but no luck. The game crashes at load time if this mod is installed. I play the 32bit version. If it does run under v0.25 is there a trick or tip I should know about? Hopefully it's updated soon as I love this mod and it's pretty much the backbone of all my space stations and colonies. Until then I guess I have to start using the MKS mod. Hurry hurry hurry cuz I love this mod. One last thing, anyone know where to find those giant solar panels in the screenshot? I've tried and haven't found them. Thanks and keep blowing up rockets fellow kerbalnauts.
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