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barfing_skull

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Everything posted by barfing_skull

  1. EDIT: Went back a couple pages, the new dll in the download seems to have fixed this. I'll keep playing around. I'm seeing a problem similar to @Cratzz. It starts when I go to a vessel I already had in orbit around a body. Went to it through the tracking station. When I come back to KSC, that's pretty messed up, too. I did recently install New Horizons, but given the similar problem here and the visual nature, I'm trying here first. Let me know if any logs would be helpful. This is the newest version, 0.0230. I have EVE (plus probably 40 other mods) as well, not sure if that's a contributing factor. However, I didn't see this until the Scatterer update. Cheers, -BS
  2. Okay, got the latest update from CKAN. Some parts seem to have disappeared? Specifically: B9.Cockpit.MK2.Body.Crew.2m and now my vessel won't load. Was this removed on purpose? Sadly, and also somewhat amusingly, I had 4 Kerbals on a craft on Gilly and now apparently they're not anywhere at all because their vessel simply ceased to exist. Banished to the Phantom Zone or something. Any insight on how to get them back appreciated. Cheers, -BS
  3. I think I agree with the above when there's no power production, that would absolutely make sense that everything is dead and you're SOL. But even a sufficient trickle would seem to be able to run a probe core. Maybe there needs to be some sort of facility for power prioritization? I don't immediately see a mod for that poking through CKAN. I think I've seen cases where things like ion engines would just pulse or lose thrust to match the power production when stored Ec ran out. I wonder if it's the huge draw of this particular part that's causing some sort of race condition that the consumer is winning. It would be nice if the modded part had the ability to run at a slower pace. It does have an indicator of the load percentage it's using, but it would also be nice to be able to cap that percentage. I don't have one up right now, but I don't think that ISRU's can do that either? I wonder if the mod part that's filling its exotic matter is still filling it up when in the zero power state, given the power draw. Maybe it would come alive again after it filled up and the consumption went away? I'll have to try that....yep, it fills up the resource and power returns. I'm favouring the race condition hypothesis with this huge power draw part. Cheers, -BS
  4. This isn't a typical "why did my ship run out of power?" question. I know why it ran out of power, but I'm wondering about recovery from this situation..... The problem is, I have, at times, on my craft greater consumption than I do production. Which is fine until it hits 0. My question is, when this happens why can't I turn off the power-consuming components to breathe new life into the craft? You can't do ANYTHING to the craft, really, which might make sense if there was no power production, but I'm a bit baffled at the inability to turn off consumption in the zero-power state. Is this a conscious design condition? Yes, I can stick extra batteries on there and halt their usage, then re-enable them if I run out, but this is problematic in this scenario because I'm using the standalone Alcubierre drive mod, and that draws 10,000 Ec/sec. My production is a little over 2,000 Ec/sec. I can also carry capacitors, but when in the zero-power state, I can't even discharge those. I don't think this is mod-related, as it seems to be a general feature of the game that nothing can happen in the zero-power state. Correct me if I'm off base here. Cheers, -BS
  5. Thanks. build id = 01028 2015-11-10_18-03-24 Branch: master Cheers, -BS
  6. It's 1.0.5.0, according to the startup screen. I know I've seen a build number in previous version (still on the lower right?) but I'm not sure how to get anything more specific than 1.0.5.0. I tried reloading a number of different saves/quicksaves, but nothing would wake poor Kimvy up. Here's a link to the save file: https://drive.google.com/file/d/0ByKJkpmLjsbmY1dxYUc0cnZDTXM/view?usp=sharing I think the interesting part happens around line 84755. This is the unedited save taken after I'd brought the Kerbal back to the vessel, but was still stuck in the rover. Interestingly, I edited another save file to set the state to "active = True" in the above, and "state = Seated (Command)". This allowed the Kerbal to wake up and leave the seat, but the rover itself got messed up. A different Kerbal was no longer able to get into the seat (it said seat was obstructed upon clicking 'Board') and the other seat on the rover wasn't clickable at all. I'm going to write the rover off for insurance purposes. Hopefully the above is helpful.... Cheers, -BS
  7. Looks like: state = Idle (Grounded) versus state = Seated (Command) Also has something to do with it. It really seems like there should be some way in-game to deal with this, unless it is actually a bug. Cheers, -BS
  8. In this case, it's in a command chair. It seems to be purposeful, as generally things like flipping the rover seem to precipitate it. Yes, unresponsive. I've seen it on the surface, too, several versions of the game ago, though. This thread seems somewhat related, calling it a bug: http://forum.kerbalspaceprogram.com/index.php?/topic/101366-unresponsive-kerbal-after-rover-crash/ In that case, I was only able to wake the kerbal up by editing the save file. There's some flag in there that indicates what state the kerbal is in. Specifically, I think it's the "active = False" parameters here. I compared this part of the file to another part that had a different, responsive and conscious kerbal. MakeReference { active = False guiActive = True guiActiveUncommand = False guiIcon = Control From Here guiName = Control From Here category = Control From Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } OnDeboardSeat { active = False guiActive = True guiActiveUncommand = False guiIcon = Leave Seat guiName = Leave Seat category = Leave Seat guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } RenameVessel { active = False guiActive = True guiActiveUncommand = False guiIcon = Rename Vessel guiName = Rename Vessel category = Rename Vessel guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Cheers, -BS
  9. Okay, after doing searches here and on Google "unconscious" or "knocked out" with site:forum.kerbalspaceprogram.com, I still haven't been able to find anything relevant on this. I have to imagine this is a quite common question, so am I using the right term? Something tosses my kerbals around in a rover, they're in a seat. One or more of them goes floppy (unconscious), and can only do EVA reports and surface samples, but not leave the seat. What is this called, and more importantly how do I wake them up? Or move them to another vessel? Do I just need to wait? Cheers, -BS
  10. Narrowed this down a bit. I tried removing the directories provided by KSPRC one by one. The crash doesn't happen (though it seems to hang further along in the loading sequence) if I remove DistantObject. I tried downloading DistantObject 1.6.4 on its own, and replacing the DLL, then the whole package. Same result and it crashes. (The DLL's are the same size but they differ in content). So, it appears that the problem happens with DistantObject. I take it this is necessary for KSPRC to run fully? Cheers, -BS
  11. Ah, thanks. I know I'd seen that location once before, just needed to be reminded of where it was. Interestingly, the error messages there are a little different based on whether I launch it through Steam or not. I normally DO NOT launch from Steam, due to the overhead of launching that as well as KSP. However, I've seen other mods that have issues behave differently when I run with Steam, and then without. In this case, the logs are a little different, but the overall result is the same, a segfault somewhere early in the load process. First log, with Steam. http://pastebin.com/zYSMpmsp Second log, without Steam http://pastebin.com/JNTunezU Third log, successful launch, no KSPRC. I truncated this log because it was huge and Pastebin was choking on the full thing. http://pastebin.com/KjuCUcwg I'm not sure what the second one means, that's how I usually run it. Just a SIGSEGV, which is kinda what I suspected. I don't see any of the libraries in the mod referenced, but I'm guessing that there's some DLL incompatibility between mods in there somewhere that's triggering the SEGV in native code. Looking through the logs, I haven't had trouble with EVE before (might be interesting to try EVE without KSPRC), but this is the only KSPRC DLL that seems to be mentioned: Non platform assembly: /home/user/.local/share/Steam/SteamApps/common/Kerbal Space Program/GameData/KSPRC/Plugins/SunFlareLoader.dll (this message is harmless) I kinda wonder what would happen if we were to stop it from loading that DLL. I suppose I could just remove the KSPRC folder - see what happens. I realize the mod might not work correctly, but it would help narrow it down. Cheers, -BS
  12. I'm not sure what OS you're on, but it might be different between Windows and Linux. Under Linux, all I get is KSP.log. I think they're one and the same, but I don't play under Windows. I even ran find . -type f -exec stat --format '%Y :%y %n' "{}" \; | sort -nr | cut -d: -f2- | head to try and find any newer files in my KSP installation directory in case some other log were squirrelled away in there. I didn't find anything. I did a brief search, but I don't see if there's some way to launch KSP on the command line with extra logging or debugging? Cheers, -BS
  13. Okay, I broke down and started with a clean KSP install. Works great as the first mod. Adding mods a few at a time, it appears to have an issue with KSP Interstellar Extended, something in the WarpPlugin folder. Logs seem to just die out at some point as above, no indication as to what went wrong. EDIT: Another problem with one of the Near Future mods, same sort of result, nothing helpful in the log. I'll have to see if there's anything in KSPI-E that I'm using that I can't do without. KSPRC looks amazing (only one problem, which I'll mention below), thanks for the hard work! One issue I see is with the Outer Planets mod, and perhaps I need to take this there or do a little more research on my own. Tekto's atmospheric clouds seems to be gone. Tekto's atmosphere was one of the most awesome visual things about the game.... Anyone been able to get that to work? Cheers, -BS
  14. I'm pretty sure what you see above is it. That's the end of KSP.log, which I believe is the same as output_log.txt. It just abruptly ends at the point indicated above. Cheers, -BS
  15. Apologies if this has been addressed before, I went back a few pages. I installed this mod over my existing installation (yes, I backed up the old one). I have a ton of other mods that I don't want to re-install - doing the visual ones manually was the biggest pain, so I'm hoping this is easier with better results. I removed the former BoulderCo folder before installing. I removed all the other mod folders that KSPRC provides. Shortly after the progress bar starts in the initial loading screen, the game just crashes with the "Aborted" message on the command line. It barely loads anything before getting there. I tried clearing the ModuleManager caches. There's nothing particular useful in KSP.log. The file just ends, doesn't look like anything of useful debug value: [LOG 17:31:57.658] MiniAVC -> http://ksp-avc.cybutek.net/version.php?id=20 NAME: TAC Fuel Balancer URL: http://ksp-avc.cybutek.net/version.php?id=20 DOWNLOAD: http://forum.kerbalspaceprogram.com/threads/25823 GITHUB: NULL VERSION: 2.5.1.7 KSP_VERSION: 1.0.2 KSP_VERSION_MIN: 1.0 KSP_VERSION_MAX: 1.0.10 CompatibleKspVersion: False CompatibleKspVersionMin: True CompatibleKspVersionMax: True CompatibleGitHubVersion: True UpdateAvailable: False [LOG 17:31:57.659] Load(Audio): Squad/Sounds/sound_ambience_nature [LOG 17:31:57.662] Load(Audio): Squad/Sounds/sound_click_flick [LOG 17:31:57.664] Load(Audio): Squad/Sounds/sound_click_latch [LOG 17:31:57.666] Load(Audio): Squad/Sounds/sound_click_sharp [LOG 17:31:57.668] Load(Audio): Squad/Sounds/sound_click_tick [LOG 17:31:57.669] Load(Audio): Squad/Sounds/sound_click_tock [LOG 17:31:57.671] Load(Audio): Squad/Sounds/sound_decoupler_fire [LOG 17:31:57.673] Load(Audio): Squad/Sounds/sound_delete_bin [LOG 17:31:57.675] Load(Audio): Squad/Sounds/sound_explosion_debris1 [LOG 17:31:57.677] Load(Audio): Squad/Sounds/sound_explosion_debris2 [LOG 17:31:57.680] Load(Audio): Squad/Sounds/sound_explosion_large [LOG 17:31:57.683] Load(Audio): Squad/Sounds/sound_rocket_mini [LOG 17:31:57.685] Load(Audio): Squad/Sounds/sound_rocket_spurts [LOG 17:31:57.688] Load(Audio): Squad/Sounds/sound_tab_extend [LOG 17:31:57.690] Load(Audio): Squad/Sounds/sound_tab_retreat [LOG 17:31:57.692] Load(Audio): TriggerTech/KerbalAlarmClock/Sounds/Alarm1 [LOG 17:31:57.694] Load(Audio): TriggerTech/KerbalAlarmClock/Sounds/Alarm2 [LOG 17:31:57.696] Load(Audio): TriggerTech/KerbalAlarmClock/Sounds/Alarm3 [LOG 17:31:57.697] Load(Audio): TriggerTech/KerbalAlarmClock/Sounds/Notify1 [LOG 17:31:57.699] Load(Audio): TriggerTech/KerbalAlarmClock/Sounds/Notify2 [LOG 17:31:57.701] Load(Audio): TriggerTech/KerbalAlarmClock/Sounds/Notify3 [LOG 17:31:57.703] Load(Audio): TriggerTech/KerbalAlarmClock/Sounds/Rooster I didn't see any other relevant logs. If there's something else I should be looking at (I don't see any "crash" folder), I can try to get that. Linux, 64-bit. Any ideas? Cheers, -BS
  16. Yeah, and that has a link to some bug reports. Sounds similar, though it appears to happen in orbit as well as near the surface. Wonder if they have some weird divide-by issue with the formula used to calculate temps in the atmosphere? Right, I could heat up all my components so they are ready to explode the instant I hit the anomaly. Looks like the links go to this one ultimately: http://bugs.kerbalspaceprogram.com/issues/5181 This might be better off being pursued there. Cheers, -BS
  17. Hi all, Sent a cargo plane to Kerbin's south pole. Landed it, but when I taxi to within a few hundred meters of the pole itself, every part instantly overheats and explodes. So it's specific to that location. If I tell it to ignore max temperature in the Debug Toolbar, everything goes instantly red, but doesn't explode (as instructed), and other than the heat showing maxxed out, behaves normally. Anyone else seen this? Bug in stock KSP or could it be one of the 25 or so mods I have? Cheers, -BS
  18. Ahhh, thanks, I'll try that. The connectors on the side were mainly for testing purposes. I have winches and connectors all over the inside of the very long cargo bay, most of them along the centerline. I just wanted something quick and dirty to see if I could get it to work. Cheers, -BS - - - Updated - - - I use KJR as well, but haven't been able to get it to the point where I was able to make this work where I could see how things behave in the craft once I winched it in. My other angle toward getting this to work was to build the cargo into the craft in the SPH, connected with docking ports. I've had trouble with that as well, but *might* have found that building the large (Sr.) docking ports in a docked configuration works in the SPH. There are also issues with the wheels of the cargo falling through the bottom of the cargo plane in certain circumstances. Cheers, -BS
  19. I'm trying to build cargo into a cargo plane that I can undock and release when I get to my destination. It's a way of getting the moving bases into the plane - since bringing them in when the plane is parked on the runway has its own set of problems. I haven't tried this in 1.0.X, but I found it impossible to dock things that were on the ground and not in space in earlier versions. I did try this again, and it seems to work better with large docking ports (Clamp-o-tron Sr.) I couldn't get the smaller ones to dock in the VAB/SPH. So maybe I just need to use the large docking ports, though that's not my preference. Cheers, -BS
  20. Hi all, What am I doing wrong here? Why can't I reel this winch in? I'm trying to pull the vehicle into the cargo area of the plane. No matter where I put it, I can only place the connectors, link them up, but it never lets me retract the winch. This also happens when I disconnect the winch. The cable won't retract, and I can't re-grab it because it's not retracted? Thanks for any help. Cheers, -BS
  21. I've actually gotten it work - I have two separate vehicles in my cargo bay, and I can attach them together with a large docking port. It's attaching the vehicles to the plane where I'm having problem. So I know it's possible....just don't know how to consistently make it happen. No problems decoupling the two vehicles when I launch the (test) mission. Cheers, -BS
  22. All, One of my biggest frustrations with this game is that I spend so much time building craft, and it would go three times as fast if things would just attach the way I want them to. Yes, I realize there's a myriad of different situations and parts that affect how something is attached, and half of them are problematic for me, but let's go with a specific example. This has had to have come up over and over, though I'm not quite finding what I need in searches. In the VAB or SPH, I want to build a craft where docking ports are attached as docked, not directly attached via nodes. Sometimes this works, sometimes it doesn't, usually doesn't. A bit of reading suggests having angle snap on - doesn't seem to help. Holding the Super key, apparently turns on node-only attachment (no surface) but this is the opposite of what I want. I want surface only. Tried changing view angles, most of what I could find through searching. Soooo....is there any sure-fire way to get docking ports attached as docked? Now the problem I'm trying to solve. I've got some wheeled cargo that I put in the hold of a cargo plane. I want to detach these and roll/drive them out the back. What's the best way to get them in and out of the plane? How do I attach them for the flight then release them when I land? Is there some way other than building them into the craft with docking ports (or decouplers, though this has many of the same problems) in order to transport them? Cheers, -BS
  23. Apologies if this has been asked before, looked back a few pages, did the (admittedly awful) search. The first page of this thread has many of the reactors listed in GW, however, in-game, they're about the same number of MW. The Alcubierre drive takes absolutely forever to charge. I'm trying the Magnetic Confinement Fusion reactor. Sure it runs.... I seem to remember in the old Interstellar that they'd charge in a reasonable amount of time. Is there something I'm missing here? Cheers, -BS
  24. Kind of a design question here with the available parts. Can the nuclear turbojet reasonably be used in an atmosphere as thin as Duna's? Using HyperEdit as my simulator, it looks like the max thrust there is maybe about 9kN. Would it work with a huge, gossamer type of spaceplane? Obviously whatever craft it was would need a lot of lift. I'd like to keep it small if possible, but I don't know if that's reasonable given the nuclear turbojet's low TWR in that situation. Or should I give up on Duna and stick to Laythe, Tekto, or Eve? Cheers, -BS
  25. After experimenting a bit further, it seems it can happen on any context switch, not just a load of a save. Jumping from one vessel to another, or going between a vessel and the Space Center. It seems somewhat random, maybe 1 context switch out of 10? Enough that it's a nuisance. Certainly could be cross-mod interaction, though I did clean out my GameData folder recently to try and diagnose a problem with another mod. Got rid of a fair amount of outdated or broken stuff, so I think I'm in fairly good shape there. It just happened to start after I installed KAC. I'll give a try to turning off the locks. But yeah, this mod is fairly indispensable when trying to coordinate 8 or 9 missions at once. Thanks! Cheers, -BS
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