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barfing_skull

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Everything posted by barfing_skull

  1. Maybe this has been mentioned before....forum search is a dismal feature of this forum software. I've had several instances of where my load of a save file goes awry. I think the save files themselves are okay, as exiting and restarting the game seems to allow me to load them, but the problem has happened in more than one scenario since putting KAC on there. Basically when it switches context to a new ship, or tries to load a save file, there's no ship there, just a blank star field. I've also seen the KAC GUI get looking messed up. I have about 20 other mods installed, so I'm reluctant to remove or add them one by one in a laborious process to determine the culprit, especially if someone has seen this before. I can also check the logs for anything out of place if this isn't a known problem. Sooooo.....does this sound familiar? Cheers, -BS
  2. We have a winner!! Kittopia was doing it. Looking at the mod, it looks discontinued. I'm not sure what I'd need it for, looks like Kopernicus has pretty much replaced it. I'd rather just not use it than delete the SaveLoad files and have this rear its ugly head again. Any reason I'd need Kittopia? I also dumped DDSLoader, that thread says it's now part of stock. Thanks all! -BS
  3. True, but in defence of my annoying mention of the problems here, rather than going through the trouble of uninstalling and reinstalling everything, I figured I'd put out a feeler in case anyone had seen something similar before. The forum search tools with this forum software are awful, and even Google can sometimes fail me. Plus, this issue seems to affect celestial bodies in OPM exclusively (other than the bug about Pol, which might be related? http://bugs.kerbalspaceprogram.com/issues/3423 ) RESULT: That said, with only Kopernicus, OPM, MechJeb, and HyperEdit, I have no trouble landing on Polta. Sooooo....the question then is which mod is causing it, and where does it need to be fixed? Obviously since I'm seeing it, it only makes sense for me to guinea pig myself in order to try and point the modders in the right direction. Only then can we point fingers, and behave like ungrateful, petulant gamers who expect immediate turnaround and perfect execution from people generously volunteering their time. Seriously, thanks for the mod. Cheers, -BS
  4. Good idea, I'll give that a try. However, since a lot of my ships are built with those mods, I'll probably at least need Hyperedit to get my newly created, puny craft out there and be able to try this in any reasonable amount of time. I'll let you know how it goes. Cheers, -BS - - - Updated - - - Probably having 32G of RAM in the machine helps. KSP once ate up about 20 of those. I highly suggest having huge amounts of RAM available. Cheers, -BS - - - Updated - - - 64-bit, Linux. Plus the 32GB. Cheers, -BS
  5. 0.2.3, 1.7.2 reinstalled. The problem didn't go away, same thing, Polta slowly fades from view, then disappears into a haze that's left. Maybe some other mod interfering? I have tons: 000_Toolbar AtomicAge B9_Aerospace BoulderCo Chatterer CommunityResourcePack CommunityTechTree CrossFeedEnabler CustomAsteroids DDSLoader DistantObject EnvironmentalVisualEnhancements Firespitter InterstellarFuelSwitch JSI KAS KerbalJointReinforcement Kerbaltek KineTechAnimation KIS KittopiaSpace Klockheed_Martian_Gimbal Kopernicus KWRocketry LandingHeight MechJeb2 ModuleAnimateEmissive MP_Nazari NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid OPM SmokeScreen Squad StockBugFixModules TacFuelBalancer TextureReplacer TweakScale Virgin Kalactic Plus some stock bug fixes and a few others that may be out of date. I can try to find the ones I don't need or are outdated and start getting rid of them, but it would be nice to know where the problem is. Priax and Tal don't have the issue, though. Odd. Cheers, -BS
  6. Just updated to 0.2.4, I had 0.2.3 before. Not sure I below away all of Kopernicus with 0.2.3, but I made sure to do so this time. Same issue. Though this time I watched without warping. Polta just sorta fades away. I think that happened to a planet in some ST:Voyager episode? Anyway, it decided to become more and more ephemeral the closer I got. This is about 95km, I get this, it disappears completely, then any attempt to load saves eventually ends up with the entire game crashing. When I restart I have to go back to an earlier save where my craft isn't around Polta. Thoughts? Cheers, -BS
  7. I can't land on Polta. At about 50km, the moon just disappears. Dropping further down, it has me sitting at 1m where the surface should be, but nothing's there. Then I load the quicksave, turn the engines off, and my craft falls and explodes. I'm on 1.0.4, OPM 1.7.2. Another try at loading a quicksave, and KSP itself crashed and exited. NOTE: Landing on Priax went just fine, so I think it's particular to Polta. If I can get the delta-v I'll try Wal or Tal. I seem to remember this happening with some other moons on an older version, but that could have been Outer Planets Plus. I no longer have that installed. Just a ton of other mods. Some errors from KSP.log TONS OF THESE: [WRN 23:24:59.560] Cannot find preset 'High' for pqs 'Polta' [EXC 23:24:59.561] NullReferenceException: Object reference not set to an instance of an object PQSMod_VertexColorMapBlend.OnVertexBuild (.VertexBuildData data) PQS.Mod_OnVertexBuild (.VertexBuildData data) PQS.BuildQuad (.PQ quad) PQ.Build () PQ.SetVisible () Then the crash: [WRN 23:40:48.440] Cannot find preset 'High' for pqs 'Polta' [EXC 23:40:48.465] NullReferenceException: Object reference not set to an instance of an object PQSMod_VertexColorMapBlend.OnVertexBuild (.VertexBuildData data) PQS.Mod_OnVertexBuild (.VertexBuildData data) PQS.BuildQuad (.PQ quad) PQ.Build () PQ.SetVisible () PQ.UpdateVisibility () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQS.UpdateQuadsInit () PQS.StartSphere (Boolean force) PQS.RebuildSphere () PQS.Update () [WRN 23:40:48.493] Vessel Urlum Landar 5 crashed through terrain on Polta [LOG 23:40:48.493] [00:25:51]: Urlum Landar 5 crashed into Polta. [LOG 23:40:48.494] mk3-9pod (Urlum Landar 5) Exploded!! - blast awesomeness: 0.5 [LOG 23:40:48.583] [commDish]: Deactivated [LOG 23:40:48.609] [mk3-9pod (Urlum Landar 5)]: Deactivated [LOG 23:40:48.644] [00:25:51]: Glethis Kerman was killed. [LOG 23:40:48.645] [00:25:51]: Kerdun Kerman was killed. [LOG 23:40:48.654] Tac.FuelBalanceController[FFE1D334][7367.99]: Rebuilding resource lists. [WRN 23:40:48.656] Vessel Urlum Landar 5 Probe crashed through terrain on Polta [LOG 23:40:48.657] [00:25:51]: Urlum Landar 5 Probe crashed into Polta. [LOG 23:40:48.657] [Explosion] Combined. [LOG 23:40:48.657] batteryBankLarge Exploded!! - blast awesomeness: 0.5 [LOG 23:40:48.754] [ladder1]: Deactivated [LOG 23:40:48.777] [batteryBankLarge]: Deactivated [WRN 23:40:48.788] Vessel Urlum Landar 5 Probe crashed through terrain on Polta [LOG 23:40:48.788] [Explosion] Combined. [LOG 23:40:48.788] ServiceBay.250 Exploded!! - blast awesomeness: 0.5 [LOG 23:40:48.825] [spotLight1]: Deactivated [LOG 23:40:48.828] [spotLight1]: Deactivated [LOG 23:40:48.830] [spotLight1]: Deactivated [LOG 23:40:48.832] [spotLight1]: Deactivated [LOG 23:40:48.952] [ladder1]: Deactivated [LOG 23:40:48.954] [ladder1]: Deactivated [LOG 23:40:48.955] [ladder1]: Deactivated [LOG 23:40:48.957] [ServiceBay.250]: Deactivated [WRN 23:40:48.959] Vessel Urlum Landar 5 Probe Debris crashed through terrain on Polta [LOG 23:40:48.959] [00:25:51]: Urlum Landar 5 Probe Debris crashed into Polta. [LOG 23:40:48.959] [Explosion] Combined. [LOG 23:40:48.959] B9.Control.RCS.Block.R5 Exploded!! - blast awesomeness: 0.5 [LOG 23:40:48.959] [B9.Control.RCS.Block.R5]: Deactivated [EXC 23:40:48.960] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[Callback`1[IAirstreamShield]].RemoveAt (Int32 index) ModuleCargoBay.UnShieldEnclosedParts (System.Collections.Generic.List`1 enclosedParts) ModuleCargoBay.DisableShieldedVolume () ModuleCargoBay.EnableShieldedVolume () ModuleCargoBay.onVesselModified (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) Part.Die () Part.explode () Vessel.FixedUpdate () [WRN 23:40:48.960] Vessel Urlum Landar 5 Probe Debris crashed through terrain on Polta PQ.UpdateVisibility () PQ.Subdivide () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQS.UpdateQuadsInit () PQS.StartSphere (Boolean force) PQS.RebuildSphere () PQS.Update () I have the full KSP.log if it would be of help. Cheers, -BS
  8. Is this why my Griffon Century keeps overheating and exploding before making it to space, despite covering it with radiators? I suppose I'll take a look at the Module Manager patch, too.
  9. After playing with a slightly modified version of my above plane, I think it's the intakes. There seems to be some kind of unstable equilibrium where you can go quickly at altitude, as long as you make it to a certain speed at a lower altitude. If you slow down at the higher altitude, you and your thrust drop, I think. I didn't do a detailed check of the thrust values, but I'm going to make an educated guess that it's the intakes switching between the subsonic and supersonic modes. If I can get it to supersonic mode, I can head up to 20,000m and cruise along at a comfortable Mach 2.35. Much faster than that and my plane burns up, but that giant tub of bolts WILL go faster. I'm using a combo of RBM and DSIX intakes in the new design. I guess my observation is that they seem to have an abrupt change of thrust when going between modes at the given intake velocity, rather than being able to smoothly ascend and accelerate. Not sure if this is a (minor) complaint, or if the intakes are supposed to work this way? Anyway, I can fly the plane, it's just a bit more of a challenge piloting the thing.
  10. So I tried a bit of a different approach with different engines. Who doesn't need a cargo plane that goes Mach 3, but gets the fuel economy of a Hummer towing a 747? Interestingly, this one flew well to high altitudes, up to 20,000m. Got as fast as Mach 3 before starting to overheat. Leaving the engines full throttle causes them to VERY abruptly overheat and explode. I would have expected it to be more gradual. One other odd thing I saw with this setup, and maybe it's the variable intake geometry of the RBM's, but at some altitude/speed, it would keep speeding up and up despite lowering the throttle a lot. Then it would go that speed for quite some ways. Then it would slow down and down, to subsonic speeds even with higher throttle applied. So again, maybe some odd coupling of stock aero with part configurations? Awesome plane, though, if you fly it 'till it 'splodes.
  11. Right, at the surface the TWR is great. It takes off like a bat outta hell. But by the time I'm at 8500m it's just above 0.30. The CF34, being a subsonic engine, it would seem to need decent thrust at mach 0.9 or so, a typical cruising speed. Full Throttle: At 435m, I have a TWR of around 1, and about 178m/s in a modest climb. Level at that altitude I can go about 246m/s. I get 115.4kN. At 5000m, TWR is around 0.5. 205 m/s. 65.4kN. 9000m, TWR 0.31, 170m/s, 37.2kN. 10800m (ceiling?), TWR 0.25, 114m/s, 31.1kN. So the loss of thrust seems mostly due to altitude or air intake, and not necessarily mach number. I'm flying pretty slowly at 10800m, so it's a low mach number, and my thrust is piddly. I can fly a lot faster at nearly ground level. In the past, up to abound 10000m, the lessening of drag overcame reduced thrust and I went faster. The opposite is happening here. I suppose it could be some drag problem, but that wouldn't explain the higher speeds at lower altitude. I can't say I have a good feel for the effects of a boost or change in the curve, but it seems like it should decrease maybe half as fast? Cheers, -BS
  12. Thanks again for getting this updated, seems like it's in at least a playable state now. Question though on the CF34's. I don't know if it's the part, or the new aerodynamics, but they seem weak. In the below craft, I have 6 of them, but the plane maxes out at about 215m/s. The engines are TweakScaled to 1.875m, so have even more thrust. The craft weighs about 77 tons. Previously I'd get the best speed, well over 300m/s, out of a similar plane at about 8000-10000m - a normal cruising altitude. This one, the thrust drops so fast that optimal is maybe between 3000 and 5000m. Is this behaving as expected, or do the CF34's need a bit more thrust? Thanks....
  13. Thanks....I think the airbrakes worked to keep it upright through the descent, and the Telus-LV didn't explode. Attached them to decouplers just like the parachutes and everything else that's not needed to get the ship back in orbit. I'll keep the thermal mass information somewhere in my skull. Cheers, -BS
  14. So....I've managed to create a craft that can land on Eve (close to sea level) and reach orbit again. I've just simulated it via HyperEdit a bunch of times, but I'd like to do the actual mission. It's only mildly cheat-ey, with KW Rocketry, Kerbal Joint Reinforcement (SoS - Sick of Struts), and TweakScale used only on the landing legs and one SAS module. If I drop it straight down from 100km, it'll tumble a bit in the mid-atmosphere, but that's not a problem (chutes right-side-up it before landing) except for the stupid Telus-LV that keeps overheating. Adjacent parts (2000C max) don't even come close to overheating. Tried putting a small heat shield below it, but doesn't do much good with the tumbling. Without the mobility enhancer, my Kerbal can't get back up to the pod. The Telus-LV is attached to a modular girder segment coming off the bottom of the vessel. Hints for keeping this stupid thing cool? Can't they make it out of tungsten or something? Cheers, -BS
  15. I've seen this happen, though not necessarily with the same modules, under certain circumstances, mostly when the game crashes and doesn't exit normally. Completely removing the MechJeb2 folder and re-installing worked for me. I lost which windows were showing in the screen but those were easy enough to just click back to visible. Cheers, -BS
  16. Thanks to your gentle yet firm tutelage, I have indeed discovered that unclicking "Automatic Altitude Turn" does indeed allow me to edit that parameter. However, what was a minor bit of confusion about the UI not doing an automatic altitude turn when "Automatic Altitude Turn" was checked, you have turned into a valuable learning experience. Your benevolence in this matter has led me to explore many other facets of my humanity, and reconsider my ennui regarding discourse on the Internet. I have a shiny gold star with your name on it. Cheers, -BS
  17. Hmm...I see it displayed there, but it's not an editable field. Did that change with 2.5.1? I went back to 2.5.0-460 due to the node problem. I also noticed it's in mechjeb_settings_global.cfg (and the config for the type) but editing it had no effect while the game was running. Haven't tried restarting the game after editing, though. MJ seems to rewrite those config files constantly throughout play. Cheers, -BS
  18. Okay, after a bit of investigation, it appears it's triggering the turn at the start velocity, which is taking precedence over the altitude. Unless I'm missing something, there's no way to change the Turn start velocity? Would be nice to be able to up that a bit. Or are there aerodynamic reasons for keeping it low? Not trying to complain, just understand and perhaps suggest. - - - Updated - - - My situation was very similar. It was an unkerballed craft, 1 AR202 unit. I hadn't tried it with a piloted craft. Same builds, though I have a lot of other mods. If it would be helpful, I can post screenshots/logs, too. Cheers, -BS
  19. I'm having the same "MechJeb won't honour my ascent profile" problem. I'm not sure it's related to AoA. I've seen it with every vessel. Plus, the navball guidance changes that early in flight (500-3000m, even when I have it set to 8-10km), so the rocket is just following what MJ is telling it to do via the guidance, without external forces at work. I would think that early deviations from a perfectly vertical flight wouldn't be so much on AoA, but on control itself.
  20. Apologies if these have been noted further back than 3-4 pages. Two problems I've seen: Linux, 64-bit. 1) Occasionally, possibly when the game crashes, some features that were already enabled such as Delta-V, Surface Info, and Orbit info become unavailable upon restart. I'm guessing it's saving something mid-game that gets cleaned up on a normal exit? Completely removing the MechJeb2 directory and re-installing seems to work, but I have to set up my windows over again. 2) In 2.5.1, and build 462, when I use Maneuver Planner, it creates the node, then won't do anything about it other than orient the ship. Auto-warp doesn't work, and it won't execute the maneuver at the specified time. When I go back to build 460, I don't have this problem. I guess to recreate, take a vessel already in orbit, create a node and try and execute it? Cheers, -BS
  21. Alright, this shaking it making the game unplayable. Looks like it can take effect in flight, or any time loading a save. When the craft is shaking violently, it can't point in any particular direction, and sometimes spins out of control. The settings in config.xml don't seem to make any difference. 9 times out of 10 when I load it, the vessel shakes. If I put default values, it shakes itself apart. If I put much stronger reinforcement, it still shakes but stays together. Any idea how to correct this? I solved one problem adversely affecting gameplay, namely the craft exploding before launch, only to introduce another one, an uncontrollable shaking craft. Thanks again for your work on this mod. -BS FOUND THE PROBLEM. I had a lander where the doors on the service bay interfered with some fuel tanks I had. In non-KJR installations, this just caused explosions. WIth KJR, and appropriately high values, it just shook but didn't explode. Given the problem where sometimes you can't close the bay doors (says HAL) in the VAB, it started off with the bay doors inside the fuel tanks. Irresistible force, meet immovable object. Not sure why the issue varied before/after saves, and upon revert to launch. So....after an extensive redesign of the lander it no longer shakes like Principal McVicker. It took a fair amount of rework to get the ladder to the place it needed to be, because of positioning the fuel tanks, pod, and service bay so that you can both lay down the now crooked but functional ladder on the side of the bay, and not have the doors interfere with the fuel tanks. Hopefully this helps someone else. Cheers, -BS
  22. Apologize if this came up in the last few days, I searched the last several pages, and didn't see reference to it. The forum search tools leave something to be desired. Problem here with the throttle, especially on launch. It twitches down from full, often hovering around half. This is whether or not I have ascent guidance enabled. It doesn't happen when I remove the MechJeb module from the craft entirely. It isn't terribly useful if my rocket is sitting there, unable to get off the pad because MechJeb won't apply (or let me apply) full throttle. Is this something that's been addressed yet? Should I get the latest dev build? I don't have throttle limit set. Ooohhh answered my own question....okay, it's an artefact of "Limit to terminal velocity". Hopefully someone else will find this useful. Cheers, -BS
  23. Okay, found the guide in the README, and I nerfed the values so nothing would break. Now the small, well-attached parts on my modest-sized lander no longer inexplicably separate and spew out all across the pad. Note that they did this before KJR, so the mod is helping. I also added launch clamps, just not many of them since they're now completely rigid. Could now unnecessary struts cause problems? As for the initial gale force wind, it seems random. Sometimes when I start a launch, it'll shake like an enraged chihuahua. A 15,000 ton chihuahua, that is. Other times it's as placid as a summer's eve. I can keep doing "Revert to Launch" until I get one of the quiescent events. Odd, wonder what triggers one scenario over another. Cheers, -BS
  24. Okay, so just getting into this mod, after having my payload lander just explode on the pad for no reason. Parachutes firmly attached to a pod will have a structural failure. KJR seems to have alleviated that, but it now acts as if my ship is blowing around in a gale force wind, the ground speed veering wildly up to maybe 15m/s while it's just sitting on the pad. A couple things, though. I'm testing it without launch clamps, because of the aforementioned problem of the launch clamps being complete jackasses and attacking my ship at about 3-10km altitude. I wasn't aware KSP had implemented poltergeist, or maybe just a cousin of the Kraken. I've read elsewhere that reducing the number of clamps can help this. Also, correct, it is NOT a KJR bug, it's stock. Would the fact that my ship is 15kt (thanks TweakScale) have anything to do with the howling winds? The massive bottom stages stay together just fine, it's the part inside the fairing that seems to be riddled with problems. Something in the config I could tweak? I'm certainly not above editing config.xml Thanks for any hints. Cheers, -BS
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