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Seaview123

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Everything posted by Seaview123

  1. Thanks for the help, folks. I found that there's a mod I'm running which affects the rotational angle which the docking ports contact. By spinning my craft I was able to get the ports to mate. In the VAB, there are now settings for what angles the ports would mate at, and for new vessels I now have to remember to set the ports to 360 degrees. I'm not sure which mod I'd installed is making this effect, but it's interesting.
  2. Hello fellow KSP'ers, I've got a save game I've been playing for a long time now, and I've come across a bug that started after I had an unexpected crash to desktop. All of my shielded docking ports no longer allow me to dock, whether on a vessel in flight or when building them from scratch. The animation works fine, but there's no magnetic attraction and it won't dock. I remember seeing this a long time ago on the forums, and there was a thread that recommended modifying the gamesave persistent.sfs file. If anyone remembers this and can point me to the old thread, or can let me know how to re-enable my shielded docking ports, I'd greatly appreciate the help.
  3. Thanks for all the hard work and effort you and all the members of SQUAD put into creating my very favorite video game. Well done, and looking forward to seeing what amazing things you folks are part of in the future.
  4. Very sorry to hear about the problems on the forum. Best wishes to the moderators and admins for getting the site up and running again soon.
  5. Wouldn't the solution to this to be just to throttle down during the initial ascent? I noticed this using MechJeb and adjusting the "Q" setting on the Launch Guidance tab. A lower Q (dynamic pressure) setting causes MechJeb to throttle down farther, and results in a lower acceleration through atmo... until the air pressure at higher altitude decreases and full thrust isn't an issue any more.
  6. Here's an update... I removed about 3 tons of fuel from my ERV and managed to get airborne, but found several more problems on ascent. The fins I used are mostly unmovable so if there was any lateral movement during launch it caused an angle on ascent. Then, once the asparagus stages dropped free my thrust vectoring and gyros couldn't keep me flying straight enough to make orbit. Fortunately, I had a single parachute to get back down safely with. I'll redesign and try again. My Kerbal has spent the last 10 years on Eve, so another couple more shouldn't be too much of a problem, don'tcha think? Here are some pictures of my failed attempts to fly... http://i.imgur.com/9jUg00p.jpg Prior to launch, after removing 3 tons of fuel. http://i.imgur.com/lP9Szy9.jpg Seven full thrust aerospikes do bad things to a launch platform. http://i.imgur.com/E3cGF5g.jpg Climbing out of the fireball. http://i.imgur.com/dpmo010.jpg Angle way too steep... http://i.imgur.com/d4TZPv2.jpg Parachute ride of shame... but lived to try again another day.
  7. I tried testing this design out, but found out that my Kerbal engineer (1.0.18.0) showed me some bad data in the VAB. It showed I had extra dV, so I packed on some more tiny tanks to my asparagus stages, then found my first stage thrust to weight was .97 at launch on Eve. It made for some interesting explosions, though, and some heartfelt cuss words, too, since getting it to the surface intact, on a level enough plane to launch from, and 'nearby' my stranded Kerbal, was a whole lot of time and effort wasted. And by "nearby" I mean about 45 minutes of rover drive time. I'll try again after trimming it down some. http://imgur.com/zwThBrV How I got it to Eve. The Eve Return Vehicle is under the fairing to the right. http://imgur.com/7ZGq1Ph ERV on a 5 degree slope. I lowered landing gear to straighten her out. http://imgur.com/dgGtgQQ Just prior to the explosions... <expletive deleted> !!!
  8. Very cool video and I love your landers. Nice work on these and thanks for letting us play with them.
  9. Thanks and Happy Holidays to the KSP team and forum. You guys are pretty awesome yourselves, and thanks again for producing such a fun and addictive game.
  10. Hello Angel, I'm a big fan of your Pathfinder mod and am having a lot of fun setting up bases all over my KSP career game. Thanks for creating this mod, it's a blast! I haven't read the entire thread, but I'd like to report a couple issues I've run into to let you know about them. I'm using CKAN and have the most recent version of Pathfinder installed... - I recently installed the Extra Planetary Launchpads and OSE Workshop mods, and I'm seeing an issue when opening the recycler, where the icons for the parts available to be recycled appear to be stacked on top of each other. Clicking on one automatically starts recycling one from some where in the stack, and as Murphy's Law would have it, it's usually always something I didn't want to recycle. - In the Ponderosa's Geology Lab when I click on TERRAIN Uplink and select Switch to Vessel, my game freezes forcing me to manually restart. - In the VAB, you can assign Kerbals to uninflated modules. (Actually, this cracks me up... I picture the Kerbals covered in shrink wrap and stuffed in a cold box for transport... it seems pretty efficient, but I wonder how you thaw them out at their destination... a microwave oven would use a lot of electricity. ) In any case, the button to inflate a module a Kerbal is stuck in isn't there until you have them EVA or transfer. - And in your wiki page, the craft file in the link to the Pathfinder Buffalo Starter Craft no longer works because of the old style wheels. Sorry about all the nit picking, but I hope this helps. Thanks again for creating a thoroughly enjoyable game mod.
  11. I guess you can't please everyone all the time... If it makes a difference, I love Antenna Range, and I'm a big fan of RoverDude's work, too. You guys are alright in my book!
  12. The Pathfinder or Buffalo mods have added a winged back pack with drop tanks and carrying attachments. I haven't used it yet but it looks interesting.
  13. I had the same problem when I updated to 1.0.5. I found out the version of MechJeb you get from CKAN is sometimes not the most current build. Replacing the version I had installed with the newest version fixed most everything for me. Try using the link below to get the most recent version, which is build #524 when I posted this: [url]http://jenkins.mumech.com/job/MechJeb2/lastStableBuild/[/url]
  14. For me, it helps out a lot with rockets that aren't perfectly streamlined or have large fairings. Setting the Max Q in MechJeb automatically throttles down when the aerodynamic pressure gets too high, then throttles back up when I'm out of the thicker parts of the atmosphere. I had been using the "limit to terminal velocity" feature, but the default Q setting (20,000) seems to work much better. One thing to be careful of... when I set it in the Launch Assistant, MechJeb set the default Q on for everything. I learned that trying to get a spaceplane to orbit and it took me a while to figure out it was MJ that was throttling back when I tried to go hypersonic.
  15. Has anyone tried restarting the game after a couple scene changes to see if it resets the memory usage? What I mean is, after a couple of scene changes (from VAB to space center to flight etc), quitting the game, returning to the game load screen, then restarting the session, does the memory in use decrease (get released)?
  16. Thanks, I'll cut down on the mods and use the OpenGL fix for now. I'm hoping the future updates (v1.0.5 or Unity 5 update) will make some headway on the 3Gig RAM limits. I enjoy playing with mods (obviously), and would like to be able to use them long enough to create some large and interesting ships and bases.
  17. Hello fellow KSP'ers, I'm running quite a few mods but my game was running pretty stable until a week ago. After playing for a while I'm seeing unexplained crashes to desktop when shifting back to KSP or when shifting between ships in flight. I think it might be a memory problem, but not sure. What's worse is I don't know what's causing it, so can't fix it on my own without going through each mod one by one to see if one of them is causing the problem. I use CKAN to keep my mods up to date, but I can't figure out what the problem is from reading the error logs. If anyone can tell me how to read these error logs, and what to do to keep flying, I'd sure appreciate it. https://www.dropbox.com/s/jjf55ds52lsfplv/output_log.txt?dl=0 https://www.dropbox.com/s/428fhwvf38uandq/error.log?dl=0 https://www.dropbox.com/s/gc1s47i2i6cnssg/report.ini?dl=0 https://www.dropbox.com/s/xqyjdymk4beo8nr/crash.dmp?dl=0 Thanks Rocketeers, Tom Seaview123 - - - Updated - - - Also, here's a list of the mod's I'm running: 6 crew science lab 6 seat mk 3 cockpit Antenna range Asteroid day Atmospheric sound enhancement Aviation lights Bahamuto dynamics (parts) BahamutoD animation Modules Bahamuto D’s Armory Better Buoyancy Better Emissives CapCom Chute Safety Indicator Collision FX Community Resource Pack Contract Configurator Contract Pack: Advanced Progression Contract Pack: Anomaly Surveyor Contract Pack: Base Construction Contract Pack: Field Research Contract Pack: Historic Missions Contract Pack: Initial Contracts Contract Pack: Kerbin on Fire Contract Pack: Kerbin-Side Jobs Contract Pack: Rover Missions Contract Pack:SCANsat Lite Contract Pack: Tourism Plus Contract Pack: Useful Space Stations Contract Pack: Kerbal Aircraft Builders Crowd Sourced Science Diverse Kerbal Heads DMagic Orbital Science Docking Port Alignment Indicator Docking Sounds Dynamic Deflection Environmental Visual Enhancements EVE High Resolution EVA Enhancements EVA Transfer EVA Manager Field Experience Final Frontier Firespitter Core Habitat Pack Hullcam VDS Intake Build Aid Intersteller Fuel Switch Core KAS Portable Science Container Kerbal Alarm Clock Kerbal Attachment System Kerbal Engineer Redux Kerbal Foundries Wheels and Repulsors Kerbal Inventory System Kerbal Joint Reinforcement Kerbal Konstructs KerbinSide Kerbin-Side Air-Race Klockheed Martian General Plugin Functions KSI – Placement Services Layered Animations Magic Smoke Industries Infernal Robotics Mark IV Spaceplane System MechJeb 2 MechJeb and Enginner for all Menu Stabilizer Mk 2 Essentials Mk 2 Stock-a-like Expansion Mk 3 Mini Expansion Pack Modular Rocket Systems LITE Module Manager Navball Docking Alignment Indicator Navball Up Default Near Future Construction Near Future IVA Props Near Future Spacecraft Parts Oxidizer Flameanator Pathfinder Pilot Assistant Portrait Stats RasterPropMonitor RPMCore RCS Build Aid RCS Sounds Rover Wheel Sounds SCANsat ScienceAlert StageRecovery Star Trek: TOS colored Space Suits Station Science Texture Replacer Toadicus Tools Toolbar Trajectories TweakScale Universal Storage Water Sounds Waypoint Manager Wider Contracts App WildBlue Tools
  18. I just stumbled on this thread and read it all the way through in one sitting, and I can't tell you how impressive this project was. You've definitely got a flair for writing, too, as I was kept on the edge of my seat the whole time. Thanks again for sharing this epic story with us.
  19. You Sir, are my hero! Many thanks!!! edit: You're still a hero, but unfortunately, my jumping Kerbal bug is still jumping.
  20. Can't argue with that. Still, if the 1st person view was easier to work with I'd use it a bunch more.
  21. Hello and welcome to the site. I'm relatively new also, but really enjoy the game, and the community. The forums have plenty of tips and tricks to keep your Kerbals flying, and I usually read about something new to try out from the various posts. (Just a suggestion, but with your programming background maybe you might like to try to create a mod or two?)
  22. Hello VF. A sharp looking space plane you've got there. Thanks for the help on my 'jumping Kerbal' thread, too. See you 'round the site, and looking forward to more pictures of interesting craft.
  23. I'm pretty sure everyone has left a Kerbal stranded somewhere sometime. It's part of the fun. Welcome to the community!
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