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smjjames

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Everything posted by smjjames

  1. Could that help explain why MechJeb hugely overshoots (or undershoots rather) by kilometers when landing in an atmosphere while using FAR? Edit: My output log is absolutely covered in those errors.
  2. I'm 99.9% sure that it doesn't mess with the stock engines ISP and stuff. You also have to remember that you'll need less delta V to get out of the atmosphere with FAR than with vanilla. I don't know the exact number, but it's somewhere in the 3k zone, I think.
  3. I was trying to use the interstage fairing adapter (the egg shaped fairing actually had a closed top with that part), but I got the conical one to have a closed top with the fairing base part. It was just me trying to figure out the fairing bases.
  4. Can you sort of use them as fairings for engines and engine clusters that don't have fairings? And um, I'm having a bit of trouble getting the fairing for the top payload to close up at the top, trying to figure that out. Edit: Well, the conic one isn't giving me a closed top, the egg shaped one is.
  5. I always strut them at the top, middle (middle of the booster approx), and bottom (below the radial decoupler), so they're strutted out pretty well. I've also noticed that the oscillation actually still happens a little bit after the SRBs detach, but the oscillation calms down once the rocket gets beyond much of the atmosphere. As for the landing, does anybody know how to fix the fact that it's very inaccurate when landing in atmosphere with FAR? I tried to add more clamps to the ship that I knew was having the clamp problem, didn't help. Edit: After I removed one pair of clamps (which was actually getting in the way anyhow), it works fine when autostage is on, wierd. Edit2: Actually no, it's still doing it
  6. Uh, you're running the 64 bit version of KSP? It's been declared unstable by Squad themselves, use the 32 bit version.
  7. I ran into that same problem and after unchecking the recursive save tab, it was able to restore from a new backup, well, I didn't actually restore the backup, the newest one is simply there.
  8. I'm checking this out in 0.90 myself. I didn't get any message about the mod being incompatible, so that's a good sign. I tried in sandbox mode and while I saw one between Duna and Dres, that disappeared after a while and I haven't seen any others appear since. Edit: Just tried the science mode game and they appear all over the place.
  9. That is almost exactly the same error that I was getting when I was crashing, you'll need to get the Active Texture Management plugin to save RAM.
  10. This, very much this. I used the basic one, which helped, but I still had a crash after a long while, so I used the aggressive version. The only crash that I had since was one that didn't even leave a crashlog, which I suspect may have been due to the loads of struts that I had on the ship.
  11. Looks like the crash happens pretty often, so, the only thing that I can think of atm is to try and take out half of the mods and see whether it crashes or not?
  12. Have you made sure all of the mods are updated (and compatible for 0.90) and are the latest?
  13. Might help if you actually listed the mods. Also, have you tried Active Texture Management mod? The snippet above sort of looks like the crash I was having, but I didn't get the huge stacktrace.
  14. Are you using one of the probe cores? You probably have it rotated upside down or something. Also, does this only happen with one ship or all (which would rule out placement of probe cores)? Edit: What version of KSP are you playing? I know MechJeb used to have the problem back in 0.24, maybe earlier, where if you didn't place the object vertically, the navball would be off kilter. It doesn't have that issue anymore though.
  15. My question isn't about the engine overheating, it's about the ship rolling or rocking, unless that's normal? Also, does anybody know of a way to extend the horizontial reach of those clamps? There have been many times where I wanted to place clamps higher up on the rocket or on the main body itself, only to have the vertical part clip through other parts of the rocket.
  16. Hm, this seems like it would be great to make sure that my heavier landers return intact.
  17. They do break? I thought the clamps were like, completely invulnerable. Also, I've tried doing manual warps with the same ships that MJ makes the clamps disappear in and they don't when I increase the timestep. Heck, even using the warp helper works just fine. Also, in a question completely unrelated to the above problem that I'm talking about, how come this ship, after it starts the gravity turn, keeps rocking or rolling from side to side? I've tried doing it manually and it doesn't happen there, so I know it's not a problem with FAR. Also, I've had ships with a worse problem of rolling or rocking side to side, but while I've figured out how to mitigate it a bit, I can't figure out the WHY. http://sta.sh/01swg6xw4s51 (craft file, also, to note, if you're using FAR or maybe NEAR, be sure to limit acceleration to 18m/s squared, otherwise the main engine explodes from overheating after the boosters are ejected. Not sure what happened there, I suspect the exhaust from the separators are hitting the engine and pushing it past the breaking point before MJ can react)
  18. The latest ship I launched had the problem of launching without me doing the launch command, that is, pressing spacebar, and that one is without the symmetry action fix. As for the launch clamps, I'm not saying that MJ is deleting them, but something is happening to them. In an early 0.90 version of mechjeb, it happened a whole lot, but in later versions, it stopped happening so much. Whether that is because of my own design changes or the MJ version, I have no idea. Edit: Actually, it was a slightly different design of one of my ships, but theres another with the same problems. Or should I just construct a new one?
  19. I'm not sure if this is a stock problem or related to mods, but since my game is modded, I'm posting here. I've noticed this before on the Mun and now with Minmus, where any kerbals that are on surface EVA will get stuck animation wise when you go off somewhere with another kerbal and you go far enough away to offload the other kerbals. By stuck animation wise, I mean that their animation will be stuck in the arms outstreched frame, but you can still move around and do stuff, even EVA rocket mode works, they just won't do animation. They'll still ragdoll when they collide with the ground, but they'll end up all bunched up in ragdolled position. I haven't checked just yet if it happens on Kerbin. It is possible to reset them by either getting the kerbal back into the ship (which can be a bit difficult) or going to spacecenter and back. Windows 8.1 64bit KSP 0.90, running 32bit Mods: FAR KAS MechJeb plus extension for FAR Nereids S.A.V.E. backup system Hangar mod B9 Aerospace Stock Part Revamp (textures only) ATM Stock Bug Fix Modules* procedural fairings *The specific ones that I have are Anchored Decoupler fix, chute quickload, crew roster freeze, EVA ejection fix, and kerbal debris fix. Output log: http://sta.sh/0c8lg2hgx70
  20. Could someone look into this? Because I've had other ships behave similarily as well, and there seems to be no rhyme or reason why, no common factor that is causing it. At least as far as I can tell.
  21. I actually tried something similar, but I'm not sure if they disappeared due to that or due to the parachutes not fully slowing them down.
  22. @wizzlebippi: What about dragging the maneuver node along the orbit? After I saw in the output log that it activated the base stage for some reason, I got a hunch and made a slight change to the ship I was using. I decided to put a mainsail on (because the LFB KR 1x1 doesn't have a node on the bottom), put a decoupler under that, and make that decoupler it's own stage. Tested that and the clamps didn't vanish, then I removed the decoupler and the clamps vanished under the exact same conditions. Edit: I put the decoupler in the same stage as the normal base stage and same results without the clamps vanishing. The two ships have a few B9 Aerospace parts. To jump to the ships before launch, search duna in the output log. http://sta.sh/01tky4gjmw13
  23. Does anybody know if MechJeb utilizes the airbrakes from B9? Doesn't look like it uses them. I'm trying to figure out a way to improve MJs landing accuracy in atmosphere with FAR. Of course though, it doesn't help much if it doesn't even try to adjust course during re-entry. Also, the last time the ascent autopilot vanished the launch clamps the instant I clicked autostage while warping, it actually said that some of the clamps exploded, I think. Edit: I tried the vernor jets (B9 I believe) and MJ absolutely does not know how to use them, plus I may be using them wrong. The landing precision was even worse with vernor jets. Edit2: And um, how do you get mechjeb to do a low deorbit burn? [Orbit Targeter]: Target is Eeloo (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Camera Mode: AUTO (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Packing Sundiver for orbit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) activating stage 8 - current stage: 9 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [fuelTank3-2]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [fuelTank3-2]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [liquidEngine1-2]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [winglet3]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [winglet3]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [winglet3]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [winglet3]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Size2LFB]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [launchClamp1]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Size2LFB]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [launchClamp1]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Size2LFB]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [launchClamp1]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Size2LFB]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [launchClamp1]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [strutConnector]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [05:30:20]: Liftoff!! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Packing Sundiver Debris for orbit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Packing Sundiver Debris for orbit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Packing Sundiver Debris for orbit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Packing Sundiver Debris for orbit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) getObtAtUT result is NaN! UT: 43048787.8948038 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [0.835486509174187, -0.549510958023524, 0] period: NaN (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [OrbitDriver Warning!]: Sundiver Debris had a NaN Orbit and was removed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Sundiver Debris Unloaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Invalid parameter because it was infinity or nan. (Filename: Line: 155) Invalid parameter because it was infinity or nan. (Filename: Line: 155) Invalid parameter because it was infinity or nan. (Filename: Line: 155) getObtAtUT result is NaN! UT: 43048787.8948038 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [0.835486509174187, -0.549510958023524, 0] period: NaN (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [OrbitDriver Warning!]: Sundiver Debris had a NaN Orbit and was removed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Sundiver Debris Unloaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Invalid parameter because it was infinity or nan. (Filename: Line: 155) Invalid parameter because it was infinity or nan. (Filename: Line: 155) Invalid parameter because it was infinity or nan. (Filename: Line: 155) Vessel Sundiver Debris was on-rails at 55070086871008300000000000000000000.0 atm pressure and was destroyed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Vessel Sundiver Debris crashed through terrain on Kerbin (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [00:03:40]: Sundiver Debris crashed into Kerbin. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) launchClamp1 Exploded!! - blast awesomeness: 0.1 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [launchClamp1]: Deactivated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Vessel Sundiver Debris was on-rails at 1.0 atm pressure and was destroyed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Vessel Sundiver Debris crashed through terrain on Kerbin (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) launchClamp1 Exploded!! - blast awesomeness: 0.1 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [launchClamp1]: Deactivated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 2 explosions created. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
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