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KerBlam

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Everything posted by KerBlam

  1. Noticing a weird bug, when I hover over the smelters in the VAB they grow out of the box and keep growing until they're off screen. If you change 'pages' on the VAB toolbox they reset and you can do it again! It's kind of fun. I'll get a better screenshot if you want. It happens with all sizes of the smelters, and only the smelters that I've discovered. Also they keep the preview of whatever item you'd hovered over previously. you can see in the screeny that the preview is showing one of the solar arrays.
  2. I did something interesting... I have a few files... Here is the one from this save> https://www.dropbox.com/s/dpqt7y60tl9rtvs/quicksave1.sf?dl=0 This one, I believe, is from one that happened more recently, it's happening to me now whenever I try to undock a clamp-o-tron sr. The saves are from immediately before undocking> https://www.dropbox.com/s/l2z19jxnpee4wsq/quicksave.sfs?dl=0 and THIS is a file.. it may be useful or not, I wouldn't try to load it as a save though. It's basically a changelog of the second save file from immediately before undocking, and immediately after and firing the RCS thrusters once. It shows what changed in the save file. > https://www.dropbox.com/s/knfer9uboi85sxv/logcompare.txt?dl=0
  3. I have found mention of this bug before, but nobody seems to have mentioned it since v.23.5. It's ruining my game. KSP: 0.90 (Unix) - Unity: 4.5.5f1 - OS: Linux 3.13 LinuxMint 17 64bit Problem: Clamp-o-tron Sr will not release upon contextual menu command. Mods Installed: USI Tools - 0.3.1 SCANsat Mission Pack - 1.0.1 Chatterer - 0.8.0.86 Community Resource Pack - 0.3.2 Contract Configurator - 0.5 Contracts Window Plus - 1.0.3 RasterPropMonitor - 0.18.3 KSP-AVC Plugin - 1.1.5 Kerbal Engineer Redux 1.0 - 1.0.14.1 Kerbal Joint Reinforcement - 3.0.1 MemoryUsage - 1.1.1 RCS Build Aid - 0.5.4 Regolith - 0.1.2 SCANsat - 1.0.9.3 TextureReplacer - 2.1.2 Trajectories - 1.1.2 Kerbal Alarm Clock - 3.2.1 Transfer Window Planner - 1.2.2 USI Exploration Pack - 0.3.1 Freight Transport Tech - 0.3 Karbonite - 0.5.1 Karbonite Plus - 0.3 VenStockRevamp - 1.6 StockBugFix - 0.1.7d I've used CKAN to install nearly everything, so it should be up to date. Reproduction Steps: Build a launcher with a orbital refueller attached to the top via two clamp-o-tron Sr docks, oriented correctly, launch into orbit, try to decouple the docks and the parts stay stuck together. this has happened twice on two different saves, different builds of craft. Log: https://www.dropbox.com/s/le4elhmmw8rp53y/Player.log?dl=0 Edit: and again.
  4. Encountered this today... What a mongrel thing, and it seems to be one of those bugs that won't go away. I tried your quick and dirty fix, and I followed it to a T, using the disable crossfeed button to find the UID and then searching the UID to find the part and changing the Attn line to refelct Top, (parent), saving and reloading and hitting decouple, not undock... But the wrong part decouples!!! Screenies attached. Any clues? (yes I have my unedited save backed up ) edit: So I gave up on it and set that craft adrift.... made a new base for another orbital station, got it into orbit, docked and... same thing again.
  5. Yeah no worries I'm always happy to help! I'm not exactly sure what the issue is exactly though... If it's this I don't know if lodging it with Github will help.. : I could be mistaken but I think that CKAN uses the same metadata to keep updated that AVC does. edit: And as I think of it, CKAN has the correct version, it just doesn't have the correct patches, the issue I had came from AVC, and it's simply a pop-up saying that RPM was made for v0.25, which is due to Mihara not changing the .version file. as pointed out above. It doesn't affect gameplay in the slightest, everything works perfectly.
  6. Hey Roverdude, I'm having all sorts of trouble getting a packrat built and operational. The latest is, When I take one (the other 3 work fine) of the Packrat miniwheels out of a KAS crate, it just sticks to the ground instantly, and I start hovering straight up into the sky like I'm standing on an invisible column. I can walk off the column and fall back to the mun. I get no contextual menu on the wheel, like it's not there, and the mash looks broken. I've tried all sorts to try and get it out of the crate without this happening, but it doesn't matter what I do. I think this is my fourth expedition trying to get a complete operational packrat. edit: So if I go to the space centre and reload Bill Kerman, the wheel is on my back as normal a bit strange though. So happy to have a working rover, now I can explore the Mun!
  7. The whole folder? As far as CKAN goes, I think of it as an accessibility mod. Not every end user is as savvy, or has the time up their sleeve to spend ensuring that every dependency is met and every patch is applied (sometimes it can be quite obscure, as in this instance) so for a modder it is helping you to expand your audience, surely that is a desired result. It is, like almost everything in the community, a WIP, and it is getting more proficient at ensuring that things are going in their right places and conflicts are getting ironed out. I have around 40 mods installed through CKAN and have not had a single issue. Even this one I'm not calling it an issue, more of a slight annoyance caused by a pop-up, no biggy.
  8. Please disregard my previous post.. CKAN does indeed have 18.3. I need coffee. - - - Updated - - - I have MoarDV's .dll where do I find these other patches?
  9. I just updated the .DLL all the same. I can only talk from my own (admittedly limited) experience, when I say that so far it has made installing and keeping mods updated easy, except for this instance. I'm still a bit confused about it. Has CKAN not been updated to the latest version because of some gripe with CKAN? edit: Has Mihara dropped the project? No judgement, I'm just asking.
  10. Oh, I forgot to mention I'm using CKAN... and that's not giving me an update. I'm confused, is there an updated .dll? Should I be installing a dev version manually? Sorry I didn't see this, I'm still pre-coffee. Should I be using this instead of what CKAN installed? I'm not having any issues that I know of with the version I have, other than AVC giving me pop-ups, but it would be good if theres an update, for CKAN to be updated, it really does make life moderately hassle free.
  11. I had a look, and I doubt it... I wouldn't even know how to navigate there yet TBH Incidentally.. I got my Packrat off the roof without it exploding, by detaching the rear chassis.. when I do that the roof rack comes off and the packrat falls free, however when I do that, one of the front wheels and the driver seat come off. I've been chasing the three wheeled rover around for about half an hour trying to reattach the wheel, but it won't let me. I can attach it to almost anywhere on the Packrat except for where it needs to go, and the seat.... well the seat won't even give me an attach option, I can pick it up, or drop it. I can't attach it. If I try and pick the packrat up, it explodes.
  12. Just letting you know, AVC is popping up telling me that RasterPropMonitor Ver. 18.3 was built for KSP .25 It's touching me in that OCD place.
  13. Oh well, if that's true I guess I'm going to have TWO massive tanks of hydrogen floating around Minmus I can hear all you long-term expert bastards cringing from here. XD Ok Ok I'll TRY and make the launcher smaller... Just for you Captain Sierra since your help has been invaluable.
  14. I know, but I'm learning so the tendency is to overdo things, and that HoneyBadger is heavy... and on the upside I now have heaps of hydrogen floating around Minmus that I can use later. Cleverly theres a pipe node on it. Know how to get my packrat off the roof Captain?
  15. So... I built a stupidly huge launcher, and I had spare delta-V so I decided to go to Minmus Got there, left a near full tank of hydrogen in orbit and landed the HoneyBadger easily enough. Happy Days! Right? Nearly... I can't get the Packrat out of the Cargo Bay which was the whole point of this expedition... I stuck it to the roof instead of using a docking node or some such... Every time I try and release it, it explodes. Not that I mind explosions, but is it supposed to explode?? Is there some cheeky way of getting this thing off the roof?
  16. Thanks so much. Didn't know there were symmetry modes! (edit: after searching everywhere for the life of me I can't find a way to change this, other than save and load in the SPH, Of course now, because I'm attaching it to a launcher I'm rebuilding in the VAB... there must be a better way! Tell me your secrets!) The only issue with placing the fuel tanks in front of the cargo bay is that the bay doors clip the VTOL fans when they open. I'm still a bit flummoxed as to how fuel behaves. If the fuel tanks are seperated by another compartment, say a cargo bay, will the main engines get that fuel, or does it need to be directly connected to the engines? I'm guessing yes, but the problem with that is that fuel lines don't run along the side of the ship! That's why I was unable to do the two way fuel lines to balance the fuel load. It would be awesome if one of you mod gurus could fashion up an inline fuel hose connection Having something else put it on the moon pretty much negates the need for the fans and reactor, at least until I reach some other planets with atmo, which is a way off. Are you using Kerbal Joint Reinforcement? That may help. That's a must have mod IMO the stock joints are piddly. - - - Updated - -
  17. Well, I did just that, and it showed me something, that I don't know if it's a glitch or intentional but it's a proper pain in my tiny green ass. I noticed it with landing struts, but in symmetry mode, when you place something on one side on an outrigger, it flips the other side 180 degrees... soooo my engines were facing in the opposite direction from one another which would explain the flipping. Now I have to redo my action groups before I test again, but I think that will definitely help. Roverdude, is that something fixable? Seems painful to place everything one at a time. Edit: After moar testing, I no longer flip laterally, I now flip vertically! Progress! So (as you can see in above screenies) I have added a ballast tank to the front, which isn't beautiful, I know, but it's helping me understand. Final Edit: SUCCESS! Started again with a less ambitious design, well balanced AND funnily enough, it turns out that RCS is really useful, and I'd left the HoneyBadger RCS control unit off my design completely! Although I'm not getting it anywhere near the Mun, I did sustain flight, nearly landed it at the island runway (so so close) before I ran out of mono and drove that sucker deep, deep into the abyss. Thanks for putting up with my drivel.
  18. Interesting workaround, however you're not getting the most out of your computer doing it that way you're just tricking it into running a different executive. If you haven't tried one of the shell solutions, I urge you to give it a go and post results. If you don't like it for whatever reason, you can simply delete the ksp.sh file you created. No harm done.
  19. Screenshot of my massive HoneyBeaver frame (I dubbed it that, no reason). haven't added my new fuel lines yet, but I think it's a bit better balanced now anyway. Now to learn about Action Groups... So much learning, my poor noodle. Moved construction to SPH Added fuel lines, but not the two way job, because I actually can't figure out how that works, my tanks are joined, except for one and fuel lines won't reach between them. Time for a test. Flipping over and blowing up the runway seems trendy, maybe I'll do that 20 times. Having various degrees of success, if success is measured by the height gained before flipping over and destroying the runway. I'm killing it. New Screeny
  20. Thanks! Although the taskset -c 2-3 modifier is only for multiple cores. I just had a crazy thought!:- I hope nobody is trying to play this game on a single solitary core. :0 It would be like watching a slideshow haha What specs are you running wibou?
  21. Sure I'll put up a screeny when I next boot up KSP Also I think I need to research action groups, I've been putting that off, and I found a sweet tip for balancing the fuel load using 2 way fuel lines which I think will help. via Mischief: Keen to try this out!
  22. Is there a guide for the HoneyBadger somewhere? I don't think I'm setting it up correctly, and I definitely can't fly it, let alone get it into orbit
  23. This! is potentially my most peevliest pet peeve... Not exactly a game breaker, but it gets me every time.
  24. When you are testing this, are you importing your WIN save into linux? I've heard this can cause performance issues.
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