Vereox
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Bottle Rocketeer
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Vereox replied to JPLRepo's topic in KSP1 Mod Releases
Just thought that I'd let you know that having a level 5 engineer onboard a vessel with a water purifier and 3 other kerbals (total 4 kerbals), creates a situation where you are generating more water than you are using. Is this a bug, oversight in the numbers or intended feature? I mean, having bonuses for leveled kerbals is a great idea, but this seems like too much. I installed a life support mod for realism, and then infinite water. Must be a mistake, right? -
So I've received a contract to redirect a class D asteroid to Gilly. I successfully redirected it around Kerbin to some inclined orbit (I simply just captured it) 200 km Pe and 70 Mm Ap. And then I changed the orbit to a 150 km orbit around Kerbin. I had no problems with redirecting it. The centre of mass was targeted perfectly fine and the onboard RCS and reaction wheels allowed for minor errors in targeting the centre of mass. However, once I assembled my Gilly transfer vehicle and attached it to the asteroid facing the centre of mass, it spins out when I activate the engine. In the album below, there are screenshots showing the alignment to the target of centre of mass before and after I connect to the asteroid. After I connect, the vehicle is not pointing through the centre of mass anymore. So I freed the pivot on the grabbing unit and rotated my vehicle to correct the direction its facing. But as you can tell, it looks so wrong. It doesn't look like it's pointing through the centre of mass. And the final screenshot is of when I've activated the engine and the asteroid has begun to spin because of the force not being applied towards the centre of mass. I haven't done anything different in terms of targeting the centre of mass, the probe bodies that I use to control the vehicle are in line. So I'm completely stumped as to what is going wrong. Can anyone help me out with this?
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I myself haven't edited any of the parts or files. All of it is the same as any downloaded copy of the game files or mod files. Just another note on the ground clipping. I've noticed that whenever I'm on Kerbin and I'm trying to land a plane, the game won't load the terrain in a way that causes parts to clip except for the controlling part of the craft. But when I reach about 80 m/s, the terrain loads correctly and I can land perfectly fine. Any velocity higher and the terrain doesn't load. It's actually really annoying. Personally I think that there may be something with the way the game loads in the terrain under certain conditions, or may be way a mod interacts with the terrain code. Just my two cents.
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I should also add that the mods that I have installed are: Alternate Resource Panel Distant Object Enhancer Environment Visual Enhancements Ferram Aerospace Research In-Flight Waypoints (uninstalled a while ago when first experiencing this on Mun when I sent a lander there to do a contract; but uninstalling did not solve the problem) Kerbal Alarm Clock Kerbal Engineer Redux Module Manager Near Future Solar Procedural Fairings Procedural Parts StageRecovery Surface Lights
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I have experienced this problem several times now as well. On Mun as well as Minmus and Ike. Usually my problem goes like this: I land a base or a simple lander on the surface. Then a kerbal goes on EVA. Once they reach a certain distance away from the lander/base the game stutters for a bit but all is fine. Once I have done whatever it is that I've needed to do. I start to head back to the lander with the kerbal. Then all of a sudden all hell breaks loose. The lander explodes and gets flung into space. Pieces go everywhere and the base or lander is more often than not destroyed. As a general rule of thumb I don't have any SAS active or have any engines activated when I land something and it is staying there. (just to note) But recently I just landed a base on Ike and sent a kerbal out to do some science a few hundred metres away. When the kerbal went 250 metres away from the base, the base suddenly started falling downwards, into the moon. It stopped at about 350 metres away. Curious, I sent the kerbal back over to investigate. Once I was essentially standing right on top the base (except that it was underground), the base suddenly popped back up to the surface, then promptly exploded. Sending parts and the kerbal into space. Here are two series of screenshots I just took to demonstrate this bug. The first series is without the debug open, the second is with the debug open. Log: https://dl.dropboxusercontent.com/u/85103666/output_log.txt