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Blazer Nitrox

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Everything posted by Blazer Nitrox

  1. I was trolling around this post (and the original KerbalGalaxy 2 post), and I noticed a lot of people posting errors that either didn't have anything to do with the mod or had already been answered. Here are some common problems: Missing solar system/Stars orbiting the sun instead of a black hole/No extra stars (stock solar system): You probably installed the mod's files in the wrong places. If a mod's file contains a folder called GameData, then post that folder into your KSP folder (this will copy everything in the file's GameData into KSP's GameData). If it contains one or several folders which have .dll's in them, then you should paste the folders into the GameData folder (that way the mod's files end up in GameData). Make sure that you don't end up with something that looks like KSP/GameData/Example_Mod-1.0.0/GameData, as this will most likely break the mod. Screen becomes a rainbow, and then KSP crashes: This is because you're running out of RAM. If you run Mac OS X, then you're currently stuck with the 32-bit version of KSP, which means that you'll constantly be having this problem (32-bit Mac OS X KSP only has access to about 1 GB of RAM, no matter how much you actually have). The only thing I can suggest is to use memory enhancement mods such as ActiveTextureManagement, which significantly lower the memory footprint. Those are the only two things I can think of right now, but if you do encounter a problem, make sure that a) it's not one of the above and b) that someone else hasn't found a fix. If you post an error that has already had a working fix suggested, then you will probably get a slap on the wrist and a link back to that post. I'm not saying this to be mean; it's just that someone saying that they're having a problem that already has a suggested fix only serves to pollute the post history and take valuable time away from the mod developer. tl;dr: Think before you post an error! (I'm going to take this space to mention that this is a W.I.P. mod, which means that there will be a crapton of bugs. Be patient. Just because you post a problem doesn't mean it will be fixed that same day; in point of fact, it can take several months before a working fix is released, and potentially longer if the problem is in a dependency (such as Kopernicus). If you make a post about a bug and nobody says anything, all you need is a polite "*bump*". Spamming "HELP ME OMG" is not going to help you or anyone else.) Happy Modding!
  2. I'm having this issue in 1.0.5 around Minmus. All of my attempts at orbiting have resulted in an inexplicable negative yaw and positive pitch (yaw is as if I am holding A, pitch like I am holding S). Time warping only halts it for a bit, and turning on SAS is like not having SAS on at all (i.e. it doesn't stabilize the ship, although the magic forces go away, too). It affects all of my ships, and is making my science mode game rather difficult. Attached are the screenshot of the probe, along with the ship's save in the persistent.sfs (since the original craft file is huge). Screenshot: persistent.sfs node: Upon inspection of my save, it appears that the vessel had its trim set somehow. However, it is important to note that I never set the trim manually, and this has occurred on three separate occasions. Near as I can tell, there's something about Minmus's SOI that causes trim to be set. Tellingly, this is the only body that I have had problems with thus far (I obviously haven't gone to any other planet like Moho, seeing as I had to use a Small Circular Intake as a nosecone). Anybody else have any ideas? P.S. I run KSP on Linux 64-bit. The only mod I have in this install is Kerbal Engineer Redux (for 1.0.4, but it still works). I'll probably try without it, just to see if that fixes the problem.
  3. Hello everyone! Yes, as the placement and title suggests, I've been having a problem with my landing legs (specifically the micro landing struts, don't know about the LV-1s or any landing gear). I'm also not sure if it is due to a mod changing physics, since I almost ALWAYS use a mod or two. I've come across this problem twice, so it's not just coincidence. The gist of it is that I EVA a kerbal in Career mode, they fall on their faces (right under the leg), and when they get up... well... http://imgur.com/eJUvdLv Look familiar? I'm still not sure what causes this, but it's generally not too bad; simply restarting KSP and loading up the game (generally I have to relaunch the vessel) is enough to get back on my feet. It bugs the crap out of me, though, so I'd like to at least get the word out. System specs: OS: Fedora 21 Linux (kernel version 4.0.4-202) Architecture: 64-bit (x86_64) Physical RAM: 16 GB KSP Version: 1.0.4 64-bit Installed mods: Active Texture Management Aggressive KAS KIS RemoteTech TAC Life Support Kerbal Engineer Redux KerbinSide Interstellar Extended Kerbal Galaxy 2
  4. Yeah, I did. It worked quite well, actually. Yeah did it pretty good job on those crafts. I'm tempted to go back through and fix some grammar errors, since the OP (didn't have the name on hand at the time of writing, sorry) is natively Spanish (as far as I can tell). I was actually going to ask that myself. I don't know how exactly to set that up, but it would be pretty helpful as far as teaching new players how to use it.
  5. I was actually debating on doing that myself, but I'm still trying to learn the process. Besides, BDArmory is too great a mod to only have one contract pack for it, right?
  6. Could you share the craft files with the rest of us for the time being? I've got BDArmory sitting in my GameData folder and can't do anything with it.
  7. I can confirm that the nose-down starter craft is not just happening to people on special occasions. I've loaded 3 different games now, all fresh, and each one ends with the ship stuck in the ground. However, I believe that the problem itself is in how the ship is spawned in. Whether this is a problem in the contract pack itself or in Contract Configurator is unknown to me, but I can say that the planes are perfectly fine when loaded into the SPH. -----EDIT----- I decided to take a look at the contracts, I can't find anything in the SpawnVessel behavior that defines the plane's heading. This actually does seem to be a problem. Admittedly, I would prefer that it detect how it needs to place the vessel to keep this from happening, but it can be overwritten. I can do that for the basic plane, but that's it. It would be easiest to go through and figure out where each one is at, then manually set the data that way (i.e. for the basic plane set heading to 90 then roll and pitch to 0, since KSC is completely flat). -----EDIT 2----- The problem was, indeed, the configuration. For some reason, Contract Configurator sets a pitch of 0 to be nose down. Turning the plane to 95 degrees fixed it (95 because 90 meant that the wheel was still stuck in the ground). -----EDIT 3----- Yes, I know, a lot of edits, but really I was just writing these as I figured out more about the problem. Speaking of which, the problem is not, I repeat, NOT just in the contract pack (although missing coordinates is a problem); I found that, even with appropriate coordinates, the vessel would load properly, then instantly flip onto the right wing and blow itself to bits. Why this problem occurs is beyond me, but there's definitely something fishy here.
  8. Thank you! That finally fixed it. Apparently I had set it wrong in Blender, so fixing the Origin there allowed me to move the collider to the right position in Unity. But now (after messing with the attach nodes a bit) I've got it.
  9. Your edits definitely moved the center of mass, but it didn't actually make it better (the CoM used to be about a meter to the left; now it's about a meter to the right). Here's the links for the images. One thing you can't see is that the mesh didn't reorient properly.
  10. As I said in my above post, there are not multiple areas that can be highlighted. I also checked, and there is only one collision mesh. Pictures of my Unity setup are available here (I linked them because otherwise the pictures were massive).
  11. #####SOLVED##### This problem is nearly game-breaking (it's certainly stopped me from continuing my mod project), and it has absolutely no reason to exist. I made a video showcasing the problem, but it appears my recording software is spitting out unusable video files. My problem is that the Center of Mass is WAY of in the VAB. As in, the center of mass is on the edge of the model. And it's not the mesh, because I can hover my mouse over the ghost space where objects attach radially (they act like there are two collision meshes, one in this weird area and one where I put mine) and not select anything. The model has a tendency to fall over on the launchpad, thus proving that the problem is not an extra mesh (it wouldn't have fallen over; the mesh should support it). Below is the config, although I doubt it's something there. PART { // Kerbal Space Program - Part Config // F500 Fuel Tank // // --- general parameters --- name = f500FuelTank module = Part author = BlazerNitrox // --- assets parameters --- mesh = f500FuelTank.mu rescaleFactor = 1.25 // --- node definitions --- node_stack_top = -0.7, 2.0, -0.7, 0.0, 1.0, 0.0, 1 node_stack_bottom = -0.7, -2.0, -0.7, 0.0, 1.0, 0.0, 1 node_attach = 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // --- editor parameters --- TechRequired = advRocketry entryCost = 0 cost = 2000 category = FuelTank subcategory = 0 title = F500 Fuel Tank manufacturer = Blazer Rocket Industries description = After everyone getting upset about how "heavy" the fuel tanks are, Blazer Rocket Industries decided to build this tank, which has plastic walls. Of course, then everyone was worried that it was too easy to destroy, so they put reinforcements on it, making it heavier. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 50 breakingTorque = 50 maxTemp = 1500 RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } }
  12. This mod is absolutely awesome! Just a few things, though: 1) Can someone PLEASE point me towards a more detailed tutorial? I get the thought process that it would be easier if we just copy/paste some things from the other configs, but I like to actually know what I'm doing. Explanation of the different config settings would be helpful. (Effectively, I want a tutorial that explains how to make a planet from scratch, no copy/pasting involved). 2) Ignoring what I just said, I did try to make a planet, but something breaks inside of PF: As you can see, the planets have lost their custom textures. What's worse, I can't find the planet I added. Here is the only part of the log that seems to be relevant: [LOG 14:20:06.776] getObtAtUT result is NaN! UT: 0 [LOG 14:20:06.778] ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [-1, -1.22460635382238E-16, 0] period: Infinity [LOG 14:20:06.781] getObtAtUT result is NaN! UT: 0 [EXC 14:20:06.782] ArithmeticException: NAN System.Math.Sign (Double value) Orbit.solveEccentricAnomalyExtremeEcc (Double M, Double ecc, Int32 iterations) Orbit.UpdateFromUT (Double UT) OrbitDriver.updateFromParameters () OrbitDriver.Start () [LOG 14:20:06.782] getObtAtUT result is NaN! UT: 0 [LOG 14:20:06.782] ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [-1, -1.22460635382238E-16, 0] period: Infinity [LOG 14:20:06.782] getObtAtUT result is NaN! UT: 0 [LOG 14:20:06.782] ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [-1, -1.22460635382238E-16, 0] period: Infinity [LOG 14:20:06.783] getObtAtUT result is NaN! UT: 0 [LOG 14:20:06.783] ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [-1, -1.22460635382238E-16, 0] period: Infinity [LOG 14:20:06.783] getObtAtUT result is NaN! UT: 0 [LOG 14:20:06.783] ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [-1, -1.22460635382238E-16, 0] period: Infinity
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