Jump to content

OzoneGrif

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by OzoneGrif

  1. Did someone try the very first scenario "Asteroid redirection" with 1.2 ? The Rendez-vous system seems to be completely off and buggy, or is it just me?
  2. Amazing ! And thank you for the quick update. The red text was driving me mad
  3. Amazing mod ! Please put this to download with CKAN. CKAN is the way, man
  4. UP... I think RemoteTech is broken in my save. Not only the omni won't work correctly, but the RT icons in the tracking station aren't there anymore. In the log I found this : EDIT : After a tons of tweaking with Persistance, I found the problem... Sometimes "RTAntennaTarget = " is blank. That apparently throws an exception in RT. I have no idea why some lines are blank. I'm going to open an issue on GitHub
  5. Hello. I've got a problem with RemoteTech on my game. I've set tree satellites in a perfect triangular orbit around Kerbin at 800km. All tree have one dish pointing at the KSC and a Communotron-32. The antennas are active and "running". I hoped the three satellites would be connected together, but for some reason the omni links aren't working. I've done the same design before with a Communotron-16 and it worked fine. Is it a problem with the Communotron-32 ? How can I fix it?
  6. Very nice and useful mod; This should be stock ! I've just had a tiny problem with it : When changing vessels, the camera doesn't reset to the center of mass. This can occasionally lead to uber Fun confusion
  7. Yes I use Waypoint Manager. But the problem isn't really about "reaching" the spot, given enough time it's easy. It's about having an orbit so perfect it would match the 10km distance for almost a day. You can't "target" the spot, so I didn't find a way to have a 0m/s relative speed. On the map the orbits looked good, but at this altitude, they drift apart awfully quickly. Also, the game isn't very precise with its keosynchoneous orbits. I always tune them with Kerbal Ingineer to have precisely a 6 hours orbit time. Which fits the contract, but not holding a position for 4 hours.
  8. Thank you for the kind answer. Indeed, 10km in space for something you can't really target or see is awfully hard. Plus you have to keep the 10km distance for 4 hours, on an orbit 2868km high! This is.. wow. For this contract, since the only purpose of the target spot is to have a permanent contact with the KSC, 1000km deviation sounds good enough, as long as the orbit is respected, it feels good to me. But you're the best judge
  9. I did it, but the position wasn't accepted by the game. I was 100km away from the designed spot. I added the funds manually into the persistence file, but I don't find how to add reputation. I don't use RSS.
  10. It's me again (yay) . I have a new curious bug for the contract : "A satellite which does everything", connect all planets of the solar system with one keostationary comsat, and put another one in orbit just in case the first one fails. There's a bonus if you put one of the comsat right above KSC, but the indicator given by the game to complete the mission is absolutly not above the KSC. It's about 130° away from it. Is it a bug with the contract? A conflict between mods? Where should I put my satellite.. above the KSC or on the spot given by the game?
  11. Hello, First thanks for this amazing mod. USI is my favorite for life support. I have a problem though. The mod didn't acknowledge two recovered vessels (ComSat Mk5 and 6). USI thinks they are still up there, and I don't see how to fix it. These vessels were piloted satellite launcher. I decoupled them on their orbit, renamed the probe, the pilot then just returned home to get recovered. How can I manually remove them from USI ? [TABLE=width: 500] [TR] [TD][/TD] [TD][/TD] [/TR] [/TABLE]
  12. I tried to reproduce the bug, but again the behavior is random and I don't have previous' log You can find the file below. I'm not sure the bug occured in this session. Otherwise I'll just wait for another contract problem and see if I can get a matching log. https://home.griffox.info/~OzoneGrif/RoverTest.zip
  13. It didn't. I tried that many times without success... But now I'm trying to take a screenshot and as soon as I reload it validates the contract, but it's still not marked okay in the normal contract window, it is in contract++... I have the feeling it's a random bug which occurs in some situations but not others. CONTRACT { guid = 110f657b-289b-4e23-91ab-e96ced863acd type = ConfiguredContract prestige = 0 seed = 1533371644 state = Active agent = O.M.B. Demolition Enterprises deadlineType = Floating expiryType = Floating values = 96060,216000000,22500,23624.9989271164,78749.9964237213,0,3.809524,15,7026230.42523143,7010917.416065,223010917.416065,0 subtype = RoverDeployWhyren title = Rover Deployment description = Much of Minmus is a mystery to us still. We could learn a lot by deploying a new rover there. synopsis = Launch a new rover to Minmus completedMessage = The rover is on location and ready for research! notes = Launch a new rover to Minmus. Include all the scientific instrumentation you can! hash = -375281307 PARAM { name = NewVessel id = NewVessel state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Launch a new rover notes = completedMessage = allowStateReset = True launchID = 46 } PARAM { name = ReachState id = ReachState state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = notes = completedMessage = allowStateReset = True targetBody = Minmus biome = situation = LANDED minAltitude = 0 minTerrainAltitude = 0 minSpeed = 0 PARAM { name = ParameterDelegate`1 id = Destination: Minmus state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Destination: Minmus notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Landed state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Situation: Landed notes = completedMessage = } } PARAM { name = VesselIsType id = VesselIsType state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Set vessel type to Rover notes = completedMessage = allowStateReset = True vesselType = Rover } }
  14. Welcome again nightingale and thank you for the fast patch yesterday. The modification worked marvelously well. I told you about a problem with the Vessel Type detection when I tried to validate my Space Station two days ago. Well I have the exact same problem with another contract "vesselType = Rover". The contract just won't detect the type of my Rover on Minmus and it won't validate the contract.
  15. Can we have this mod on CKAN please ? It looks dreamy. I already know how I will use it !
  16. Hello, first thank you for your amazing mods. I have a problems with some contract : they won't validate. "RemoteTech: Point a dish out from Kerbin" (Minmus or Mun) keeps on refreshing with Antenna Type: Dish = Yes/No/Yes/No... Sometimes I get it to start counting by playing with the dishes, but it always fails to last 6 hours. The refresh is bothering because I can't use the contracts window : it scrolls all the time "Launch a Kerbin Space Station" also fails to detect the Station Type. Edit: The type station was validated after reloading the game... I installed Contract++ to have an alternate window for the contracts. It's not affected by the scroll bug.
  17. Very neat I love this mod, although it's very graphic intensive, poor graphic card. I think I found a tiny bug with the ground collision alarm. If your orbit is close to perfect, the alarm tends to shoot randomly. I "believe" there's a divide by zero NaN thing going on ? The "stage ready" button is not reinitialized when launching a new ship. It should be off by default, right?
  18. You missed the word "more" here, my friend.I've got a problem with EVAs and KIS. I don't know which mod is responsible, if it's a conflict or a bug in the game. Be assured I have the setting "EVA face camera" off. I don't want my kerbals to use RCS automatically, but they still do use it and that's my problem. I have a KIS container on my back and, randomly, the kerbal tries to fight inertia, losing control altogether, spinning on itself. I'm not pressing any key but the RCS fuel is being used while it shouldn't. That was why I love that mod so much: full control over the EVA... I recorded a video here (mute the french ): You can see how I'm fighting with the conflicts there. Any clue on what's going on? Edit: I found a first reason... click-drag the windows around in EVA makes the jetpack run. An option to disable click-drag EVA movement would be amazing. Another reason would be that "space" to roll toward the camera doesn't respect Jetpack's modified power. It's always 100% Apparently they fixed this issue in KIS 1.1.5 . so maybe it's a conflict : https://github.com/KospY/KIS/issues/36
  19. Amazing little mod, works flawlessly. It makes EVA much more interesting and realistic. Should be stock !
  20. Thanks for this mod, I've got a problem with it. There are apparently conflicts with how Nodes are deleted. Sometimes MapView won't see that a Node doesn't exists anymore, and it causes a tons of bad side effects in game. I've had this randomly during normal normal flights. I also found a way to make this bug happen 100% of the time by using Mechjeb "Execute next node" functionality.
  21. I meant DRE 7.0.2 . I just updated to 7.0.3 and used it for a few flights without any issue. I guess the problems came from 7.0.2. that's cool, thank you !
  22. Hi, first thank you for Deadly Reentry. It's a mandatory mod to my list. Sadly I encountered many frustrating behaviors today with the mod (1.0.2) First, the Stock Heatshields are still available in the construction list, but they don't use the same resource as Deadly's Heatshields, leading to a simple and lethal explosion and no ablation at all if you use them by accident. Second, the new Heatshields don't weight anything (or not enough), which means you have to manually control the craft on reentry which is sometimes almost impossible when the aero is strong. The Heatshield is supposed to weight tons, and stay naturally in front of the craft during reentry, SAS off. Third, I've seen my Reentry Heatshield consume its whole 200pts of ablator at 55km altitude (for a 3500m/s reentry), then it stayed at zero for five more reentry cycles and survived to the end. This makes the ablator meaningless. Are these problems fixed in 1.0.3 ?
  23. toadicus Thank you for VOID, It's one of my favorite mod. I just really miss a few things to make it perfect : - All : Power loss should close (or empty) all of VOID's windows - Surface : Landing's "Suicide burn" deltaV, time and altitude estimation. - Surface : Collision time to the surface estimation at current orbit. - Rendez-vous : Intersects distances during transferts Maybe I missed these informations, otherwise well, this is my feeback ^.^ Thanks again for your appreciated work !
  24. Cool, and thank you for this mod. I have a problem with looping and "Go To Command". Go to command is apparently treated as a "Wait for moves" (try to copy the sequence). I also noticed that Wait for moves get sometimes stuck, the move is done, but it keeps waiting. Looping also doesn't seem to work. I'm using a Rotatron, trying to make it spin continuously.
×
×
  • Create New...