Jump to content

Arctic Sesquipedalian

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by Arctic Sesquipedalian

  1. Contract Configurator asked me to post this: Exception occured while attempt to generate contract of type 'Lunokhod-1': System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[CelestialBody] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.WaypointGenerator.Initialize () [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.WaypointGenerator..ctor (ContractConfigurator.Behaviour.WaypointGenerator orig, ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.WaypointGeneratorFactory.Generate (ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.BehaviourFactory.GenerateBehaviours (ContractConfigurator.ConfiguredContract contract, System.Collections.Generic.List`1 behaviourNodes) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractType.GenerateBehaviours (ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.Initialize (ContractConfigurator.ContractType contractType) [0x00000] in <filename unknown>:0 I've got a bajillion mods (Realism Overhaul, all its dependencies and suggestions, and a ton more besides), so it could easily be an interaction. Log is here: https://www.dropbox.com/s/dwbya7lyf5epys1/output_log%20contract%20configurator%201%20Jul%202015.txt?dl=0
  2. NathanKell, I had exactly the same problem on 1.0.2. Let me know if you want a log from the 1.0.2 install. I forgot to mention in my report that the problem only occurs if there's an SAS module on the vessel. EDIT: Ok, it doesn't only happen when there's an SAS module. Here's the log, from my 1.0.2 install: https://www.dropbox.com/s/hrvoigdb85zol0f/output_log%20without%20SAS.txt?dl=0
  3. I have a bug report, similar perhaps to the issue reported back on page 184 by Mastodon and Warp11. KSP 1.0.2 (same issue on 1.0.3). I've just done a completely clean CKAN install of RO, so have all its dependencies: AJE 2.0.4 Community Resource Pack 0.4.2 Crossfeed Enabler 3.3 FAR 0.15.3 KJR 3.1.3 ModularFlightIntegrator 1.0.0 ModuleManager 2.6.5 ModuleRCSFX 4.1 RealFuels 10.3.1 RO 10.0.0 Smoke Screen 2.6.3 Solver Engines 1.3 Problem: Once I get a ship outside the atmosphere, the controls go crazy: the yaw, pitch, and roll seem to set their own trim, without any control input from the user, without SAS being turned on, without engines being on, without anything. I'm attaching a the log from that install, as well as a picture of the identical problem from another install, where you'll see all three control directions way off the baseline. Mod-X doesn't cancel out the trim, nor do using Remote Tech's flight controller or MechJeb's Smart ASS. There is no problem inside the atmosphere, just outside. I've isolated this specifically to RO. If all the above mods other than RO are installed, no problem. If RO is installed, controls go mad. Log: https://www.dropbox.com/s/gd887vpyo23k1v3/output_log.txt?dl=0 Pic: https://www.dropbox.com/s/7bgyhvl66h988xe/screenshot1322.png?dl=0 I've reproduced this problem on two separate KSP installs, one with the mods above, one with those plus a whole lot more (it first arose in the latter). It's rather maddening to have a ship wanting to turn every which way on its own! Makes orbital manoeuvring somewhat challenging. Let me know if there's anything more you need. Best, Jeremy.
  4. Many many thanks to everyone involved in RSS/RO/RP-0; they make something awesome awesomer still. I'm looking forward to doing a full kon Braun STS, with the NERVA tug, orbital propellant depot, and the rest.
  5. Nathan, this made my weekend! RSS and RO turn KSP from the best game ever into, well, the bestest game ever-est. A couple bugs I've noticed (sorry if this is in the wrong place: this is my first forum post, and my first attempt to write a bug report for anything at all. I couldn't figure out how to take a video of it though, sorry.) KSP 1.0.2 Windows 7 (64-bit OS, 32-bit KSP) Mods installed: RSSv10Pre, Hyperedit 1.4.1 Problem 1: Deimos surface and collision mesh aren't identical, especially at the poles. Reproduction steps: Launch ship, get to Deimos, land, watch ship drop through the ground and go boom. It doesn't happen all the time at moderate latitudes, but at North Pole near the spike, the terrain is very, well, spiky. I landed at the poles safely, EVAed to the top of the spike, and when I was coming down to get back to the ship, it dropped into the terrain and then exploded. A non-explosive version of dropping through the terrain is seen here: https://www.dropbox.com/s/9mgx3b02h9epmf7/screenshot983.png?dl=0 https://www.dropbox.com/s/6bag3nnqsxobg51/screenshot981.png?dl=0 https://www.dropbox.com/s/o74ztp4f9o0b1qn/screenshot982.png?dl=0 Problem 2: Orbiting Deimos or Phobos makes Mercury, Venus, and Earth appear outside their orbits on the map screen Reproduction steps: Get into Phobos or Deimos orbit (it's inconsistent with Phobos, but seems to happen all the time with Deimos), go to map view, watch the three inner planets wander out of their orbits. If you hover your cursor over them, their altitudes above the sun will be correct, but they appear to be orbiting the moon you're in orbit around. Going back to the Tracking Station or the Space Center seem to fix it. (The first picture below is from a different instance than the other three.) https://www.dropbox.com/s/264qa9dwbt07hwn/screenshot989.png?dl=0 https://www.dropbox.com/s/jj5honvdottk5od/screenshot968.png?dl=0 https://www.dropbox.com/s/qsf6rune2czi58p/screenshot969.png?dl=0 https://www.dropbox.com/s/6ti0ifzws6tu8lk/screenshot970.png?dl=0 Problem 3: Going to the Space Center can cause the map to zoom out to infinity. Reproduction steps: start game, go to tracking station, watch map zoom out. Selecting any specific object, including a planet, will stop it. Problem 4 (I'm guessing this is a KSP problem rather than and RSS one): When approaching Phobos or Deimos at high speed, the trajectory seems, well, drunk. Reproduction steps: approach intersection with Phobos or Deimos at several km/s, and while in the frame of reference or Mars or your ship, zoom into see the trajectory through the moon go crazy. https://www.dropbox.com/s/eth1vgsq5undixi/screenshot962.png?dl=0 I hope I did that right, and apologize if I didn't, or put it in the wrong place. Let me know if you want log files or something else. PS: Yes, I used the infinite fuel cheat to get that to Deimos and Phobos. PPS: I love the Deimos polar spike; it seems marvelously Kerbal. But touching it is instant death for Kerbals, even at a couple m/s, as witness: https://www.dropbox.com/s/aui22w6evix9oqt/screenshot925.png?dl=0
×
×
  • Create New...