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DanielWaterhouse

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    Bottle Rocketeer
  1. I'll reload it later today to see. I was using the most recent version through CKAN, not directly from git. Also note that I only know the glitch arises from the configurator pack (Configurator + advanced progression + anomaly investigations + field research). I haven't isolated the source of the glitch within that group, but I suspect it might be the Jool mega-monolith contract in the anomaly pack (since I accepted that contract very soon before things started glitching).
  2. Hi JRod. You commented on my x64 glitch on reddit (https://www.reddit.com/r/KerbalSpaceProgram/comments/3b5go4/crashes_upon_revert_to_launch_in_104_modded_win/), I've managed to isolate the issue to Contract Configurator, FWIW. Started with clean install and added back in mods until glitches returned. Confirmed removing CC eliminated glitches. Damn. No anomaly surveying for me for a while
  3. Thanks Padishar, very thorough. I've corroborated your conclusion that it's not KER-related by uninstalling KER and confirming that I can replicate the glitching. Still an issue, but not KER-related, so I'll take it out of this thread. EDIT: It appears the true culprit was Contract Configurator, FWIW. Started with clean install and added back in mods until glitches returned. Confirmed removing CC eliminated glitches. Damn. No anomaly surveying for me for a while
  4. Dropbox link to output.log: https://www.dropbox.com/s/0f3y0hqvwf4nrg2/output_log.txt?dl=0 Best I can tell, the problems start around line 87300. Search for "Widnow" to see the typo I'm referring to. Note that this is x64, but I've never had any issues previously.
  5. I think there may be a bug with KER causing hangs on ship load/jumps, possibly related to a Widnow/Window type. I get this screen: https://i.imgur.com/Q7YBEF5.png And both the GUI/ESC key are non-functional. Only way to resolve is restarting. My suspicion of the KER is from the output.log, which I can provide if helpful.
  6. Hey Claw, You're right that it's mostly been with smaller, 1.5m rockets. Here are three .craft files that drift high and flip (around 10K). This is when I turn to 80 degrees at either 500m or 1km and then lock prograde. https://www.dropbox.com/s/vvksxfjs6q9ajjf/KEO%20Base%20Builder%20%28Hab%29.craft?dl=0 https://www.dropbox.com/s/9vsx2e6sdx90dxp/KSS%20Fancy%20Ferry.craft?dl=0 https://www.dropbox.com/s/nnnws2sbehl72wt/KSS%20Outer%20Ferry.craft?dl=0
  7. First off, thanks Claw, these are some sorely needed fixes. Second, I think the new PilotRSASFix module is causing some unintended consequences on gravity turns. Ships that could formerly lock to prograde all the way to orbit are now torquing high and flipping around 20km, and the reduced SAS clamping appears to be the culprit.
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