beelzerob
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Everything posted by beelzerob
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FIX: Dock / Undocking Bug in 0.23.5
beelzerob replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Definitely not stock. Last night, I discovered that every docking port on my station was bugged in this same way. That's not a terrible problem, since most of them are not meant to be separated. After a few more tries, I did manage to finally get the EnableXFeed to say True. Then following your quick and dirty guide, I was able to decouple the orbiting pod and claw/tug as one vessel. To separate those two things, I copied the persistence file into a new save, and playing there, I used KAS and my engineer kerbal to literally tear everything off of the ship that wasn't the tug. I then copied out that Vessel, and repeated the process (tearing off all of the tug parts until I was left with the orbiting pod) and copied out that vessel, and copied them into my original persistence file. It work! I now have my tug, station, and orbiting pod as separate entities again. I haven't tried using the Klaw since then or docking/undocking, but I sure hope it works. Sifting through the persistence file is NOT fun. I'm not sure if it's related or not, btw, but the last mod I installed was the stock bug fix mod. I did that because I had suffered the "Kerbal becomes debris" bug after a rover crash. The mod fixed that right up! And immediately after that is when I noticed this bug...I had never had a problem before disconnecting the Klaw or any of the docking ports. -
FIX: Dock / Undocking Bug in 0.23.5
beelzerob replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
I found this thread because I could not disconnect my Advanced Grappling Unit (#1) from what it was attached to. In an effort to wrench it loose, I tried to undock at #2...that also didn't do anything. I then tried to undock a different craft at #3, and that ALSO didn't work. I tried the directions in this thread, but even though i went to the two docking ports (no such option for the Klaw) and Disabled the crossfeed, I did not find any place in my persistence file where EnableXFeed had been set to True. They were all False in the entire file. There were a few places where DisableXFeed was set to True, but when I went back into the game and switched them back to Enabled crossfeed, the number of instances of DisableXFeed = True didn't seem to change. I'm a bit stuck at the moment...and don't know how to get my klaw unstuck. -
I have my station tug vessel attached to a space station via the Klaw. https://skfb.ly/FHwT I've done this dozens of times. But this, I went to the menu, right clicked, Release...and nothing happened. I tried switching vessels, and there were no other vessels to switch to. I can right click the Klaw and select "Disarm", and it retracts into it's shell...but it still acts attached to the station, as in it doesn't float away or move. If I arm it again, then "Release" shows on the menu again...but selecting it does nothing. The kerbal sitting on the command seat does not appear on the list of all Kerbals in the space station the Tug is attached to, nor does she show up as an EVA. I can still access her menu by right clicking her, but otherwise, she kind of doesn't exist anywhere.
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Targeted Landing advice
beelzerob replied to jfjohnny5's topic in KSP1 Gameplay Questions and Tutorials
Sorry to raise this old thread, but Google led me here, and that video was AWESOME! I went from multiple smashed vessels scattered across the Mun, to two near-perfect landings right where my base is. That method is AWESOME. Thanks so much. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
beelzerob replied to cybutek's topic in KSP1 Mod Releases
Yep, that was it. I think it was set to Mun. It's strange not seeing TWR's of 12+ anymore on the launchpad. Thanks! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
beelzerob replied to cybutek's topic in KSP1 Mod Releases
Awesome, thanks! I'll check that when I get home...I was pretty sure I was doing something wrong. -
I ran into what appears to be a bug last night. I want to send up a bunch of IR parts to my space station via KIS and then assemble a robotic arm via KAS. I tested on the launch pad first and it's a good thing I did. I found that when I attached a "joint" part that should be able to rotate from -90 to 90, it would only rotate from 0 to 90. I then edited the craft in the VAB to include the joint part on the craft exterior from the beginning, and that one works fine (-90 to 90). But again, if I take a part out of inventory and bolt it to the side of the craft, it only goes from 0 to 90. Am I doing something wrong?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
beelzerob replied to cybutek's topic in KSP1 Mod Releases
I'm a little confused by something in KER 1.0.16.6. When building a craft, it shows delta V as well as TWR. I've had craft with TWR of over 8 come crashing back down at full power. And I just now built a super simple rocket, with TWR 8, that cannot leave the launch pad. How am I using this wrong? I would have thought any craft with TWR greater than 1 would be able to launch. Thanks! Love the mod. -
Thanks for the help! I reinstalled KSP, started a new career game, and with the KER mod, verified it worked. I exited KSP, came back in...still works. I then took the persistence file from my own career save and copied it over the existing one and loaded the game. It works. I then exited KSP and came back in...broken. So, with just the persistence file and the KER mod, it broke. I removed the mod and started up KSP again, but it's still broke. So I used Steam to verify the game cache, and it said it replaced 1 file. I started KSP again, and it's fine....so Steam fixes something broken.
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Ok...I reinstalled KSP and started the game. Works fine. I then exited and installed KER and started a default game. It works! I then copied over my save game and loaded it. It works! I then exited KSP and started it again....fail. It's broken again. So it seems almost like it is something in KSP that changes after I play and then exit. Highly annoying, and essentially not playable with mods. I don't know hardly anything about MacBooks, so I don't even know where to begin to troubleshoot this.
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Ok, so I've tried 3 different mods now (StageRecovery, MechJeb and KER) downloaded from two different sites...and they all seem to cause the problem. Here is a screenshot of the problem. You can see how the parts are not sorted by function like normal, and how adding a part puts it in the middle of the floor of the VAB. Along with that, you simply can't pick and move parts at all.
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Going on a little vacation, and so I've got to slum around with my Macbook instead of my regular PC. KSP appears to run just fine, and I only have 1 mod I must have, which is Kerbal Engineer Redux. However, I have discovered that when I have it installed (copied into GameData), when i start the game and go into the VAB, several things are weird. The KER icon is a blank square of white. All of the parts are shown on the left without being in any particular order (instead of the default of being grouped by function). And if I select a starting part, it puts it at the very bottom of the VAB, not in mid-air as normal. All other parts after that also go in the bottom of the VAB. So I can't build anything. If I load an already built craft, I cannot select and move any parts, whether new or existing on the craft itself. The part highlights when I move the mouse over it, but clicking on it does nothing. I tried removing the "Parts" part of the mod since they're optional, but that had no effect. I've tried also MechJeb and it has the same effect. If I remove the mod and restart KSP, it all works fine and great. But I need my deltaV readouts! Google can't find anyone else saying they have this problem.