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Major SNAFU

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Everything posted by Major SNAFU

  1. HI all, I am returning to this game and, for once, I was going to not use CKAN and pull all of the mods together manually. But the Curse site doesn't allow to you sort the list of mods by version as far as I can see. So now I am a bit stuck. I install the 1.22 64-bit KSP, but CKAN doens't seem to want to recognize the exe. (32-bit is fine). and I do not have the time or inclination to wade through the entire list of mods on Curse and manually determine if they are compatible with 1.22. Is there no happy medium at all? Or should I just install use the 32-bit KSP and CKAN (as I always have done) and be done with it.
  2. Thanks for all of the feedback and ideas. I am considering everything said. The one point I would like to make to those you said use heavier gear. When you are in career mode (which is the only way I have ever played KSP) then you only have what you have and you have to make it work to satisfy the contracts to make the money to get to the next levels. So right now the airplane contracts are pretty useless to me since I am having problems getting the aircraft to take off. I have to figure out how to use absolute snap again. I probably knew at one point - but no longer.
  3. Hi all, My issue is getting aircraft to taxi straight and also to proceed down a runway without having to resort to constant corrections which eventually lead to a departure from controlled progress down the runway. I do not use FAR or Firespitter or B9. I never had this problem with building aircraft in 1.0.4 and getting them to taxi and proceed in a straight line. 10s of craft I designed didn't have this problem. I have sat and fiddled with rotation of parts, etc. for hours and no matter what I tweek or adjust, the A/C always starts to turn to the left or right (a few degrees) which becomes exacerbated as the craft accelerates. Attempting to make corrective steering always leads to a crash. I am running our of ideas. I have strengthen the struts, increased the damping, locked the nose steering (which just means that i cannot correct the inherent drift. The craft all act like the nose wheel is just a few degrees off true, but as far as I can tell, through many iterations, I cannot find the actual zero degree to the center line of the craft. I will also note that carts, buggys, rovers, etc. that I have built do not have this problem, regardless of if they are three, four or more wheeled constructs. So i know I am able to get the wheels aligned and straight. It is only aircraft that exhibit this problem. Please let me here your suggestions.
  4. Very intersting. Looking forward to giving it a try.
  5. Looks good. Will work with it this weekend.
  6. @ nightinggale: Sorry - I mis-read your post above. I initially understood it to mean that you don't need the logs, that the screen shots were all you need to see. I then re-read it and realized that you meant the opposite. That is a problem: My log file is 3,231,317 characters long. The forum says I can only post up to 100,000 characters. It there a trick or work around for this? I was going to hide it with spoiler tags, but I am unenthusiastic about performing this copy, paste, tag routine 33 times..... I can try again to post the entire log, but I don't think the forum will accept it.
  7. According to CKAN (all of my mods have been installed using this), Texture Replacer is up to date - version 2.4.8 I did look back at my notes. Yesterday I added ISP-E, Active Texture Management, A number of the Astronomer items (clouds, etc.). It was after adding this set, and starting a new career, that I noticed the dearth of 'regular' contracts and records to achieve. I will collect the logs and screen shots and post them.
  8. Hi all, I have a modded install of 1.0.4. One of the mods I have been using is the contract configurator, with a number of the additional contract packs. Recently, I decided to try the Interstellar mod, so I added this in and then started a new career. But in this career, the contracts are few and far between - and there are none of the early awards for speed, distance, etc that there have been in the other careers I started. I am also not getting any contracts for testing parts, etc. I was wondering if someone might have some ideas as to what I should look at to see if I can sort this out. Regards,
  9. Hi all, I am trying Interstellar for the first time, and I added the mod using CKAN to an existing (and modded) installation and started a new career game. I see the ISP tech tree, but I am concerned that there is something amiss: Under the new nodes for 'Enhanced Survivability [sic]' and 'Recycling Storage Technology' there are no new items to be gained. Is this as it should be? I was thinking that they may be place-holders or some such thing. I do see other items, like the expanded nuclear items, etc. so I am uncertain as to what the issue, if there is one, may be. Regards,
  10. Many thanks. I am relatively new to KSP and I have only been using CKAN because is seemed the easiest way to add/remove mods. I didn't know that CKAN wasn't supported. Now knowing this, I will begin the process of learning how to add all of the mods I have loaded manually and see how it goes from there.
  11. This is an awesome tool. I am currently having one issue. I have installed Planetshine, but even though it says 1.0.4 is the latest version supported, when I start KSP there is a message saying that Planetshine is only compatible up to 1.0.2.
  12. I have a couple of quick questions that I hope someone can provide some insight upon. 1) I installed (using CKAN) FAR onto and existing career and when I went into the SPH to build a new plane I noticed that a) the center of lift ball is now much smaller and has no arrows. and that no matter where I put the wings, move them to extreme ends of plane, etc. the center of lift ball remains in a single location. It doesn't shift at all that I can see. This made designing planes virtually impossible. 2) So I started a new career giving myself a ton of science points to see if I could replicate the issue in a new career. I went into the SPH and now the center of lift appears to shift when I move the wings around, etc. However, it is still very small and still doesn't have the vector arrows. So I can now build and fly planes again, but I will have to start my career completely over it appears. Any observations of suggestions?
  13. Thanks for the additional replies. I did have the docking ports in the correct orientation (facing each other) - so I will try the view-based approach suggested by Alshain. @5thhorseman re: octostruts - All I can report are the facts as they happen on my installations. I haven't had Kerbal that long (4 weeks), and there are other posts on the forum regarding sudden heating and explosions from far more experienced players than myself. What I have see is this: I have two careers going, one modded and one stock so I could compare them. I never had a 'random heating event' or 'sudden craft explosion' on a craft that had been in existence for a while until I progressed in both careers to the level where I had unlocked the octostruts and began to use them (to be fair, I also unlock other items at this same tech level at the same time). After that, in both careers, I began experiencing events where I would build a ship containing octostruts (because I had read how useful they are), would launch them and all would be well until you start using time acceleration - then I began loosing craft to explosions. (I posted in another thread with some details). In one instance, I have a probe 500 meters from the ground, chutes deployed, and it exploded within moments of going to 4X time acceleration. I reloaded many times and discovered that if I stayed at 3x or below, the probe never exploded. 4x, near instantaneous explosion. And in all of the cases I have had it, it was always an octostrut that had exploded. I happiness was taking a severe beating, so i searched toe forums and found many threads all on this topic. The more experienced people appeared to corroborate my findings, so I took the suggestion from one of the thread and activated ignore heat limit (or whatever it is called). However, I then found that if a craft overheated and I saved the game, then there was a good chance for an immediate explosion upon reload before I could turn off the heat stuff. So now, as soon as I load a save game, I turn on the ignore heat and also turn of the radiate, conduct, etc. heat in the physics tab. I would rather not - but I would rather play happy and without these than be frustrated with random explosions. Is it the octostrut? I honestly don't know. Read the other posts about exploding ships and see what you think. There is definitely something amiss, and it only appears (for me) once I unlock the octostruts and similar level tech nology. What I have tested thoroughly is building ships with only the lower tech levels after you unlock the higher ones and see if the problem exists there now where it didn't before. I can tell you that all of my mikro probes, which have multiple octostruts, will virtually all explode withing 30 seconds of my craft entering the launch pad. Nothing else explodes except the octostruts.
  14. Thanks to you all for the excellent replies. My original post from done using my iPad. I don't know what it was posted twice. Very odd. back to main topic: Armed with this knowledge I went on to redesign the probes and save them as sub-assemblies and then use then in dual, tri and quad adapter set ups (fore and aft) into various rockets. I think 4 will be the max for any one rocket. I am trying to keep things on the small side and perform multiple launches instead. This success lead me to the next evolution in the probes. I reconfigured the nose of the probes to be a docking port Jr and added RCS. the idea being to be able to launch and recover the probes. At first I had a lot of trouble figuring out how to mount a decoupler on the docking port jr so that the decoupler did not remain on the docking port after separation. Actually, I succeeded by sheer luck and I don't know why it worked the way I wanted one the second attempt. Is there way to use the docking ports themselves. I.e. I wanted to use the docking port Jr on one part of a bi-coupler and then attach the sub-assembly probe to this docking port using the docking port on he sub-assembly, but I could not get them to attach. Then I moved on to using a low-power decoupler on the docking port end and that worked, but that means I have to put the return docking ports somewhere else. My final evolution so far are long range LRP-type probes with extendable solar panels. My hope is to use them for initial exploration, etc. Plus I wanted to see just how much I could pack into a very small probe. My biggest issue now is that octagonal struts are the essential back bone of the probes, so it is alt-F12 and turn of all heating in the physics tab and the ignore temp for none of my probes last for more than a few moments on the launch pad....
  15. Hi all, Relatively ly new player with 1.0.4 I made a sort of micro probe and I then wanted to save it as a sub assembly and then pull it into other design. But when I drag the item onto the subassembly hot spot nothing happens. The probe is unmanned a has pass successful tests for flight. So what defines a valid sub assembly? Does it have to be something with out a probe core or control pod? Is there another way to bring smaller assemblies into a existing design. Or do I have to rebuild the probe every time I want to put it on a ship?
  16. Hi all, I doubt I have posted this it the correct place, so please relocate it as necessary. What I want to know is what part, or what mod has parts, that allow you to build ships and rovers with girders, etc that can fold and unfold (similar to the landing legs)? I have seen a number of videos where people have used docking ports as clamps on the ends of beams, etc and I want to try my hand at some of these designs. The key is that the end of the beam opposite the docking port is attached to a part that swings the beam in an arc. That is the functionality that I am looking to implement. Thanks in advance, SNAFU
  17. For me, this didn't start happening until I had reached the tech level where I unlocked things like octagonal struts, etc. I have only played 1.0.4 (which is when I bought the game) and I was having a great time in career mode and never saw any random explosions until I reached a certain tech level. Could this problem somehow be related to the level of tech that has been unlocked? I haven't made any other changes. I have run with the same mods installed since the get go.
  18. So the only way to make sure it doesn't happen at all is to open the 'cheats' physics section and turn off all of the heating effects, correct?
  19. I have a probe satellite in a perfect polar orbit of Kerbin, at what is reported by the Altimeter scanner as "optimal" height, but I cannot seem to complete the contract. I am stuck at 94% of a 95% completion criteria. I was at 76% with a slightly non-polar orbit (about 85 degrees vertical) and this increased to 94% when I altered the orbit to a polar one. I have not yet figured out what is needed to pick up the last percentage point of coverage. With a polar orbit, the probe should eventually cover 100% of Kerbin. But it have been quite some time with no increase in percentage, so I decided to ask for some ideas. Thanks,
  20. I am glad I found this thread. I haveonly had the game for a short while, and I was doing pretty well. Then I installed FAR and I think made it too difficult too quickly - but I was getting on top of that and finally had some craft in orbit - then things started exploding. so far it has always been the octagonal struts. A probe will just be in orbit for days, no issues at all and I will then change the view from map to spacecraft and boom. I also had a probe survive reentry, and was 100 meters from splashdown, decending at <5 m/s and then Boom! one of the octagonals suddenly blew up. Fortunately I have quick saved just prior to re-entry and what I discovered after many, many runs through is that if I stay in normal time and/or don't exceed 3X time acceleration, then I never have a misshap. If I go to 4X time compression, then it is almost certain that one of the octagonal struts will blow at some point during the final (chutes out and open) part of the decent. I am thinking to back off of FAR for a bit and see if I can regain some of the fun, and then re-introduce FAR once I have more experience with the game. The reason I installed FAR so quickly is that I didn't want to learn bad habits that I would have to unlearn with FAR.
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