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Malich

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Everything posted by Malich

  1. Have you recently updated b9partswitch? There was an error in 1.4.0 that caused an issue with a few part values being switched?
  2. I have, also, had this happen, while KIS/KAS is installed but when my kerbals are not carrying anything... However it might be happening after they have connected 2 parts together using fuel couplings of UKS flex-o-tubes so it could be there's some weird persistence issue where the game is not realising you've put something down. I may experiment next time I get to Ike.
  3. You're better with mobile labs or pioneer modules for recycling. Lower efficiency but no water need as stated above. Youd need 3 habitats at 54 water an hour (54kg per hour) for a whopping 138 tons of water per year!
  4. As above, pic will help but at a guess you have something near the door the kerbal is clipping when he evas
  5. but this comes down to what they are considering as bugs. The lower strength landing gear is not a bug as such but if people keep blowing up their gear and voted as "regular bugs" it's not an accurate poll. I find myself in the "some bugs but not enough to spoil my fun" camp. I get a get a couple of CTDs for every 8 or 9 hours of play time, usually early on in a session such as my first EVA or my first revision to a larger design. Its frustrating I agree and part of me wishes Squad had fixed it before releasing. I'd have been happy puttering on with 1.0.5 for a bit longer. But we all saw the forum users complaining every time 1.1 was pushed back regardless of how many bugs were being reported. Sometimes any parent is going to cave and give their kid something if they complain enough even if they know it will cause more problems in the long run just to get a moment (or 3 weeks in Squad's case) of peace to gather their wits and get ready for the next round. Do "Its broke.... fix it" posts help? No. Do "You're broke, fix yourself" posts help? No. Do "I'm having XYZ problem, this is my bug report, anyone go any clues?" posts help? ... Maybe. The game WILL get fixed. When it gets fixed depends on how much useful information Squad has to work with (Not a 20 year software engineer but accident investigations are part of my job and its a similar concept). "It's broken" tells them nothing. "On a clean install if I try to put a 3 way symmetry round a part that is itself 4 way symmetry the VAB explodes and Jed dances the Macarenna!" gives a very specific, reproducible method that they can look in to. to my mind, and this is my opinion only, complaining about the problem, complaining about Squad and complaining about the complaining is part of the problem, not the solution. It's clogging the forums, its diluting the useful information. Please, please, please for the love or god and puppies stop with the complaints and start with the information!
  6. It appears to have fixed the issue I was having in the B9PartSwitch thread as well. Thanks!
  7. @blowfish, The weird thing in the background is Kerbin believe it or not. Thanks for taking a look at this, appreciated. I'll wait to see if NecroBones chimes in but for now I'll probably drop FTP from my mods and work it back in when there's a solution.
  8. I'm having an issue with this mod interacting with, I think, Fuel Tanks Plus by @NecroBones or NFE by @Nertea. Recently I've been launching ships and when i switch back to them later they end up just showing a single part floating in space. This can be as fast as a quick hop to the space centre and back.Without B9PartSwitch installed the ship sites happy in orbit. As soon as I install it however the ship fails. This ship Link here Sites happily in orbit and consists of a clamp-o-tron, and FTP X200 - 08 Adaptor, an MRS 2.5m reaction wheel, and X200-48 fuel tank, and a NFE kerbopower reactor. Once PartSwitch is installed This happens and I am left with this tank floating in space. This tank was the root part of the vessel. I've tagged Nertea and NeroBones both as I'm not sure exactly where the fault is sitting. I'm not sure FTP has anything to do with PartSwitcher but I have another ship in orbit built with stock tanks and a Kerbopower reactor that has not been affected by this error suggesting its the tanks, not the reactor. Likewise the other vessel had a NFShips orbital command pod and has not been touched. Is there anything any of you fine gentlemen can think might be causing this? This is my current AVC list (yes I know CC is out of date, while troubleshooting I appear to have installed an out of date version) This is my Output Log. If there is any more info you need let me know, this is somewhat game breaking atm and if it can be resolved I'd be grateful! Thanks Mal
  9. I don't use the advanced engines much but the reactors I use a lot, especially on research and mining stations. Even a basic reactor will let drills and refineries work through a dark side rotation regardless of how long it is. It also can save a lot of space on what can be an already cluttered station making docking easier and less fraught with accidental decoupling of solar panels and radiator systems. They're also more fuel efficient than the fuel cells (3-5 years on internal fuel increasing if you throttle the power output a bit) which makes them a boon for long time, constant draw facilities.
  10. What size nom-o-matic? And how many kerbals? The small non-o-matic is only powerful enough to supply about 1.5 kerbals, the larger one will do about 6.5. So it might be working 100%.... but still not making enough to feed everyone so you'll never see the supplies ticking up!
  11. you perhaps should have a "I'm using XYZ - it's buggy but not enough to cause me too much stress" option - which is where I am sitting right now. Yes, I get the occasional CTD, but not enough to make me gnash and wail. Just the odd sigh now and again.
  12. I have a few standardised lifters set up for larger payloads, usually over 100 tons stepping up in payloads of 25 tons with a goal of hitting a 100x100 orbit and I'll pick the closest ones to whatever I want to loft. What I am getting into currently is standardised, modular, interplanetary craft. A series of modular driver, command and payload units that can be used to shift stuff to my fledgling colonies. I have drive units in 1.25, 2.5 and 3.75m scales each with nuclear drives, reactors for power and docking ports on the front designed to mate with similarly scaled command modules to act as crew transports. The bonus to this is I can stick a cargo pod between the drive and the CM with a few hundred tons of whatever I need with the additional fuel to maintain the DV of the drive unit. Currently I have a standardized 3.75m station which I am planning to use as the basis for most of my 2nd generation colonies which I just fly to location, detach the Drive and CM pods which re-connect to fly off home, leaving me with a perfectly positioned, fully working colony station. Standardisation it THE way to go!
  13. Try adding struts to weak joints and launch clamps to the design as a whole to support it. It is possible while you're tabbed out to another programme that some quirk of physics has caused a motion that your whip can't handle and something is detaching. The only time I've had something fall to pieces on the launch pad is when I've failed to make it strong enough and a weak joint has detached sending tons of metal and fuel crashing to the pad with all that that entails! Now, if you already have clamps and struts and duct tape well represented within your design, then the best thing to do is to post a report on the bug tracker to see if it can be replicated and identified http://bugs.kerbalspaceprogram.com/ Hope this helps.
  14. I'd also try reinstalling if you haven't already. Its possible the file has corrupted somehow during installation.
  15. Well, as long as they're getting fed and not slowly ticking down to the point at which they rip the command seat out and try chewing on the foam!
  16. How many kerbals are onboard? Are they just eating it as soon as it is produced?
  17. Or enable staging. If the staging of the pods happens before the engine it won't count it
  18. Another option is KIS/KAS a mod that lets you connect items together. An engineer with the right tool can attach a fuel port to the old section and the new one and then link them turning tgem into a single base.
  19. I have updated to 1.1 and for some reason now when i select a new part in the VAB / SPH and try to use the rotate tool to reorient it nothing happens. I can rotate using the key bindings but not the tool. Rotate works on attached parts still. Is this a bug or a "feature"? x64, on windows 10.
  20. I usually get the basic wheels unlocked before i even go sub-orbital. This lets me build a cheap rover to gather science from KSC. using the same design I always use I couldn't even drive it off the runway at 8m/s without the front wheels exploding. Also, even with the brakes on the thing still moves.. because of this is am not yet starting my new career just yet!
  21. Set a slightly higher re-entry, cycle the brakes up and down until you've slowed to where you can use them safely. I've used them for EVE and Kerbin entries successfully doing this.
  22. Some mod already has them as I have a pair of them in my "pods" button on my KSP build... Alas I am 200 miles from home atm and not sure which it is. It might be Modular Rocket Systems. Either way, the concept is sound
  23. Does the ship have either an ISRU or a nuclear reactor on board? There is an ISRU bug that applies a 10000K temperature to the ship when you return to it / reach the 2.3km physic range. http://forum.kerbalspaceprogram.com/index.php?/topic/130502-orbital-isru-exploding-on-encounter/ See here
  24. Twice so far. Was planning on sending a larger mission on my current play through but not sure I'll quite make it to that launch window before 1.1 drops and I start fresh.
  25. For Duna you need about 3 times as many chutes as you would on Kerbin to slow down... or the same number of chutes but augmented with a retro burn from your main engine(s) to slow you down to a safe speed. Do not expect parachutes to be able to slow you down to safe speeds alone, always allow some fuel for a long burn. Airbrakes can help but again, not as much as they would on Kerbin. I set the parachute pressure to 0.1 which lets them open at about the right point for landing if you burn your engines too.
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