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kotomikun

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Everything posted by kotomikun

  1. You have to click directly on the decoupler when you place the boosters. The hover-text should say "radial decoupler" or "detachment manifold" or whatever, otherwise you're actually clicking on the tank behind it and it'll just fuse to the tank instead of being detachable. I regularly make this mistake with the manifolds because it's so hard to see whether those giant tanks are attached properly.
  2. Strictly speaking, any mods that make anything easier or add any new parts are "cheating." But in a game with no win condition, what difference does it make? I don't use Mechjeb, but I use practically every informational mod there is because I hate guesswork, and I've used VesselMover to teleport rovers over long distances because I didn't want to spend hours driving them there manually. The only wrong way to play KSP is whatever way is not fun for you. I wouldn't even say it makes you learn less; on the contrary, Mechjeb and Kerbal Engineer teach you a lot of orbital mechanics stuff that the stock game rarely mentions (inclination, eccentricity, delta-v and TWR...). Most players probably never knew about transfer windows until they encountered a mod that calculates them. And so on.
  3. Just in time for Kristmas, my base finally arrived on everyone's favorite extremely cold planet moon, Eeloo:
  4. After 3-and-a-half years in space, which is actually a very fast trajectory, the "Shawarmus" has arrived at OPM's Sarnus, carrying a sustainable mining base lander contraption (intended mainly as a life support refueling station) and an obscene amount of lag. About 8 real-life hours of deceleration at a whopping 18 centimeters per second... still several hours to go. Just at the right edge of Sarnus in that image, hiding behind the rings, is the base's target: Eeloo (this planet mod makes it a moon of Sarnus, which is about the same distance from the sun as Eeloo normally is). A scanner probe was sent about 100 days ahead of Shawarmus to map the planet-turned-moon, and fortunately it seems to have plenty of ore to fuel the base's greenhouse and array of fuel cells.
  5. Most of the extra stuff in Career that isn't in Science feels kinda dull and tacked-on. Administrative business strategies? What is this, Space Program Tycoon? I thought KSP was a rocket construction and space exploration simulator... I do find contracts (mainly the rescue missions) are sometimes helpful when you're bored and need a random thing to do, but the trouble is that most contracts are themselves boring. And other than the tourism ones, it makes very little sense that some private entity is paying you to do these things. Real life space agencies don't get funds from corporations; in fact, it's often the other way around. The other issue is they're kinda grindy; you have to do assigned missions to pay for missions you want to do, in a sandbox game? How about awarding reputation based on any accomplishments (instead of only the ones currently assigned to you), removing it for deaths and disasters, and getting a steady salary of funds based on reputation? That would be a better way to make the game more "gamey" without making it a completely different kind of game.
  6. Allee Kerman did battle with Tylo, which I've never tried landing on before, and... well. The plan was to get down there using a sort of backwards staging, slowing down with some extra fuel tanks and ditching them upwards on the way down. But its TWR was much too low (barely above 1 after ditching the fuel tanks), making it impossible to slow down quickly enough from a low orbit. After some experimentation, and squeezing out a bit more d/v from RCS, and boosting with the sepratrons originally intended for getting the loose tanks to a safe distance, Allee managed to land from 60 km up with 2090 d/v left. But re-orbiting from Tylo requires at least 2270 d/v. After the usual science/flag routine, she took off anyway, and predictably couldn't quite reach orbit. So, time for good old Plan B: bail out, grab the science, and use spacesuit RCS like your life depends on it (because it does). After successfully reaching a mostly-complete orbit, she noticed a mountain coming up, and decided to bump her apoapsis up from 10 to 30 km. This turned out to be a very good decision when she skimmed about 100 meters over the mountain at nearly two kilometers per second! That was probably the closest call I've ever had. After Allee got to an orbit that definitely wouldn't intersect any more mountain ranges, Urte set up a rendezvous with the mothership; and despite its less-than-one-meter-per-second acceleration, got it parked 200 meters from Allee on her first try. She nudged it over towards the stranded kerbal, who was down to 0.12 units of suit propellant. One very careful jet towards the ship, and Allee grabbed the ladder with ZERO monoprop remaining. So. I'm scoring that Kerbals 1, Tylo 0.99. (Allee actually had a spare monoprop tank, but with the lander pulverized somewhere in the high-gravity wasteland below, they kinda needed to conserve resources. An EVA landing on Vall might be doable with both extra monoprop tanks, or some other shenanigans. She also had a spare set of science parts, so a visit to the asteroids should still be possible, along with Laythe once the single-use lander gets here. Assuming that one works.)
  7. Had to uninstall EVE and switch back to 32-bit thanks to memory-bloat and constant inexplicable freezing on 64-bit. That 1.1 update can't come soon enough. On the plus side, my preposterously efficient NFP ion ship (over 40,000 d/v) arrived at Jool, doing a flyby of Tylo before entering orbit of... uh... Tylo. Planning to visit all the Jool moons; this ship has a multi-stage sub-craft for escaping Tylo (the last stage should be able to handle the other airless moons) and a separate ship will hopefully make its way to Laythe with an escape vehicle. Should really bring a spaceplane next time...
  8. This worked great for a little while, but now I'm getting increasingly frequent, seemingly random freezes. (As in it happened 3 times just while moving from a Jool encounter to periapsis. Still haven't gotten to periapsis.) Seems to have something to do with autosaving, but other than that I have no idea. Usually happens while timewarping, but has also happened when clicking on things or docking with the asteroid grabber or doing... literally anything, apparently. The logs are pretty unhelpful, since it's not crashing, just going into "not responding" mode. I'm about ready to give up and just quit this game until 1.1 potentially maybe gives us a marginally stable 64-bit version. I have what seems like a pretty average number of mods, but the 32-bit game runs out of memory and crashes in no time. So my choices are constant crashes, or constant freezes. After spending weeks struggling with a different bizarre bug that screwed up the UI at random, I'm running out of patience.
  9. Are you sure that was really Bill and not Zapp Brannigan?
  10. Mission to Dres returned home, and parked at Kerbin's science-farming station. Its nuclear reactor was still loaded with uranium, and it didn't have enough fuel to ditch into the Mun or something (and I guess uranium is valuable probably), so sent up my newer SSTO with an empty uranium tank, some extra fuel for the space station, and space to bring Kerbals home in. Made it to the station pretty easily, and after fiddling with a bug that wouldn't let me transfer anything, successfully got the dangerous radioactive material off the interplanetary ship, making it relatively safe to deorbit. Deorbit burn was a bit tedious without any nuclear power to drive the obscenely power-hungry engines. Surprisingly, everything except the solar panels and radiators survived reentry. Good thing I put it in the ocean... I mean, it doesn't really matter since Kerbin's cities are mod-generated mirages, but still. And the spaceplane landed on the runway, for once! I've always ended up landing in the general vicinity of the runway because I can't line up properly. Came in over the mountains near KSC and had more than enough fuel to fly the rest of the way.
  11. The point has already been made that, while you can just do everything by trial-and-error, it can end up taking a frustrating amount of time. Getting to another planet can take hours, and if your lander or spaceplane or whatever doesn't have enough delta-v or has some other fatal issue you have to do it all over again, and it can take a lot of tries to get it working. Some people don't mind this, but others don't have the time and/or patience for it. Honestly, the main problem is that there's no in-game delta-v display for your vessel, or plot of how much delta-v you need for various maneuvers. Launching a rocket without that information is like supergluing your car's gas cap and driving off without checking the gas gauge or how far you're going. It's very "Kerbal," but it's also a sort of fake difficulty. A simulator where you can pretend-fly around a planet with similar gravity to the one you're headed for would work, too. (Not really cheating, either, since most things other than delta-v can be tested on or around Kerbin, with probe cores if you don't want to risk killing astronauts. Although that makes me feel like a full simulator isn't really necessary, if it's almost entirely for the delta-v issue.)
  12. This is probably the biggest issue; you design and build a giant rocket, maneuver it through space through realistically counterintuitive orbital mechanics, reach a new world for the first time, land safely, and your reward is... you have to right-click on several parts of your ship, and you get some potentially witty blurbs that don't really mean anything. (And there isn't nearly enough variety, even with the crowdsourced science descriptions mod you see a lot of repeat blurbs.) Kind of underwhelming, but you have to do it to unlock parts, so the grinding goes on. The only meaningful things you can do on a planet are planting flags and digging up ore. (And scanning for ore, I guess, but that doesn't require landing.) I'm not sure how to fix this, but it would help if you could actually use the data your experiments collect for something. Maybe you need to take temperature readings from Moho before sending astronauts, so you can research new spacesuits to withstand the high temperatures. Gravity and barometric data could give you more accurate d/v in a built-in KER-like tool; the "spectro-variometer" could detect oddball things like Laythe's jet-friendly atomsphere. The Science-JR is just a generic box of science, so maybe it could be used to hold other experiment parts, KIS-style, and remove the need to click on them one at a time. Anything to make the science parts something more than interchangeable science points generators would be nice.
  13. The only dead kerbal in my current save landed on the Mun in the dark with a command chair biome-hopper, which fell over. Tried to take off anyway, and accidentally used the kerbal as a bumper to bounce the rocket into a more vertical position... at very high speed. Good thing the rocket had a probe core.
  14. I have a lot of mods, mainly to expand the solar system and do calculations; but the only one I think everyone absolutely needs is PreciseNode or Kartographer or some other way of tweaking maneuver nodes. Finding an interplanetary trajectory without those is insanely fiddly and frustrating, even if you know where you should aim, adding a lot of artificial difficulty to going beyond Minmus. You pretty much have to use external transfer planners or hand-calculation to go anywhere interesting in pure stock. Or I do, at least; some people seem to be zen masters of the maneuver handles...
  15. Realized my increasingly frequent crashes were from running out of memory, because Windows vastly underreports the memory usage... the 64-bit hack seems to work nicely, though, other than some intermittent issues with right-clicking. As for the actual game... set up a basic one-launch space station for science processing, and planned to SSTO to my derelict interplanetary ship to transfer its hardworking kerbal scientists to a nicer home (in a nicer orbit). But the Kraken struck the command chair of said derelict ship, tossing Gerlie Kerman (guess what gender that one is...) off at high speed and high rotation, quickly draining all of her monoprop! Ludton quickly flew up there, managing (after a few "simulations") a stable orbit with almost 600 d/v left, and drifted over to the floating kerbal. But that was the easy part, because now I had to somehow get one of the airlocks within a meter or two of Gerlie, who was completely unable to move. No pictures of this, because I was too busy fiddling, but after several attempts, the kerbals were... not reunited, because they weren't on the same mission originally, but united at least: With that suspense-fest out of the way, there was more than enough d/v to finish the original mission, so they flew over to pick up Gemcella and the comprehensive analysis of the Duna system, and made it to the station, where the two scientists got back to their sciencing; this time with at least 10 years of life support and no aging nuclear power plants 10 meters away... Ludton chose a dangerously aggressive reentry profile and nearly incinerated the front cockpit, but managed to return to KSC (with a little help from Trajectories because I suck at guesstimating). He undershot the runway slightly, and would have smashed the plane to bits if he hadn't lowered the gear moments before impact, so he taxiied over to the runway to create the illusion of success. Then again, not exploding is a success in and of itself, right?
  16. Does it let you pre-deploy the antenna in the editor, and put a fairing around it? I haven't tried that, but I did that with the wide-band resource scanner (so it would fit on the side of a probe inside a reasonably small procedural fairing) and it didn't complain. I think the reason it doesn't let you deploy antennas (or other things) while stowed is to prevent them clipping through the fairing as they extend, not because of radio-signal issues. Though, there's the separate issue of the bug that sometimes doesn't let you deploy antennas that are outside the fairing. Not sure if 1.0.5 fixed that one.
  17. During the long forum outage, got my absurdly huge ship+base on its way to Sarnus. 339 parts and over 200 tons, and even with the engine efficiency turned down to increase thrust, it accelerates at less than 20 centimeters per second. I had to climb up to 2000 km and refuel just to give it enough space to do the escape burn without having to do 30 burns over as many orbits. But, after many real-time hours of burning off liquid hydrogen, and a couple of corrections, it's on course and should have more than enough fuel to explore the easier landing targets in the system after dumping a massive amount of dead weight, i.e. the Eeloo base. More importantly, that will ditch a lot of laggy parts... including the wacky RCS tank with about 75 thrusters, intended to stabilize the landing. Also, arrived at Dres and hopped through all the biomes. My flying rover smashed all its wheels in one poorly-executed landing (stupid darkness, with its lack of visibility), but was able to hop over to the other nearby biome with its thrusters and fly back to the mothership, where my engineer could fix the wheels. No anomalies on Dres, apparently, but my Laythe return vehicle test launch stumbled upon something interesting back at Kerbin... no spoilers!
  18. Right now I'm doing career with debug-menu-induced infinite funds, because I didn't want to waste time on assigned goals in a sandbox game, or have to save up to buy a launchpad that can accommodate a rocket larger than a bicycle. So basically just Science mode with experience. Once I switch to 1.0.5 I might try out the new contract system. Got an absurd number of mods installed, mostly number-crunching utilities like Engineer and Trajectories. KIS/KAS, Planetary Base Systems, and Near Future (all of it) are the only major parts packs; the latter will be very important for reaching the Outer Planets mod-planets and the even more distant "Trans-Keptunian" ones. Also USI Life Support, because it's way too easy to send Kerbals on long missions in the stock game (why even bother with unmanned probes?). TAC looked overly complex and "Snacks" has no real penalty for starving your Kerbals. No non-stock science devices other than SCANsat, I feel like that would make it too easy to rack up science (I've already unlocked almost everything and I haven't even been to Dres or Jool yet...). I don't restrict myself much on quickloading, because that just makes things too stressful, and the game bugs out or crashes often enough that I have to reload every hour or two anyway. But I try to continue a floundering mission and/or send a rescue mission as long as things haven't gone totally catastrophic. One kerbal tried to land in a dark area of the Mun with no lights (because I forgot to add them again) and tipped over; she was pulverized on takeoff, but the lander somehow survived, so I sent it back to the mothership to save the science and cut the mission short. No perma-fatalities other than that, but had to do a couple of rescue missions because I forgot parachutes or didn't have enough fuel...
  19. My gigantic argon-powered ship got back from Moho with a load of science, but it lacks a means of atmospheric landing (or any other kind of landing, because I left the lander/rover on Moho to do a bit more exploring) so I decided to finally try making an SSTO to retrieve the crew. After many uninteresting failures (not even any explosions, just boring suborbital flights and landings), the "SSTNO" finally succeeded. All stock except for the adjustable landing gear, I think. The name wasn't intended to mean anything, though its... reentry-esque launch profile may provoke some "NOOOOOO"s from its passengers. [IMG]http://i.imgur.com/mO86yu3.png[/IMG] 4 RAPIERs and 2 Whiplashes will do that, apparently. This thing gets to orbit faster than any of my rockets... [IMG]http://i.imgur.com/bSIGA7w.png[/IMG] Had to maneuver carefully, since I didn't have much fuel and Kerbal Engineer gave nonsensical values, but made it to "El Inductor" pretty easily. EVA'd the two Kerbals and science over (think I forgot one piece of data, actually), and de-orbited. [IMG]http://i.imgur.com/QUusSSo.png[/IMG] Made it down mostly intact. The solar panels and RCS blocks exploded, but then, it's "single stage TO orbit," not FROM orbit. [IMG]http://i.imgur.com/4XjpbZl.jpg[/IMG] 5522 science gained! That should last me a while. And when that runs out, my other interplanetary ship's sitting in Kerbin orbit, slowly processing over 200 experiments... this new 5x science lab mechanic is sort of excessive.
  20. After a visit to Duna, took my [URL="http://forum.kerbalspaceprogram.com/threads/29533-What-did-you-do-in-KSP-today?p=2305540&viewfull=1#post2305540"]landerover[/URL] over to Ike for more science-gathering. I only had enough fuel for about two landings and takeoffs, since the mothership was hydrogen-fueled with only a small tank of liquid fuel for refilling the lander; but thanks to those newfangled "wheels" it can reach multiple biomes per landing, and a SCAN-satting of Ike revealed some rather strange biome placement (the north pole is a tiny patch of "South Pole" and many biomes have a border of "South Eastern Mountain Range"). So, I landed on a mountain, tediously drove 20 km through three other biomes, and climbed all the way back up to save fuel for takeoff. Lots of quickloading, unfortunately, this time because of flipping issues. To get the other 4 biomes, I shifted to a polar orbit and dropped down on the North-erroneously-labeled-as-South pole: [IMG]http://i.imgur.com/7L8PWWQ.png[/IMG] The Kerbal scientist wasn't much of a pilot, so it was best to keep the solar panels folded up while on EVA so she, by which I mean I, didn't careen into them. [IMG]http://i.imgur.com/D47fGhM.png[/IMG] From there, roved another 40 km to get the remaining 3 biomes. SAS locking to prograde helped tremendously, and I didn't have a single problem. Until just before reaching the last biome, that is, when I hit a bump climbing a mountain of mysteriously un-illuminateable terrain, tumbled over, and broke all the solar panels! But it landed upright, so by disabling the motors on the back wheels (which weren't getting much traction) I was able to get most of the way up... then I had to resort to pushing myself along with RCS. Somehow reached the last biome, and by disabling power flow from one of the batteries, was able to conserve enough power to complete a wobbly flight to orbit and rendezvous with the mothership. Apparently these liquid engines don't produce power... [IMG]http://i.imgur.com/pPCelrH.png[/IMG] My engineer removed a few of its science parts (KAS) before I ditched it into the surface; one had some data I'd forgotten to remove. Ultimately a success; got science from every biome on Ike, and I would have trashed the lander at the end anyway just to save mass. A lengthy timewarp later, the main ship headed off for Eve (Gilly, technically) to rescue the kerbals from an earlier mission, who used up most of their fuel on a capture burn when aerobraking proved impossible. This one's got somewhat overpowered Near Future mod engines, though, so it still had a ridiculous 7,500 m/s remaining at the end of its mission, more than enough to visit Eve before returning to Kerbin: [IMG]http://i.imgur.com/qF1WiPl.png[/IMG]
  21. Got fed up with trying to design a lander/rover combo for Duna and decided to literally combine them into one vehicle: [IMG]http://i.imgur.com/P4Entus.png[/IMG] Worked pretty well, within dangerously narrow margins. Landed safely with a small amount of thrust and its quadruple parachutes, drove it around to get all the science from high/mid/lowlands, and flew it back to the mothership in orbit. Required a lot of quickloads from unexpected problems, though. The wheels would burst if I hit a bump going faster than 10 m/s, and takeoff turned out to require a nearly vertical launch to get out of the atmosphere before running out of fuel; had to ditch the spare tanks on the front and back to get a little less mass on the thing, and still used up all my fuel and half my monoprop. And I screwed up the RCS again (see if you can spot the mistake), making for a very annoying docking procedure. An additional and less-obvious problem is that the probe core meant for flight control is upside down, so everything on the navball was backwards. Still, got triple science from a single landing, as planned, so time to refuel it and drop it on Ike... and fix all those design issues before I launch another one of these.
  22. Finally got around to launching an interplanetary mission, to Eve, without bothering to wait for a launch window because impatience: Got an inelegant science-lander thingy (bottom right) to visit Gilly and either land or crash-land on Eve, and a scanning satellite with a liquid-fuel stage to reach Gilly + a ludicrously high delta-V ion engine for whatever else I end up using it for. Meanwhile, my mission to farm a little more science from Minmus turned into Three Stooges nonsense. I sent two kerbals and 3 tiny probes away from Kerbin, then realized they had no parachutes and no way to disconnect the pod (but they did have a heatshield, uselessly stuck in the middle of the rocket). So I sent a modified version after them, with one kerbal in a 3-seater pod, and the ability to return home without exploding. Both ships made it to Minmus, but that's only the beginning... The probes popped off and landed just fine, but it turned out they had no batteries other than the 10 EC in the probe core, and I hadn't put on enough RCS thrusters, so they could only translate on 2 axes. They had docking ports, but the mothership wobbled so much that docking was almost impossible, especially with the inadequate RCS. So, no refueling from the stupid amounts of fuel in the mothership, and I had to send kerbals out to collect the science from each device manually. Good thing I brought extra probes... And somehow I was orbiting retrograde. Eventually, while juggling two probes with barely any fuel left, racing to avoid leaving either landed in the dark to die of power loss, I was forced to launch both towards the mothership at almost the same time. And, due to a combination of idiocy and all the vehicles having the same name... I accidentally flew one probe towards the other instead of the mothership. By the time I realized this, I was down to a few units of monopropellant. So, I inched it closer to the other probe, switched to the one that still had fuel, and after considerable amounts of Kraken-induced docking port magnet wobbling... I proceeded to waste the last of my liquid fuel by firing both sets of engines in opposite directions, but managed to make a rendezvous with the mothership with RCS, and the very unintelligent pair of probes made it there safely, just in time for Kerbinrise: Not having much use for the fused probes with 10 units of monoprop between them, I smashed them into the surface after retrieving the science. Things went better after that; landed the last probe on the pole, somehow managed to dock it again, dropped the kerbals off in their rescue boat (after a ridiculous retrograde rendezvous), and they all made it home safely (with the science, of course). I even managed to do a powered landing with the overengineered and under-parachuted vehicle they left behind, landing the probe back on Kerbin safely. Other than the exploded engine, the very exploded transfer/reentry stage, and being embedded in the ground...
  23. Bumping because I'm having this exact issue and I can't find anyone else talking about it. Have never installed Dmagic or any contract-modifying mods, so I doubt those are the problem. CKAN MODS: [x] Science! Adjustable Landing Gear AntennaRange BahamutoD Animation Modules Better Buoyancy Community Resource Pack Community Tech Tree Connected Living Space Crowd Sourced Science Dated Quicksaves EVE (High Res) EVAManager Field Experience Final Frontier Interstellar Fuel Switch Core KAS KIS Kerbal Joint Reinforcement Kerbal Planetary Base Systems MagiCore Near Future part packs (all) Procedural Fairings RealChute parachute systems SCANsat ScienceAlert Ship Manifest Stock Bug Fix Modules Targetron USI Life Support VesselMover NON-CKAN: BetterTimeWarp Distant Object Enhancement Enhanced Navball Kerbal Alarm Clock Kopernicus KSP-AVC Landing Height Display MechJeb 2 Module Manager Precise Node RCS Build Aid ScreenMessageHider SmartStage Toolbar (Blizzy's) Trajectories Transfer Window Planner But we should probably focus on the ones both of us have installed, so: CKAN MODS: [x] Science! BahamutoD Animation Modules Better Buoyancy Community Resource Pack Community Tech Tree Field Experience Interstellar Fuel Switch Core KAS + KIS Kerbal Engineer Redux Kerbal Joint Reinforcement Kerbal Planetary Base Systems SCANsat ScienceAlert Stock Bug Fix Modules NON-CKAN: Kerbal Alarm Clock Kopernicus KSP-AVC Module Manager Precise Node RCS Build Aid Toolbar (Blizzy's) Trajectories Transfer Window Planner It isn't SCANsat because this started happening before I installed it. Other than that I'm really not sure. The first time it happened was when I crashed into the Mun and tried to load a quicksave; got something like the second image above, with all the widgets in the navball on top of each other, couldn't see any ships, and couldn't do anything. Now it happens seemingly at random when switching/loading vessels, returning to the space center, and sometimes when opening the tracking station. At the space center there's no visible issues but I can't click on anything. Sometimes I can return to the main menu, where none of the buttons work, so I still have to restart. Doesn't require loading any particular part, I've triggered it many times by loading an empty MK1 pod in low Kerbin orbit. There's a chunk of debris at my space center, could that be an issue somehow? The logs show the exact same error quoted above, shortly after the scene change, and followed by many other NullReferenceExceptions: [EXC 17:57:04.009] NullReferenceException UnityEngine.Component.get_gameObject () KnowledgeBase.DisposeResourceList () KnowledgeBase.CreateResourceList () KnowledgeBase.OnMapFocusChange (.MapObject target) EventData`1[MapObject].Fire (.MapObject data) PlanetariumCamera.SetTarget (.MapObject tgt) PlanetariumCamera.OnVesselDestroy (.Vessel vessel) EventData`1[Vessel].Fire (.Vessel data) Vessel.OnDestroy () I'll update this post if I actually get anywhere with this puzzle. As it is, it makes the game practically unplayable because I have to restart the whole thing and go back to whenever I last quicksaved every time this bug happens, and it happens frequently yet unpredictably. Have found no way to reproduce it other than switching between a vessel and the space center 10-20 times, which doesn't always work. Edit: Not sure if this edit will show up, since I'm a new user... Trimmed out a lot of mods that were apparently not causing this error, because it's still happening. Most often happens when returning to the tracking station, all the buttons get jumbled up and the GUI doesn't let me do anything. But that's probably because I'm testing it by doing quick launches/orbits/landings and bouncing between the ship and the tracking station. Community Resource Pack Dated Quicksaves DDSLoader (obsolete) EnhancedNavball EVAManager EVE (High Res) Interstellar Fuel Switch Core IntuitiveManeuvers (added after problem started) KAS + KIS Kerbal Engineer Redux Kerbal Joint Reinforcement Kopernicus MechJeb2 LandingHeight Stock Bug Fix Modules Out of those, I'm pretty sure it's EVE, CommunityResourcePack, or DatedQuickSaves, because I haven't gotten he bug to happen without those. CRP is the only one of those the OP also has, and the "KnowledgeBase.DisposeResourceList" also makes me think that may be the issue, somehow. Kopernicus may also be involved. Neither makes much sense because they're not really doing anything with this setup, there's no planet packs or mods using CRP resources... Conflict between Kopernicus and the resource pack, apparently? I can't seem to make a link without absorbing all the text after it, so: http://forum.kerbalspaceprogram.com/threads/91998-1-0-4-Community-Resource-Pack-04-5-0-2015-10-16?p=2204083&viewfull=1#post2204083 GroovyMule's log shows the same danged thing again, with only CRP and Kopernicus installed (and a planet pack, but I've got it happening with no planet packs). Only question is, why does this only happen to some people? Because a lot of people are using those two mods. Must be a weird save file glitch or something... Edit #2: Yep, just got the glitch with no mods except Kopernicus, CRP, ModuleManager 2.6.8, and a config file for Kopernicus that shouldn't be doing anything (removes a planet from a mod that isn't installed). Haven't seen it yet with just Kopernicus OR the resource pack, nor with only stock (and believe me, I tried). Here's what keeps happening to the tracking station (can't go to any ships, can't even exit the tracking station, but can move around looking at planets): Edit 3: I deleted the BIOME_LOCK_DATA and PLANET_SCAN_DATA (from the stock scanners) in my save file, and so far the problem seems to be gone. Can't be completely sure, since it happens so randomly. But this would make sense if the error is Kopernicus trying to deal with CRP resources. There must be something else to it, otherwise way more people would be having this issue; but hopefully this at least allows save files with this glitch to be repaired.
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