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TjientaVara

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  1. So, once in a while this last year I keep trying to get into KSP and keep running into docking port bugs. Maybe it is the way I design my ships I don't know. In fact the last year I tried docking 5 times, and all 5 times it fails, by either getting in docked state without the ability to undock, or it is not possible to dock at all. This time I decided to post this bug report, since it happened during my twitch stream. And rage build up inside me and still is. Sorry I like this game, but trying to dock for literally hours just to get caught in another docking bug, and not being able to fix it by tools that the community made to help with it, broke me. The last session I decided to only use mods that do not have extra parts (or at least don't use those parts), just in case. I started this session because I noticed there are now tools to help with fixing this bug in save files, so I was hopeful, big mistake, because the tool couldn't fix it. I used KML (Kerbal Markup Lister) to try and fix the save file. Here is what it says: VESSEL (Duna Hopper Lander, Lander, ORBITING) -> PART [15] (dockingPort2): Docked (dockee): Dock part supposed to be attached to (UId 3889979449), which does not point to a valid part. Then I tried to repair it, then it says: VESSEL (Duna Hopper Lander, Lander, ORBITING) -> PART [15] (dockingPort2): Ready: Couldn't reset docking node, there are sub-nodes missing. You should copy a MODULE node from a functional state 'Ready' part. I guess there is no way to upload these save files in the forum, so it is not possible for Squad to fix this bug, I guess that is why this bug hasn't been fixed since the launch of the game. These are the mods I use: "name": "RCSBuildAid" "name": "DistantObject-default" "name": "DockingcameraKURSstyle" "name": "DistantObject" "name": "BetterBurnTime" "name": "ModuleManager" "name": "KerbalAlarmClock" "name": "EditorExtensionsRedux" "name": "NavBallsToYou" "name": "LandingHeight" "name": "KerbalEngineerRedux" "name": "DatedQuickSaves" "name": "MagiCore" "name": "PreciseManeuver" "name": "Trajectories"
  2. Hello Rover Dude, Now that KSP 1.1 is in pre release I have started playing KSP again. I noticed your mods where available for 1.1 so I installed them as well, nice and quick of you, amazing. The above is to illustrate that it was the first time I use your Life Support mod. Today I had Jeb go on strike as he was already on a return trajectory he did not survive. I now know how to add supplies to my craft and see when they will go on strike. However the first post on this thread says the veteran kerbals like Jeb are immune to the effects. The defaults in the configuration file is NoSupplyEffectVets = 1 which mean that they are not immune. Also your wiki says they are not immune. Would you be so kind to fix the first port of this thread? Cheers and tanks for all the mods.
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