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Jade_Falcon

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Everything posted by Jade_Falcon

  1. Ah, I noticed that, but I thought it was just something specific to my install, since all of the OHS messages show the tag vs the actual text. I was having issues with engineers and repairs and thought it was related. The one that might be missing is the "Cannot be repaired remotely." message. That message does display the tag, but I don't see it in the localization file.
  2. Hi @EnzoMeertens, I had a question that I originally posted here, but it looks like that was the wrong thread. See below: I've noticed this behavior in a few crashes as well, its almost like the parts no longer have friction, or as mentioned, there is a force not constantly acting on them. Is seems to happen most often on particularly hard impacts, like a miscalculated powered landing from orbit, the craft wont be particularly deformed, but it will spin wherever it lands. I've had instances where a craft broke up on impact, but there will be one part that just wont stop moving, it just rolls or spins on the ground forever. If its a whole craft, that I need to stop spinning so I can recover it, what has worked is hitting it with the object thrower. I looked at the config files, I noticed there is one labeled Other. My question is, do landing gear fall under this, and if so, could modifying that perhaps exclude landing gear? Thanks in advance!
  3. I've noticed this behavior in a few crashes as well, its almost like the parts no longer have friction, or as mentioned, there is a force not constantly acting on them. Is seems to happen most often on particularly hard impacts, like a miscalculated powered landing from orbit, the craft wont be particularly deformed, but it will spin wherever it lands. I've had instances where a craft broke up on impact, but there will be one part that just wont stop moving, it just rolls or spins on the ground forever. If its a whole craft, that I need to stop spinning so I can recover it, what has worked is hitting it with the object thrower. @linuxgurugamer I looked at the config files, I noticed there is one labeled Other. My question is, do landing gear fall under this, and if so, could modifying that perhaps exclude landing gear? From @EnzoMeertens comment, its possible that its gear related, then I could do a little testing and see if that's the case.
  4. @zer0Kerbal Interestingly, I was able to fix a lander leg on a landed probe while on EVA (with a scientist), so I'm wondering if Kerbals from another flight would be able to fix parts on the original failed vessel. Will test this theory out. Edit: Tested, looks like the problem is that Engineers arent able to make repairs when the NRE occurs, but any other Kerbal can.
  5. @linuxgurugamer 1.1.4.8 worked, so maybe the change made in 1.1.4.8.1 also affected recovery in the tracking center. Thanks for the help!
  6. @Zelda @zer0Kerbal It does seem to happen without Remotetech (I use CommNet Constellation), it seems to happen on 1.9.1 as well, except in my case I noticed it on a lander leg.
  7. @linuxgurugamer I noted a small issue that is possibly related to KCT 1.4.8.1 on KSP 1.9.1. I noticed that the Recover button in the tracking station doesn't work, and in the console, a NRE appears on each click that does reference KCT. KCT seems to work perfectly otherwise, recovery everywhere else works as expected. I've been playing this save on 1.9.1 for a while (just came back to KSP so I updated KCT and other mods to their latest versions), and I do think it worked fine in 1.4.7 versions. See below for logs: Dropbox
  8. What version of IFS are you using? In an ongoing career save (1.8.1), after coming back from a month or so off, and updating a few mods via CKAN, I noticed that I had craft with tanks that should have been loaded with LH2 and Oxidizer that had either no LH2, or would have LH2, LF and Oxi,. And like in your situation, you could no longer change the fuel types on many tanks. After a few hours of troubleshooting, I figured out that if I rolled IFS back to a version older than 3.13.3.5 everything works as expected. I tested 3.13.0.5 and 3.13.2.5, and they both seem ok. Its worth a shot.
  9. I noticed an issue running KSP 1.8.1 and this newest version (2.0.0.1) on an existing save (along with Scrapyard, of course). With the newest version, the scene never loads. This error shows up in KSP.log: [EXC 11:09:36.456] NullReferenceException: Object reference not set to an instance of an object OhScrap.BaseFailureModule.Initialise () (at <a6ec50f290af4da2b6f40211fa3cb8f5>:0) OhScrap.BaseFailureModule.FixedUpdate () (at <a6ec50f290af4da2b6f40211fa3cb8f5>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) If I roll back to Oh Scrap 1.7.1, everything is good to go. I have a saved KSP.log and mod list if that helps. I noticed I can get a scene to load from the tracking center, but then KSP slows to a crawl.
  10. Ok, PM sent for a save that has the problem, I also included a mod list if that helps.
  11. How long did you let the game run? I also used @mwerle's fork to build for 1.8.1, and without, my memory using was around that at approx 3200, but then dropped significantly after a few minutes, and that was just sitting at KSC. This is on a recently (yesterday) 1.8.1 install, some mods, new save with no pilot data, but I can send it if that helps. Ill also start a second save and play awhile if real data helps.
  12. It does seem to be GC related, as without, at the KSC memory usage is about 3.2GB at startup, then it drops to around 500MB. With it, it stays at 3.2GB then steadily climbs. I don't see any errors in the console even with the logging in FF set to Trace, and I did try compiling for 1.8.1. Would definitely need a more skilled coder to take a look.
  13. Found the issue, the "un-released" version of Kerbalism 2.2 was causing it, rolling back to 2.1 or upgrading to 3.0 (in-testing) solves it.
  14. Ah, got it, thanks! I think I will do some testing on 3.0.
  15. Does Kerbalism affect buoyancy at all? Im on a new (modded) 1.7 install, and noticed that my Kerbals don't seem to float anymore. Previously with the same set of mods I use now, but with USI Life Support and Kerbal Health (and on v 1.5.1), they would always float back up. IIRC, both sets of mods add lead shielding to the pods, which I think is why the pods sink, but Im not used to the Kerbals sinking too. Mod List, just in case: "name": "CrewQueueTwo" "name": "EarnYourStripes" "name": "EVAHandrailsPackContinued" "name": "EVAParachutes" "name": "FinalFrontier" "name": "FlightPlan" "name": "FlightTracker" "name": "GravityTurnContinued" "name": "KerbalConstructionTime" "name": "KerbalGPSRevived" "name": "KerbalKrashSystem" "name": "KerbalNRAP" "name": "MagiCore" "name": "MemGraph" "name": "ModuleManager" "name": "MonthlyBudgets" "name": "OhScrap" "name": "RCSBuildAidCont" "name": "ScrapYard" "name": "StageRecovery" "name": "ContractConfigurator" "name": "KerbalAlarmClock" "name": "ClickThroughBlocker" "name": "KerbalChangelog" "name": "UICore" "name": "ToolbarController" "name": "AmpYearPowerManager" "name": "BAMCont" "name": "DistantObject" "name": "DistantObject-default" "name": "KerbalEngineerRedux" "name": "Kerbalism" "name": "KIS" "name": "KSPRescuePodFix" "name": "MechJeb2" "name": "NearFutureConstruction" "name": "B9PartSwitch" "name": "NearFutureSpacecraft" "name": "NearFuturePropulsion" "name": "NearFutureLaunchVehicles" "name": "NearFutureProps" "name": "NearFutureElectrical-DecayingRTGs" "name": "NearFutureSolar" "name": "NearFutureSolar-Core" "name": "NearFutureElectrical-Core" "name": "SCANsat" "name": "WorldStabilizer" "name": "Toolbar" "name": "CommunityCategoryKit" "name": "CommunityTechTree" "name": "KSP-AVC" "name": "KAS" "name": "CryoEngines" "name": "KerbalAtomics" "name": "REPOSoftTech-Agencies" "name": "NearFutureElectrical" "name": "CommunityResourcePack" "name": "DynamicBatteryStorage" "name": "CryoTanks" "name": "DeployableEngines" "name": "CryoTanks-Core" "name": "VesselView" "name": "UniversalStorage2" "name": "TreeToppler" "name": "CommNetConstellation" "name": "RemoteTechRedevAntennas" "name": "HeatControl" "name": "KerbalAtomics-NFECompatibility" "name": "RealChute" "name": "StationPartsExpansionRedux" "name": "BasicOrbit" "name": "DMagicOrbitalScience" "name": "ManeuverNodeEvolved" "name": "Mk2Expansion" "name": "Mk3Expansion" "name": "RaginCaucasian" "name": "SensiblePumpsCont" "name": "SmartParts" "name": "ScienceAlert" "name": "EasyVesselSwitch" "name": "HullcamVDSContinued" "name": "KerbalHacksDroptankWrapper" "name": "VesselView-UI-Toolbar" "name": "DeepFreeze" "name": "JSIPartUtilities" "name": "RasterPropMonitor" "name": "RasterPropMonitor-Core" "name": "FirespitterCore" "name": "AblativeAirbrake" "name": "Chatterer" "name": "InterstellarFuelSwitch" "name": "KWRocketryRebalanced" "name": "PEBKACIndustriesLaunchEscapeSystem" "name": "ShuttleLiftingBodyCormorantAeronology" "name": "WaypointManager" "name": "PatchManager" "name": "BobsPanicBox" "name": "InterstellarFuelSwitch-Core" "name": "TriggerAu-Flags" "name": "TextureReplacer" "name": "FelineUtilityRovers" "name": "ContractConfigurator-FieldResearch" "name": "ContractConfigurator-CleverSats" "name": "ContractConfigurator-KerbinSpaceStation" "name": "Goodspeed" "name": "MunarIndustriesFTX" "name": "PWBFuelBalancerRestored" "name": "StationKeeping" "name": "TrackingStationEvolved" "name": "WetterWings" "name": "AlternateResourcePanel"
  16. They seem to swim in all directions with WASD, just not up. RCS doesnt seem to work underwater, they do put the pack on though.
  17. Is there a way to get Kerbals to swim to the surface? Ive noticed in my KSP 1.7 install (modded), that my if my kerbals end up in the water (usually after bailing out of a sinking command pod), they float for a second, then they sink too. Is there a way to swim back to the surface?
  18. As others have mentioned, it does seem to work fine in 1.5. Im using KCT 1.4.0.69.
  19. Has anyone noticed (on Version 1.5.1.8 and KSP 1.5.1) that the PEM Fuel Cell tends to shake craft apart when attached to the 4 core module? I had issues with craft shaking themselves to pieces after I deployed fairings. (They were fine while fairings were in place, but would start oscillating after the fairings were deployed) Initially I thought it was the 4 core module itself, until it happened on the pad. The craft stopped shaking after the connection between the PEM and the core failed and the PEM was thrown free. Edit: Fixed the issue, looks like it was the version of Kerbal Joint Reinforcement Continued (3.3.5) I was using, switched to Kerbal Joint Reinforcement 3.4.0.4, and it stops the shaking on the pad and in most instances in orbit. I say most instances, because occasionally there are some oscillations when craft are under automated control (i.e. Gravity Turn, if it uses warp). Edit: Maybe not, fixed on pad, the shock of decoupling can still cause craft to go out of control.
  20. I wasn't able to fix it on the experimental build, but on a new save, with version 1.4.0.69 of KCT installed, it seems to work just fine on 1.5.1.
  21. What you may have to do is start a new save with version 1.4.0.69 of the mod. I did that, and the errors so far have gone away, with all of the same mods loaded.
  22. I get the same errors, but I think it may be due to an interaction between KCT and another mod, but I havent figured out which one yet.
  23. Re: the blue artifact, I found that you can remove the EZ_Particlez dll in KKS-Mod to make it disappear. This worked in 1.4, and should still work for 1.5 (have not started a 1.5 install yet, but will soon!).
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