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Mine_Turtle

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  1. Here is the new log file: https://drive.google.com/open?id=0BzaLdTtFg_piRDlXRkh3a2M2MHc I have disable Trajectories, kOS and ReCoupler but the constructed vessel still causes explosion. There are still some exceptions present in the log, but the part between vessel spawn(line: 42450) and destruction(42798) seems to be clear. Here is the part definition for the troublesome component:
  2. Since I have not received any response in the other thread I want to notify @StarCrusher96 of this problem. This issue affects not only contracts but also certain parts like stock infrared telescope. In order to use it the ship has to orbit theAll, which is practically impossible without warp engine. Also, object tracking feature of the telescope does not work as a result.
  3. I was actually thinking of attaching one kerbal to another one via a tow cabel, so I do not have to move them to the part individually. In orbit kerbals keep floating away from each other beyond 3m limit of KAS.
  4. Thanks for the suggestion. Reattaching the kontainer via KIS did the trick. On a related note: are there any tow cables in KSP? Reattaching those konainers requires multiple kerbals on EVA.
  5. Is there a way to prevent repaint button from repainting all symmetry kontainers? I have 4 large kontainers on my station built with radial symmetry. I can not change each kontainer resource type individually, only all 4 of them, which is not very convenient.
  6. I have a couple of problems with my current game: 1) Buttons randomly disappear from right click menu. When right clicking on part of a vessel in flight, a menu appears with part information and buttons to control part functionality, like turn on/off lights. The problem is those buttons disappear and reappear randomly, so clicking on them is quite problematic. The effect is not persistent and does not depend on camera angle or part distance from craft center. 2) My space station keeps oscillating despite numerous reaction wheels and rcs: https://imgur.com/sqz0Qpl I have tried using MechJeb and stock SAS, as well as turning on/off RCS and reaction wheels. I am using a fair amount of mods, but I am not sure if any of these directly cause these problems. Here is the ckan modlist:
  7. My problem may or may not be related to FAR. I have an issue with KSPI radiators deploying regardless of the option, which checks if a radiator is shielded by a fairing or not. Here is the issue on github: https://github.com/sswelm/KSP-Interstellar-Extended/issues/125 The reason I post in FAR thread is because of this code in KSPI radiator module: if (preventShieldedDeploy && part.ShieldedFromAirstream) return; As I understand FAR changes ShieldedFromAirstream attribute of a part, so it might be responsible. Besides I have just noticed that FAR causes some exceptions in my log, but I have no idea how bad that is: I would appreciate if anyone could help me troubleshoot this problem.
  8. Here is the log file: https://drive.google.com/file/d/0BzaLdTtFg_piT0JIV3F3XzlyMXc
  9. I have identified the source of the problem: UKS shipyard. B9 spotlights are fine and do not light up the planet as I have assumed. Sorry for the false bug report.
  10. I am having problems with building certain parts. For example, this part: https://imgur.com/FsA7KH0 causes my entire dockyard to explode. So far, I have identified the source of problems: octo docking connector(from near future construction). The explosion happens only if this docking port is the root part. If I move root node to another part(for example add a stock decoupler) then everything works fine. Any ideas on what is causing this problem and how to fix it?
  11. The illumination effect is not as apparent as it used to be, but it is possible to notice planet being slightly illuminated. https://imgur.com/trpZnxK - yellow circle is where spotlights are located. Compare part of the ocean in the red circle to other locations. You can see that it is not monotonously dark, but has a lighter color with gradient. The difference is more apparent if you compare the same location with lights turned off: https://imgur.com/VANt2iz The area in the red circle as well as the rest of the ocean has the same uniform color. As I said the effect is barely noticeable(or maybe my eyes are playing tricks?), so it might not be worth looking into, if it is too much trouble.
  12. I assume not all problems with lights illuminating planets have been fixed: Lights on: https://imgur.com/GNQFPfj Lights off: https://imgur.com/8myk3FW The part is A1 spot light. I am using EVE and scatterer, but I am not sure if they can cause any issues with B9 lights.
  13. I have found a problem when using contract pack with multiple system packs, loaded in the game(mods like Galactic Neighborhood or Kerbal Star Systems). Some contracts, like investor tour, check if player has orbited Kerbol via Sun() function. However, in modified games stock Kerbol is the center of the universe and parent for all other stars, including new Kerbol. As such the contract requires the player to orbit the new Sun, which means leaving SOI of Kerbol. As a result affects difficulty of these contracts. A possible solution to the problem would be get a name for the homeworld parent and use it on contract requirements. If it is not possible to get such reference then the only solution is for maintainers of system packs to provide patches that will change contract requirements to check for a star/planet name, specific to the pack.
  14. I am not trying to mock anyone here. According to github there have been a couple of issues with negative part costs, which were fixed in previous releases. However, I get negative cost for mobile workshop: https://imgur.com/4h8kGFr So, I was wondering if this is known issue or one of other mods is interfering. Also, cost for Tundra assembly plant seems to be incorrect. It is supposed to 55620, but in reality it is only 10020, and reaches full cost of 55620, when fully loaded.
  15. That CoL definitely needs to be raised. I guess the current dihedral angle(around 5 degrees) is too small. Regardless of CoL I fail to understand why Xu is positive. From my understanding positive Xu means that that drag will accelerate your plane instead of slowing it down, which makes no sense. To quote FAR wiki: "If Xu is incorrect, you have summoned the Kraken and should file a bug report." So my main concern is whether this is a bug or working as designed. As for plane characteristics: it is a heavy SSTO to lift 100-150k tons to low Kerbin orbit. The unloaded wet mass is 750k(dry - 350k) tons. To be honest, the plain flies relatively well at supersonic speeds(1-4 machs) and have slight problems(tendency to stall) at takeoff and reentry. I do not worry too much about values in the picture, as those are during take-off stage and happen only for a brief moment. All of the derivatives become green once the plane takes off at around 0.5 mach.
  16. If I understand correctly Xu represents drag effect, and so it should never be greater than 0. If it is so, than what is exactly wrong with my plane(at mach 0.35): https://imgur.com/kbhtJvZ Also, how can I fix Lr?
  17. Have the problems with negative cost for MKS modules been fixed in the current release? Tundra mobile workshop(2.5m) has dry-mass cost of -20k.
  18. Is it safe to assume that part 2 of KSS will not break compatibility with existing save games? Or is it better to wait for the full release and then start a new game? Also, could anyone explain to me how interstellar void is implemented? I can not see any orbits for solar systems. Do they have static coordinates and never move or just move very slowly? If I am to setup an interstellar satellite network, can I leave retransmitters safely in between stars?
  19. So, let me rephrase that to see if I understand it correctly: Support for EL, a mature mod, that adds capabilities to build crafts in space(and was working perfectly with MKS), has been dropped in favor of a new mod, GC, that does not have ability to build crafts via an orbital shipyard(and it may or may not be added), because EL parts did not look good enough when connected to MKS parts.
  20. Thank you, everyone, for your replies. I was thinking about using HyperEdit to get to places myself, but was wondering if a better alternative, like editing save game directly or using a mod exists. Although I can always just give myself extra funds and science on game start, I want to mark certain locations as visited for consistency. When using mods like xScience or any other stat tracking mod, looking at the list of places you have been to and gathered science gives a feeling of accomplishment and simplifies mission planning.
  21. That is really awesome. How am I supposed to build ships in orbit now?
  22. What has happened to the orbital shipyard? Was this part removed in favor of ground construction mod? For some reason I can not find any EL related modules although both mods(MKS and EL) are installed. Technically, the part is still present in the mod and I have found part definition in cfg files. Furthermore, in career mode the part is also present in the research tree and can be unlocked. However, neither in career mode nor in sandbox I can locate the part in part menu. Searching for orbital or shipyard does not help at all. I am not using any filter extensions.
  23. I want to start a new career game and transfer my progress from my old career, for which I do not have save files. Is there a way to recreate following game conditions from my previous campaign? Mark all biomes in Kerbin, Mun and Minmus as visited and science(using stock and mod parts) gathered. Allocate player science points equal to science, gathered from these locations. Mark unique contracts(reach altitude/speed/visit anomaly) for Kerbin/Mun/Minmus as completed.
  24. @Sigma88, @JohnMcLane Thank you for the info.
  25. I have several questions regarding mod compatibility: 1) EVE and scatterer. Will planets from planet packs have clouds and atmospheric effects? 2) KSPI and MKS add additional resources, that can be found and mined on planets. Will those resources be present on planets from packs? 3) Are there any known problems with stock solar panels and RemoteTech?
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