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Michel Bartolone

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Everything posted by Michel Bartolone

  1. This might be related to the random deletes...but I have had all of my alarms simply disappear, when changing vessels. I wasn't deleting anything. I had gone to the tracking station to rename a vessel (not one with any alarms set, yet). When I go back to control that vessel, all of the alarms for all other vessels were gone. Note this could still be related to the rename in some way, as a maneuver node I had set on the vessel, before going to the tracking station, was there...but not really...I can see the maneuver node in the map view, but all of the delta-V values have been set to 0, I can no longer edit them, and the maneuver node controller says there are no nodes.
  2. Any possibility the vessel naming issues will be getting resolved in 0.2.2? Example, I launch two vessels, using the same built ship, lets call them DCN1-16 and DCN1-17. Each carries 3 comms sats for two rings around Duna. DCN1-17 arrives first. I get it into a resonant orbit for deployment. I'm using the alarm clock. I've previously set an alarm for DCN1-16's SOI change when it arrives at Duna. I stage the first comms sat on DCN1-17. I go to set an alarm for the comm sat (which _should_ be something like DCN1-17-A) and I see an alarm for DCN1-17. Checking my other alarm, DCN-16 is now also named DCN1-17, so I have three vessels, around, or nearing Duna, all named DCN1-17, and I have no way to rename them, (I could probably fix it in the save file), but I'd think that would be a fairly easy thing to fix...at least assuming you're programming in an object oriented language.
  3. I am either missing something or found a bug...I just installed the latest version of the mod. I wanted to set up a resonant orbit to deploy some comms sats at Duna. I set the number of sats to deploy and the number of orbits. I click on the create button, and bam, I get a node...but, there is no dV shown in the node. Just for completeness, the current vessel is currently in a stable circular orbit, 1100km AP, 1098km PE. The system does report that I need to increase my AP to 1700. Since the maneuver node was set, I tried using the maneuver node tool (the mod) and setting the AP to 1700km, but the orientation is backward...when I tried to do the burn, my PE decreased, and the AP stayed the same. In addition to Flight plan I have these mods installed: Alarm Clock (AlarmClock 1.2.1) BepInEx (BepInEx 1:1.9.2) Cheats Menu (CheatsMenu 1.2.0) Commlines (Commlines 1.1.0) Community Fixes (CommunityFixes 0.12.0) Community Resources (CommunityResources 0.2.2) Docking Alignment Display (DockingAlignmentDisplay 0.4.3) Hide Orbits (HideOrbits 0.5.0) I Wish They Made UI Customizable (IWishTheyMadeUICustomizable 0.3.2) K2-D2 (K2D2 v0.12.3) Kerbal Life Hacks (KerbalLifeHacks 1.2.1) Kerbal Notebook (KerbalNotebook 0.1.0) Kerbonaut Manager (KerbonautManager 0.2.3) Maneuver Node Controller (ManeuverNodeController 1.2.0) MapView Focus and Targeting (MapViewFocusTargeting 1.0.1) Micro Engineer (MicroEngineer 1.7.1) Node Manager (NodeManager 0.7.3) Orbital Survey (OrbitalSurvey 0.9.1) Patch Manager (PatchManager 0.11.0) Premonition For SpaceWarp (PremonitionForSpaceWarp 0.2.0) Probably Askew (ProbablyAskew 0.2.0) Shadow Utility LIB (ShadowUtilityLIB 0.0.9) SpaceWarp (SpaceWarp 1.9.2) The Nuclear Option (TheNuclearOption 0.3.1) UITK for KSP 2 (UITKforKSP2 2.4.2) and I am running on the latest game version.
  4. I see that the wrist control issue on the magnetic manipulator hasn't ever been resolved. Is this mod still supported, or should I uninstall it?
  5. Something broke this mod. It was working, now I still get the edit tanks button, but the gui never comes up. I _think_ is it related to b9 part switch, which is required by BDB. I originally installed this mod from CKAN, and as I said it _was_ working just fine. I tried uninstalling, and verified that it did uninstall, although it did leave a couple of files behind (which I then moved to a different location, in case I needed them back). I checked and the 'edit tanks' button was gone. I tried downloading from git hub and installing manually. I get the 'edit tanks' button, but again, when I click on it, I don't get any gui. I did try to figure out what to do with the 'intrusive patches' part, but the stuff on github doesn't tell you how to install it. The thing that bugs me the most is that I only want like two of the parts from BDB, and neither of them are parts that would be affected by this (perfectron and lateraltron)...if I could get just those two parts I wouldn't need BDB, so wouldn't need B9.
  6. I'm not so sure the latest docking port rotation fixes actually worked. I set up a very simple walker. In the SPH, when I run the KAL controller sequence, everything works fine. Ports are set with rotation lock off, and the legs swing as expected, as do the piston extensions and retracts. I launch the vessel and the vertical leg motion still works fine (using pistons) but the docking ports barely move at all. I've tried cheating the vessel to a lower gravity environment and the legs still do not swing (the ports do not rotate). I revert to the SPH and look at the ports again, and they are all marked as rotation locked...and I did make sure to save the vessel before launch, and I am 100% certain that the ports were set to have rotation locking OFF.
  7. I've just figured out an issue that seems to be related to MJ. If you have autostage turned on using the Utilities tool, if you dock with a station, docking seems to trigger staging, causing various decouplers to fire. Example, I have a small fuel depot in orbit of Minmus. It's basically a probe core, a reaction wheel, some fuel tanks, some monoprop tanks, some batteries, solar panels and 3 jr docking ports. I have a second identical craft that docked to it just fine. The I sent a lander, and it docked fine. Then I sent a crew ship. That also docked fine. Transferred the crew to the lander, landed, got some science, lifted off, rendezvous with the fuel depot. Get the ports aligned, and move in for docking...keeping things very slow...like 0.1 m/s. As soon as the port makes contact, two decouplers fired. One attaching the lowest tank on the second fuel ship, and the really bad one was the decoupler between the crew ship command module heat shield and everything below that! I reloaded from S.A.V.E to before the decoupler incident, and repeated the sequence, but added a quicksave only a few meters from docking. Docked and it fired. Loaded from the quicksave, and disabled autostaging in MechJeb, dock, and no decouplers fired. So, somewhere in the auto stage code, docking causes an auto stage event.
  8. It took several hours, but I figured it out...MechJeb was set to auto stage, and it seems that docking causes it to trigger.
  9. I had this issue some time last year, and IIRC, I had to do a full reinstall and start again. It's back! I've got a minimal space station (really just a probe core, some LFO and monoprop fuel tanks, some batteries and a couple of docking ports). I docked a second identical vessel, and everything is fine. Then I brought a lander and docked it. So far everything is still OK. I flew a crew out and docked. Everything is still fine. Crew transferred to the lander. Lander goes down to the surface (Minmus in this case) gets a bunch of science, gets back into orbit, rendezvous with the station, and I go in to dock. Everything is aligned, I move in slowly (less than .25m/s) and as soon as the lander makes contact with the station, two decouplers fired! One for an empty fuel tank, which was no big deal, the second one was the decoupler between the command pod heat shield and everything below it! Recently I had another, unrelated issue, that caused me to try a new full install of the last version of KSP, along with the latest Breaking Ground and Making History DLCs, and a bunch of mods (other than Restock, Restock+, and Restock Extra -Rigid Legs, which are supposed to only reskin some parts, I don't think I've added any parts). Here is the mod list: ABookCase Orbital Reference System (ABCORS 0.5.1.6) Adjustment Tool (AdjustmentTool v0.0.3) Alarm Enhancements (AlarmEnhancements 1.0.2) Astrogator (Astrogator v1.0.0) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) Community Category Kit (CommunityCategoryKit v112.0.1) Community Delta-V Maps (CommunityDeltaVMaps 2:2.8) Community Parts Titles (CommunityPartsTitles 0.9.3) Community Parts Titles Extras: Categories (CommunityPartsTitlesExtrasCategory 0.9.3) Community Parts Titles Extras: CCK - No Duplicates (CommunityPartsTitlesExtrasNoCCKDup 0.9.3) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Draggable Controls (DraggableControls v1.0.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) EngineTweaks for MakingHistory (MakingHistoryEngineTweaks v1) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.8) Filter Extensions - Plugin (FilterExtensions 3.2.8) Hangar Extender (HangerExtenderExtended 3.6.0.2) Hangar Grid Regridded (HangarGrid 1:0.4.1.1) Harmony 2 (Harmony2 2.2.1.0) HeapPadder (HeapPadder 0.0.2.4) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2) Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0) Kerbal Attachment System (KAS 1.12) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Inventory System (KIS 1.29) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.19) KSP Achievements (Achievements 1.10.1.8) KSP Community Fixes (KSPCommunityFixes 1.24.5) KSP Craft Organizer Improved (VAB/SPH tags + craft searching) (KspCraftOrganizer 1.7.2.2) KSP Recall (KSP-Recall v0.3.0.8) KSP Resonant Orbit Calculator (ResonantOrbitCalculator 0.0.7) KSP Wheel (KSPWheel 1:0.16.14.33) Making History (MakingHistory-DLC 1.12.1) MechJeb 2 (MechJeb2 2.14.2.0) Module Manager (ModuleManager 4.2.2) Notes (notes 0.17.0.0-adoption) Parking Brake (ParkingBrake 0.4.4) Part Wizard Continued (PartWizardContinued 1.3.11) Patch Manager (PatchManager 0.0.17.6) Project Manager (ProjectManager v2.4) QuantumStrutsContinued (QuantumStrutsContinued 1.7.5.4) RasterPropMonitor (RasterPropMonitor 1:v0.31.10.1) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.10.1) RCS Build Aid (RCSBuildAid v1.0.6) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) ReStock (ReStock 1.4.3) ReStock Extra - Rigid Legs (RestockRigidLegs 1.4.3) ReStock+ (ReStockPlus 1.4.3) S.A.V.E Resaved (SAVE 1.11.0.3) ScienceAlert ReAlerted (ScienceAlert 1.9.20.2) Ship Manifest (ShipManifest 6.0.6.0) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Space Age (SpaceAge v1.3.7) SpaceTux Library (SpaceTuxLibrary 0.0.8.5) Speed Unit Annex (SpeedUnitAnnex 1.4.4) Station Keeping (StationKeeping 1:0.2.3) Targetron Adopted (Targetron v1.7.0.1) Toolbar Controller (ToolbarController 1:0.1.9.9) TooManyOrbits (TooManyOrbits 1.1.6.6) Tracking Station Evolved (TrackingStationEvolved 7.0) Trackingstation Ambientlight (TrackingStationAmbientlight 0.3.4) Trajectories (Trajectories v2.4.3) TriggerAu Flags (TriggerAu-Flags v2.11.0.0) TweakScale - Rescale Everything! (TweakScale v2.4.6.19) TweakScale Redistributable (TweakScale-Redist v2.4.6.19) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.9.0) WaypointManager (WaypointManager 2.8.3.5) Zero MiniAVC (ZeroMiniAVC 1:1.1.3.2)
  10. This was a hard crash...meaning I could start the task manager, but I couldn't even kill any processes from the task manager, so I had to power cycle my PC. After leaving the system powered down for about 5 minutes, I started it up, and then started KSP. I went into the VAB to work on what I had been working on, but when I went to load the ship, it was missing! OK, maybe that one didn't get saved during the crash...I was in the process of moving from the VAB to the launch pad, so I checked and the VAB is reporting there are no ships at all...not crewed, not uncrewed...nothing! I left the VAB and went into the Tracking station to make sure if the things on orbit were still there. I selected my newest Minmus station and clicked on 'Fly'...the scene loaded just fine and my station is in place and everything seems to be fine. I went back to the Space Center and back into the VAB. Still no vessels! I went back to the main menu and tried a restore from an older S.A.V.E...about an hour before the crash, loaded the restored game, went into the VAB...still no ships at all! I again exited the game, and cd'd to the KSP install directory and I do find all of my ships physically in the right locations...craft and loadmeta files are all there. Is there some way to rebuild the VAB database of vessels/subassemblies etc from the files that exist in the game directories? Note I checked the SPH and those vessels are fine.
  11. Something has changed. I'm not sure what. I was checking CKAN for mod updates, and I got a message that a huge list of mods had meta data updates and it asked me if I wanted to re-install them, so I did. Since then, ever ship I've built (and some that were there before and fine) has this uncontrollable spin, and the really odd part is it seems to come and go! What I mean by that last statement is, it seems to be related to targetting or maneuver nodes...I can get the ship to stop spinning, _some of the time_ if I set up a new maneuver node, or if I click it into warp for a second, then back out...the ship will usually start to spin again, but if it is slow enough, and I keep my eyes on how fast I let it get, I can stop it, or slow it enough to make the next maneuver. However, it isn't just in one direction...it may spin clockwise, it may spin counterclockwise. At first I thought it was competing probe cores, but all of my probe cores are set to hibernate, except the one that is currently operating the craft. It seems to happen more often on ascent/circularization, then goes away for one stage, but then comes back when I stage next. I'm thinking about doing a complete uninstall and reinstall of the game, then the expansion packs, and finally the dozens of mods I have installed and seeing if that fixes it. I've had other oddities over the years, that a complete, fresh install seemed to fix it. Here is my current mod list: ABookCase Orbital Reference System (ABCORS 0.5.1.6) Action Groups Extended (AGExt 1:2.4.1.3) Advanced Fly-By-Wire (Windows) (AdvancedFlyByWire 1.8.3.7) All Aboard! (AllAboard 1.0.1.1) Animate Generic Effects Module (ModuleAnimateGenericEffects 0.1.4) Animated Decouplers (AnimatedDecouplers v1.5.0) ASET Agency (ASETAgency 1.0) ASET Props (ASETProps 1.5) Astrogator (Astrogator v1.0.0) AT Utils (AT-Utils v1.10.1) B9 Part Switch (B9PartSwitch v2.20.0) BetterBurnTime (BetterBurnTime 1.10) Bluedog Design Bureau (BluedogDB v1.9.0) Breaking Ground (BreakingGround-DLC 1.7.1) Camera Tools continued (CameraTools v1.25.0) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.18) Community Category Kit (CommunityCategoryKit v112.0.1) Community Delta-V Maps (CommunityDeltaVMaps 2:2.8) Community Parts Titles (CommunityPartsTitles 0.9.3) Community Parts Titles Extras: Categories (CommunityPartsTitlesExtrasCategory 0.9.3) Community Parts Titles Extras: CCK - No Duplicates (CommunityPartsTitlesExtrasNoCCKDup 0.9.3) Community Resource Pack (CommunityResourcePack v112.0.1) Configurable Containers (ConfigurableContainers 2.6.2.1) Contract Configurator (ContractConfigurator v2.2.0.0) CorrectCoL (CorrectCoL 1.6.5.4) Corvus CF (Corvus125mTwoKerbalPod 2:1.3.7) Craft Manager (CraftManager 1.2.0) DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.23) Dock Rotate (DockRotate v1.12.1.55) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Draggable Altimeter (DraggableAltimeter v1.1.0) Draggable Navball (DraggableNavball v1.0.1.5) EarlyBird (EarlyBird 0.2.1.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Editor Extensions Redux (EditorExtensionsRedux 3.4.3.5) EVA Enhancements Continued (EVAEnhancementsContinued 0.1.15.3) EvaFollower (EvaFollower 1:1.1.1.14) Experiment Tracker (ExperimentTracker 1:v1.3.5.2) Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.5) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.7) Filter Extensions - Plugin (FilterExtensions 3.2.7) Final Frontier (FinalFrontier 1.10.0-3485) Firespitter (Firespitter v7.17) Firespitter Core (FirespitterCore v7.17) Firespitter Resources config (FirespitterResourcesConfig v7.17) FullAutoStrut (FullAutoStrut v3.0.1.0) GravityTurn Continued (GravityTurnContinued 3:1.8.2.3) Harmony 2 (Harmony2 2.2.1.0) HeapPadder (HeapPadder 0.0.2.3) Keep It Straight (KeepItStraight 1.4.0) Kerbal Actuators (KerbalActuators v1.8.5) Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0) Kerbal Attachment System (KAS 1.12) Kerbal Improved Save System (KerbalImprovedSaveSystem v2.4.2) Kerbal Inventory System (KIS 1.29) Kerbulator (Kerbulator 2:0.5) KSP AVC (KSP-AVC 1.4.1.9) KSP Community Fixes (KSPCommunityFixes 1.23.0) KSP Recall (KSP-Recall v0.3.0.3) KSP Resonant Orbit Calculator (ResonantOrbitCalculator 0.0.6.3) KSP Wheel (KSPWheel 1:0.16.14.33) KXAPI (KXAPI 1.2.0) Magpie Mods (MagpieMods 1.5.9) Making History (MakingHistory-DLC 1.12.1) MechJeb 2 (MechJeb2 2.14.2.0) Moar Filter Extension Configs (MoarFEConfigs 1.0.5.2) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.2) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.1.3) Near Future IVA Props (NearFutureProps 1:0.7.1) Neptune Camera (NeptuneCamera v4.1) Not So SimpleConstruction! (NSSC) (NotSoSimpleConstruction 1.0.99.3-prerelease) Notes (notes 0.17.0.0-adoption) Part Wizard Continued (PartWizardContinued 1.3.9) Patch Manager (PatchManager 0.0.17.6) PersistentRotation Upgraded (PersistentRotationUpgraded 1.9.1.7) Precise Editor (PreciseEditor v1.4.1) Precise Maneuver (KPM) (PreciseManeuver 2:2.4.99.0-adoption) Procedural Fairings (ProceduralFairings 1:v6.3.0) Procedural Fairings - For Everything! (ProceduralFairings-ForEverything v0.3.0) Progress Parser (ProgressParser 11.0) Project Manager (ProjectManager v2.4) RasterPropMonitor (RasterPropMonitor 1:v0.31.9) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.9) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) RealChute Parachute Systems (RealChute v1.4.8.3) ReStock (ReStock 1.4.3) ReStock Extra - Rigid Legs (RestockRigidLegs 1.4.3) ReStock+ (ReStockPlus 1.4.3) S.A.V.E Resaved (SAVE 1.11.0.2) SCANsat (SCANsat v20.4) ScienceAlert ReAlerted (ScienceAlert 1.9.10.1) Simple Adjustable Fairings - Plugin (SimpleAdjustableFairings v1.12.0) SimpleConstruction! (SimpleConstruction 1:4.0.2.7) SIMPLEX TechTree (SimplexTechTree 3:1.28) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Solar Science (SOL) (SolarScience 1:v1.2.0.0) Space Age (SpaceAge v1.3.7) SpaceTux Library (SpaceTuxLibrary 0.0.8.4) Speed Unit Annex (SpeedUnitAnnex 1.4.4) SSTO Project (SSTOProject 1.4.5) Station Keeping (StationKeeping 1:0.2.2.3) Store My Reports (StoreMyReports 1.2.0.1) Targetron Adopted (Targetron v1.7.0) Textures Unlimited (TexturesUnlimited 1.5.10.25) The Janitor's Closet (JanitorsCloset 0.3.7.8) ToadicusToolsContinued (ToadicusToolsContinued 1.22.4.4) Toolbar (Toolbar 1:1.8.0.8) Toolbar Controller (ToolbarController 1:0.1.9.8) Trajectories (Trajectories v2.4.3) TriggerAu Flags (TriggerAu-Flags v2.11.0.0) TweakableEverythingContinued (TweakableEverythingCont 0.2.1) TweakScale - Rescale Everything! (TweakScale v2.4.6.18) TweakScale Companion for ReStockPlus (TweakScaleCompanion-ReStockPlus v1.1.0.0) TweakScale Redistributable (TweakScale-Redist v2.4.6.18) UICore (UICore 1.0.2) Universal Storage II Finalized (UniversalStorage2 4.0.0.7) USI Tools (USITools v112.0.1) VariantPersist (VariantPersist 1.1) Vessel Notes & Logs (VesselNotes 0.0.2.2) Waterfall Core (Waterfall 0.9.0) WaypointManager (WaypointManager 2.8.3.4) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.5)
  12. I recently upgraded to 1.12.4, and started a new career game. I had a number of contracts active, including one to set up a station at Kerbin, another to set up a station at the Mun, and a third to set one up at Minmus. I already had some partial assets at Minmus, that, when docked, and with the addition of two more parts, gave me a nice little starter station at Minmus. The weird part is that when I assembled the station at Minmus, all three contracts completed, even though I do not have any crewable parts in orbit around either Kerbin or the Mun! The contract was offered by "Duna One", if that makes a difference. Now I don't really care that the game gave me the credit for those contracts...I was just wondering if anyone else had seen the same thing?
  13. I just noticed something a bit odd...maybe it is meant to be that way, but, using the manned rugged rover mk2, when I pick up green sandstone, and board the rover...it changes it from simply green sandstone to green sandstone analysis, AND there is no option to 'take data' from the rover, so I can't use this rover for a mission to return a sample of green sandstone to Kerbin!
  14. @traisjames, Sorry, IDK, but I asked the same question several months ago...
  15. I did roll back the version, and reloaded the save...the stations were completely gone...not recoverable, unless I want to undo 3 days worth of other work (my own damned fault).
  16. I can't answer your question, BUT I found a couple more: I just did a CKAN upgrade, started the game and I find I'm missing bluedog.Saturn.VFB.Dish, and bluedog.ApolloBlock5.ServiceEngine from two of my space stations. and more: bluedog.LEM.Descent.Engine bluedog.Apollo.Block3.Capsule
  17. @Fleventeen: I recently (a few weeks ago) had to uninstall KJR. I had used it for a very long time, but it was causing issues with parts taking on acceleration when a kerbal boarded a ship after an EVA. I am already using autostruts, and rigid attachment. As for the 'capture' yeah, just closed the doors around it since I didn't have my crane any more (blew up on ascent). No automation mods installed. I really think this was something in the install getting corrupted somehow, since the reinstall fixed the issue. I'm already using CKAN...and yes I know about exporting a mod pack and reinstalling it.
  18. I've seen this type of thing before, but it was always associated with updating a mod...not this time. I have a MK3 drone space plane. Yesterday I took it into orbit, was able to rendezvous with a target just fine. I did have some other issues...it was a part capture contract, I managed to maneuver the ship around with the cargo bay doors open, and captured the part in the cargo bay. Closed the bay. Of course, as soon as I tried to maneuver, the part casually floated out through the bottom of the cargo bay... I tried putting the Konstruction Krane in the cargo bay to grab the part, BUT the krane _always_ overheats and explodes during ascent, while stowed in teh closed cargo bay!! (I still haven't gotten to the weird part yet). I decided to try attaching a heat shield to the front of the cargo bay to see if that would protect the krane. I launch the plane and it looks wobbly, but _not_ at the joints of the new heat shield...no, but other fuselage joints are now flexing unlike the launches yesterday. I tried to take off but about the time I reach take off velocity...RUD...wings fly off, landing gear explodes...it's just a mess. I thought OK, maybe it's an issue with the heat shield, and decided I'd try it with no heat shield again. Removed the heat shield and launched again. Before throttling up, everything looks just fine. The flexing has stopped, the plane is sitting on the runway, not bouncing or swiveling etc...engage SAS, stage the engines, so far so good. Throttle up, release the brakes, plane starts to accelerate as expected. Things so far still going great, until I get to around 80-90m/s, and suddenly, the flexing is back...just as I start to pull up...RUD...wings fly off, landing gear explodes, and the rest of the ship comes apart. No mods have been changed on my system in the last 3+ days, so it isn't a mod that changed. I had something similar in spirit happen about 2 months ago...things that were completely stable started having issues, like stations in orbit that were having no issues started to disassemble whenever any new ship docked. As soon as the docking sequence was "complete", I start hearing the staging sound, and various different parts would suddenly stage...like parachutes on a ship, long docked at the station, or a stack separator or decoupler in the middle of some other docked ship, would suddenly fire. The fix at that time was to reload the game from scratch, including all of the mods in my (fairly) large mod list, and then pulling in a copy of my saves (all of the ships etc) and the stuff backed up by S.A.V.E.S. The reload worked...just annoying to spend more than a day reloading and rebuilding the game. Now the question: Has _anyone_ else seen this sort of thing and does anyone have any suggestions, other than a reload, of what to try? I sure hope KSP 2 doesn't have this sort of 'feature'!
  19. In this case, it was failing to even get far enough for ZeroMiniAVC to load.
  20. In this case, CKAN was not showing the mods as having available updates, but the game was, so I was doing a manual install... I wasn't advocating to eliminate the error messages, I was asking for the message to identify the path to the duplicates found, so I don't have to search for them...even in the logs...just spit them out to the screen so I can see where to look!
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