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Korbat

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Everything posted by Korbat

  1. Allright, after testing a few more things with the satellite with all the clipped parts. Apperantly the small Cubic-Family Strut seems to be the problem. If you use the strut to attach multiple craft together and fix the strut on the decoupler or separator, the physics on the to be separated craft freeze. In the video below the craft is built without the strut and it is working perfectly fine. However if I use the strut the problem is there again. Now, for this mission i can work my way around and just manually create some space between the separator and the satellite. However for bigger craft i pretty much always used to use these small cubic-family struts to space out objects from eachother. I got so far to finding the faulty part, only thing i'm not capable of doing is fixing this problem. So I really hope there's anyone on this forum who might have an idea on what to do with this bug/issue.
  2. Might have found the problem here. I hope that someone could please confirm this. It remade the entire craft, part by part reconstructing the satellite. Testing on the launch pad everytime I added a part. https://youtu.be/lo8iGNEFIxQ In this video you can see that all the same parts as the very first video are on there, only this time i did not clip them into each other to make it look good. It seems to be that clipping to many parts into such a small space or satellite like that makes the physics of the game freeze and therefore crash the whole game. Anyone can confirm this? Thanks in advance
  3. I'm trying to troubleshoot building the satellite part by part onto the booster. So far all good. Got a probe core, remotetech antenna and a small fuel tank on there right now. Will update this with my progress
  4. Thanks for your reply, Did you take a look at the videos i sent? Because then you can see it's the game physics crahsing and freezing up instead of rocket design. I know how to build and design rockets in ksp. I've played since day one when the game released in alpha. So i know a fair bit about what i can't and cannot do with rocket design in this game. It's just that there's clearly a bug going on here and was looking for some help with that. The physics are freezing and from my personal experience it's nothing to do with the rocket design. To me it seems that one of the mods is not working correctly like it should. Ofcourse there's non standard parts in here, hence i made this post in the modded technical help section of the forums. But its very minimal, only a few remotetech antenna's and a couple engines from Near Future packs. These are two mods that have been around for a very long time and have been very stable over the past few years. That's the reason why i don't understand what's going on here. Since i'm running like 35 mods it's not easy to just intstall one by one and check every mod on integrity, so was hoping someone has had the same problem but couldnt find it anywhere.
  5. I tried using docking ports instead of decouplers or stack separators but i'm still experiencing the same issue. The craft separates, physics on the separated craft immediately freeze up and when i switch to it the game freezes and I have no control anymore. Which then forces me to close down the game using the task manager. The video below maybe is a bit more clear on what exactly happens than the previous one https://youtu.be/4UI-1KDz6cM
  6. "Does this mean i have to manually click the satellite i'm about to deploy, then press 'control from here' and then detach the satellite? " I tried this btw, does not work for me either. So i think there's maybe a problem with using multiple probe cores on the same craft? I've had it before with a rover i tried to deploy on the mun. It was attached to a lander with a cubic strut and decoupler and the physics on that thing froze as well when i tried to decouple it. I fixed it by replacing the decoupler and cubic strut but this method doesnt seem to work on my current rocket. After all, this stuff just has to work. In previous saves i launched rockets with 8 satellites on them and didnt have any problem with decoupling and physics freezing. Really hope someone can help me out. This game means so much to me with the mods i currently have but it's pretty much unplayable if i can't even put a few sats in orbit
  7. It's the OKTO2 probe core in both the satellite and the upper stage of the rocket. I have sufficient power and comms for the crafts. It's using a TS-06 stack separator. Thanks for your reply
  8. Hi, I've tried all kinds off different things and as a final resort i come to you my fellow kerbalnauts. I've constructed a small comms sat to launch for my remotetech network. I saved it as subassembly and then constructed my booster with enough delta v and then attached three satellites to the interstage nodes inside the fairing. Now whenever i try to test the decoupling mechanism the following happens: satellite separates from booster, physics freak out, satellite is stuck floating mid air. At this point my controlled vessel is still the booster (root part is probe core on booster). However, if I switch to the detached satellite the game doesn't respond to my inputs anymore and it crashes. I recreated the issue and recorded it so you guys can see what i'm on about here. I just did it with a single satellite. https://youtu.be/1dPNdv4_9bA I really don't get what's going on here. I also tried it re-rooting the part from the probe core on the booster to the core of the satellite i'm detaching. And that seems to work. But i don't remember this being a bug in the game or it might be cause by some mods. But all the mods i'm using I use for a very long time and never had this problem. Does this mean i have to manually click the satellite i'm about to deploy, then press 'control from here' and then detach the satellite? Hope you guys can help a brother out, Fly safe btw how do i add a log file to my forum post without just pasting the whole page in here? EDIT: https://drive.google.com/file/d/1-mPQAcyMVnawKMVzpwnrNT5X-84e70G3/view?usp=sharing Mod list is also in there
  9. Last time I landed my final base module on laythe, but when I wanted to go out on an EVA I realized that I had put one of the two main module chutes on the hatch so that is was obstructed and the kerbal couldn't get out -,-
  10. I can conclude from this you're trying to make a lifter design looking like the re-usable lifter Scott Manley is using in his re-usable spaceprogram on youtube (http://tinyurl.com/br5ts47). If you don't want to decouple the radial engines the best thing to do is make an action group that disables your radial engines and at the same time activates your liquid fuel engine(s). Just do a test flight and look for the altitude your engines burn out. In the following launches just activate the action group (which disables your engines and activates your liquid fuel engine) 1 km before you hit the burn out altitude.
  11. man! you\'re doing some great work right here! Keep it up! would love to see your idea\'s and designs getting reality in KSP
  12. YES! finnally! i\'ve been waiting so long for this, i was already thinking to myself to make a plugin like this to see your own rocket launch from the ground through the eyes of an spectator. But this is more than i expected! you\'ve just blown my mind! Nice work!
  13. will this is.....awesome! i think you\'ve saved a lot of brave kerbal astronauts who give their lifes for this space program! I\'ll be using this, and blow my rockets up for some extreme fireworks!
  14. it would also be awesome to have nose fairings and fairings for the decouplers where engines could fit in
  15. i\'m playing 0.15 right now, but when i look at the textures i see that the small stock tank doesn\'t have a texture update. am i correct? ...
  16. this is great! going to play it right now! the new extra mun is great! nice work harv!
  17. lol [glow=red,2,300][shadow=red,left]cepheus[/shadow][/glow], same avatar ;D you can use the MechJeb plugin but, it does not support warping (time forwarding), you can tell MechJeb to stay faced to kerbin but it does only what you want if you stay at normal time speed. So if you use time forwarding your spacecraft still turns around while in orbit and turns back to the position you told MechJeb to stay in if you set the warp back at 1x. The turning is caused by Fixed Stars and you can only prevent that by using Control Moment Gyroscopes and we don\'t have those in KSP Earlier this year i\'ve posted an topic about this subject so you can read some more information about your problem there. http://kerbalspaceprogram.com/forum/index.php?topic=8719.msg129146#msg129146 I hope I helped you out a bit more
  18. lol he asks for your rocket, the only thing you do is looking at his background =P
  19. yeah you\'re right. but i only don\'t have the problem with not knowing much about rocket science i\'m studying for spacecraft engineer at the Delft University
  20. think i\'ll will give it a try with only using stock parts =P
  21. Okay thanks for the info guys! I\'m going to lock this topic for now. Later,
  22. do you guys think it\'s also possible without using the MechJeb plugin?
  23. Hey, thanks for your post! But i think i don\'t understand what you\'re saying with orbiting under SAS lock. because i\'ve got my SAS on while i\'m orbiting but i\'m still turning arround. (and what do you mean with: Normal KSP SAS locks your spacecraft with respect to the fixed stars.)
  24. When you wrote your reply on my topic a was writing a reply on my own topic because i figured it out myself already
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