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Krazy1

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Everything posted by Krazy1

  1. "In what universe?" I thought... in a snarky tone. Oh... Still learning Principia... going to Minmus without any orange marker targeting system takes some getting used to but the smooth orbits are satisfying.
  2. This is not trivial... The atmosphere is thin but still makes it much harder than a vacuum world. It's hard to get much energy left at impact. I had a small 1.25m probe and could only get about 15%. Aiming for the mountains straight downward at the optimal distance from the seismometer helped. Next window, I'll push a small asteroid out there. That should do it. Laythe will be a real challenge... Eve might require pushing Gilly into it.
  3. Just the stock system. Kopernicus is a dependency for Parallax. Also have Spectra.
  4. Hello @linuxgurugamer This looks very helpful but it doesn't work for me at all in the Tracking Station with my main install. The Icon is there but clicking it does nothing. I think it works correctly in the editor, with a quick test. I haven't tried it in flight. I did a minimal install and it does work as expected in the tracking station (although I only had 1 ship in LKO so not a real stress test). My main install has 65 mods so not so simple. For these logs, I just went to the tracking station and I took a screenshot before and after I clicked the AH icon to tag the logs with SCREENSHOT!! KSP log player log Here's the error
  5. I got science in space low over the sun (under 1 Gm). My scientist enjoyed staring at the sun... he is a badass. Let's see if he can get back to Kerbin blind. It's extreme here... getting 290 EC/s from a 1x6 panel, going over 41 km/s. If you'd like to stare at the sun too... I loaded up a new install with Principia. Wow, there are more awesome ways to crash... I want to do a Jool 5 with Principia some day.
  6. stock toolbar, so I suppose it's the stock icon. I've never used Blizzy. I guess switching to Toolbar Controller will fix this for "free" maybe?
  7. Actually there were 44,286 exceptions. That's impressive. I don't know if I can help much, I've never used AK. Right at the top of the KSP log are these warnings: Log started: Sun, Jul 03, 2022 21:00:08 [LOG 21:00:08.340] ActionCanvas MASK: 3458764513820540928 [LOG 21:00:08.341] AppCanvas MASK: 3458764513820540928 [LOG 21:00:08.343] MainCanvas MASK: 3458764513820540928 [WRN 21:00:09.517] Cannot create config from file 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\AfterKerbin\_Core00\AK_ReaperPQS.cfg'. [WRN 21:00:09.656] Cannot create config from file 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\DecouplerShroud\Textures\ShroudTextureConfigs.cfg'. [WRN 21:00:09.775] Cannot create config from file 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ExtraplanetaryLaunchpads\EL_CCK-tags.cfg'. [ERR 21:00:14.302] Error: Empty part config file [WRN 21:00:14.302] Cannot create config from file 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\WarpPlugin\Parts\Engines\Wyvern\Upgrades.cfg'. [WRN 21:00:14.533] Cannot create config from file 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\WarpPlugin\Patches\EnginePlacement.cfg'. So it can't find or access those 5 files... that's not a good start. I'd make sure the files are actually there. The first exception is [LOG 21:00:18.356] [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager' [EXC 21:00:18.363] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.get_Location () (at <9577ac7a62ef43179789031239ba8798>:0) _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) (at <caa8a9a07bbf48af914d3a76740b33a6>:0) System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) _BuildManager._BuildManager.logVersion () (at <caa8a9a07bbf48af914d3a76740b33a6>:0) _BuildManager._BuildManager.Awake () (at <caa8a9a07bbf48af914d3a76740b33a6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() I think BuildManager is for Extraplanetary Launchpads. And standard advise... you shouldn't mod your Steam install. Much better to make a copy of the whole game and mod the copy. The "check file integrity" in Steam often doesn't work correctly for modded installs. It's easy to manage different KSP copies with CKAN.
  8. Kerbals have discovered evidence of a Lagrange point 6 just above the surface of Gilly... I know this was reported before. It looks like issue #505? I have Kopernicus 132 on KSP 1.12.3. Using Spectra and Parallax and otherwise stock Kerbol system. Roughly 2% of the land scatter is floating like this and about equal amount is invisible below the surface, visible when the camera clips below the surface (which unfortunately stock KSP allows). It's not evenly distributed, clumped in certain areas. I don't see a pattern, like all near hills or flat areas or a periodic pattern. UPDATE: I relaunched KSP and jumped to this ship (landed) and everything is normal. Nothing floating. In the prior session above, the lander hopped from a different biome, staying fairly close to the surface, probably within physics range. And this may be greedy but I want donut planets
  9. Launched Gigaklaw2 from Minmus to grab an asteroid on the way to Gilly. Right now I'm waiting to land on Gilly with a lander that came from Moho. After I did the retro burn, I was 10 minutes from impact going 16 m/s... and I can't time warp at all under 8400m. ARG. So dumb. I'm going to take a nap in freefall.
  10. There's a long stutter from Scatterer when it first paints the clouds on Kerbin at the main menu. And also KerbalX connects... so there's a server connection involved. Imagine the timing variation there.
  11. I had been using full res textures and my VRAM was around 88%. Setting 1/4 res gives about 58% (using xbox game bar). I can see the same issues with the checkboxes and sliders Lisias showed above. The only mod icon that's affected is Trajectories v2.4.3... it's totally blurry. GTX1060 3 GB, 1920x1200, Win10, KSP 1.12.3, visual mods: Scatterer, Parallax, Spectra
  12. @PiezPiedPyAlso about the toolbar icon... I was experimenting with different texture quality settings and this mod is the only one I have that gets very blurry when it's reduced. "full" looks good but at "1/4" I can't read "TRAJ" anymore. KSP 1.12.3, Traj 2.4.3, stock toolbar. Some discussion here:
  13. So insufficient VRAM could cause KSC to sink into the ground. I have a theory Lisias... you just made up this wild story and told me to drink more so I would buy a new video card and then donate my old card to you! Just kidding. So far, I only saw this behavior once the first time after upgrading Recall to 0.3.0.1. If it happens again I'll try to save files. Performance ramblings...
  14. Welp, I upgraded it from CKAN and I restored the MH filename to normal... first try it pushed KSC about 50 m below ground... only the top of VAB and SPH were visible. Relaunched KSP... now everything's good. Thanks
  15. Umm. Well, maybe not. I played my big career save (25 mb file) more today and there's some shenanigans. From flight I couldn't go to the space center or map, so I cleared input locks and it momentarily helped but now I still can't go to tracking station or space center from the ESC menu. Getting argument out of range or null ref when I click menu buttons. I'll be back. Update: OH... I didn't refresh the forum. I'm still on 0.2.2.4 with the MH file commented.
  16. There's a mod for that... https://spacedock.info/mod/2052/Making Less History But it's not compatible with KSP 1.8+ so I don't dare to try it on 1.12.3. Renaming a file seems easy... yes, that worked. I only did a short test on a small sandbox save, but it worked.
  17. That's nothing new... I saw this months ago... I commented on it either here or in TS. Maybe I can find it again. It's stock log spam caused by asteroid samples taken in a biome different from when you first rendezvoused with it (I think). There's a log entry for every sample like that in your save file, and every time it reloads the save file at scene changes. It's an error, not an exception. I really think it's nothing. agree. I reverted to Recall 0.2.2.3 and I have no problems. @Robhar174 no undocking, unfortunately
  18. Me too @Lisias. As you said, all bets are off and the symptoms are weird... it starts obviously misbehaving when I "jump to ship" from a KAC alarm. Then it's stuck in a loop redrawing the dV in the lower left of the flight screen. I can't go to space center, tracking station or main menu but I can load a saved game, but it doesn't actually recover to normal. Same message: KSP log player log MMconfigcache I have about 60 mods, so not lightweight. I'll see if I have time to beta test, maybe this weekend. Good luck with the Mac Potato.
  19. @zer0KerbalGreat mod. Pressing PE and circularize buttons makes me cry with joy every time. The turn orbit up/down too. One request though- I'd like a total trip dV. I'd add one more row to the Node pulldown to show "Trip dV: ####".
  20. Perspective... Album reveals the truth https://imgur.com/a/QCnPM6p
  21. Why can't we edit maneuver nodes in the tracking station? Why do we have to "fly" each ship to do this? That would make mission planning better and the tracking station more useful overall. I also think a level 4 pilot should be able to create maneuver nodes without a comm connection to the tracking station, and also create nodes for networked ships with remote pilot assist. I don't think any probes should have this ability. Of course a mod that enabled node editing in the tracking station would need to enforce the requirement to have a connection from KSC to the ship in order to edit it's nodes, unless you have a level 4 pilot remote-assisting that ship.
  22. Well, that's weird. I wonder if setting "motorized = no" makes it act normal? I wouldn't set the motor on and zero size, but that's just how my brain works.
  23. Last few days I pushed a class C roid to elliptical Mun orbit landed for 3 days to refuel... then launched into the same orbital plane and klawed the roid again. Waiting to push to Eve. I found around Year 2 day 94, the 5 inner planets are all in a 90 deg arc... and my rendezvous is still on the opposite side and I can't get a signal despite a dozen ships with 100G antennas I pushed a class B roid to Moho and rescued Mosted in low orbit there. Bringing the roid was Gene's idea... he said he'd "apply that asteroid posteriorly" if she ever got lost in space so far from home again. I think she got the message Then they landed to refuel, planted a flag, and upgraded her directly to level 3. I also noticed at year 2 day 112, there was a conjunction of Eve and Duna straight overhead.
  24. Thanks for the comments. Yeah, it's showing about 14:1 subsonic in the editor (with neutral elevator which isn't really accurate so I should try different angles). Gear down it's virtually identical. I just think the gear don't have enough drag. It also has delta wings so the aspect ratio is much lower than typical passenger planes. The Shuttle L/D was 4.5:1 but it was tailless. I tend to overshoot east and fly back over the ocean to avoid the mountains. I did one approach over the mountains and dove down the east slope subsonic with the gear down and still sailed past the runway. Yeah. S-turns are difficult too because like you said lift is low so I can't maneuver aggressively. I'll just need to add flaps/ spoilers/ chutes. Edit: some discussion here saying the drag in a passenger jet is roughly doubled with gear down. https://aviation.stackexchange.com/questions/32469/how-much-extra-drag-does-landing-gear-incur
  25. I played with some small xenon probes today. First was to recover a probe from Moho. It entered Kerbin's atmosphere at 6500 m/s. Toasty... Second attempt didn't work either... I tried a 4+ km/s burn at PE of 200 km but it was too close to finish the last 30%... it curved around into Kerbin's shadow... no EC. Third try workedTM the initial PE was at 400 km and I still couldn't circularize... PE dropped too far below the surface. But by total luck I got a Mun encounter at AP that pushed PE out of the atmosphere for free but at 60 deg inclination. Then did a small PE burn to get the right final orbit time to land near KSC (using Trajectories mod). Recovered 2154 science from gravity scans only, which I'm converting 100% to reputation: 44.6 points BUT that's on an exponential curve, so I actually went from 957.779 rep to... 958.108 rep. Wow. Scientists get no respect! Then I did another long xenon burn to finish a contract to put a probe in a specific 165 deg inclined orbit of the sun. That's backwards from the planets. I still had 7.5 km/s dV left... so what to do? Put it into a reverse orbit of Dres and smash into it at 10+ km/s. Jeb approves. He'll be waiting on Dres with the popcorn.
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