Jump to content

Krazy1

Members
  • Posts

    941
  • Joined

  • Last visited

Everything posted by Krazy1

  1. Yes, specifically the kind with 2 humps. It was inspired more by the 747 Space Shuttle carrier. Actually, I just settled on "Bactrian Salvager" to follow the goofy mod naming trend (scatterer, chatterer...) Thanks for that You are not the first to say I had an odd challenge submission. Perhaps I feel I need to do unusual things because I just started playing last year and there is already so much that has been done before... or that's just my excuse for being naturally weird.
  2. Here's my second submission: Bactrian Salvager. I don't want to spoil the story. It's all in the Imgur album with captions. Thanks for keeping the K-prize alive.
  3. That's unfortunate. Hmm. I suppose you could actually change the active ship to the dummy - that would cause loading delays going back and forth ... a bit clunky. I could cheat a test ship to the same orbit as the departing body leading it just outside SOI. Then I could use the patched conics. But it wouldn't translate easily with this mod to get the departure the same.
  4. I think it's the same. Remember it matters what level tracking station you have. L3 does not require the parts but lower does.
  5. One minor thing. The bullseye rings are being hidden behind a planet but the text shows through. I added a pic to the album It would be nice if the text was hidden too.
  6. I tried Sandbox and Career with a level 2 tracking station and they work. Just the normal exception from the compass icon. I got a prograde only hit on Dres (leaves y2d117) It also passed some potential KAC pitfalls. The PN "warp" button does not override earlier KAC warp canceling alarms. User cannot set a KAC node alarm on the PN node. I just says "there no maneuver nodes found". That's fine, just confirming there's no unholy interaction. One request though - I can't place additional maneuver nodes on the planning conic. I wish it would support multiple nodes so I could plan a whole trip. I can't get the insertion dV at the target. With multiple nodes we can plan mid-course inclination change, gravity slingshots, bi-elliptic transfers, etc. I'd like to plan the trip path before I even start designing a ship for the mission or before I accept a contract. It wouldn't need to to anything beyond stock node behavior on the planning conic.
  7. Initial 0.1.3 report. Win10 KSP 1.11.1 with other mods I loaded a very early career game with a ship on the launchpad. First realization- patched conics are not available with a level 1 tracking station. I suggest making this mod handle this case with a message and inhibit operation, at least to be consistent with the core game but also to prevent possible core/ mod conflict (just a guess). I tried the compass icon anyway and it did place the node, opened the popup window and produced the expected red exception text as discussed before. Then I tried clicking the node to open the handles like other nodes do. I got orange errors and more red exceptions; the view jumped back; the Esc, Tab and M keys stopped responding. I used QuickGoTo to jump to KSC and exit. No infinite log spam - good! I'll try sandbox next. UPDATE.... I tried the same career game again and the node handles do work the first time. Then I clicked away from the node; the handles retract; then I clicked the node again to get the handles back and then I got the behavior above. The scroll wheel stops working too.
  8. I really appreciate the work on this guys. It's got to be almost impossible to mod something if you can't even see it. I wish I could ignore the log spam but we're talking about a triggered infinite loop of spam here. A spam avalanche... a "spavalanche" ? So just out of curiosity, I tried it again and just let it run. The log grew about 100 MB a minute. I tried to grab the prograde handle to set an orbit and I got a bunch of red and orange messages and the node went back to the asterisk shape and I couldn't do anything else with it. I actually opened the log in Wordpad but it was so slow I couldn't scroll to the bottom. It was 840 MB. Good luck! We're here for moral support.
  9. Seems OK for 1.11.1. I believe addon binder errors at startup can all be ignored (based on some discussion with Lisias). I got a "key not found in dictionary" exception with 1.11.0 but I got that once with KAC too. So I guess Squad must have fixed whatever caused that.
  10. OK. It does show the dialog box and node. I'm a bit nervous about ignoring EXC. Another dev said they are always bad in flight and should be fixed. But I see what you're saying so I'll ignore it. But I can't ignore the log spam . It's writing about 1 MB per second in the KSP log and I'm sure KSP would crash if I didn't exit quickly. Thanks
  11. Thanks for maintaining this mod. Also noticed this with planets visible through the sun:
  12. This is a really great mod idea, but I got NRE. I have several other mods installed but they're fairly common. KSP 1.11.1 on Win10 . Installed v0.1.2 from CKAN. I did not follow the OP steps the first time. I did this: Pilot a ship in polar LKO Made a man node on the existing orbit and dragged prograde so it would exit Kerbin SOI zoomed out and placed another man node later when it's out of Kerbin SOI. pressed the yellow compass icon got EXC exit game normally [EXC 15:54:20.691] NullReferenceException: Object reference not set to an instance of an object OrbitTargeter.DropInvalidTargets () (at <2afc64dea36946459d4707808bdac511>:0) OrbitTargeter.UpdateNodesAndVectors () (at <2afc64dea36946459d4707808bdac511>:0) OrbitTargeter.LateUpdate () (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:54:20.691] NullReferenceException: Object reference not set to an instance of an object Orbit.Init () (at <2afc64dea36946459d4707808bdac511>:0) OrbitDriver.Start () (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP log Then I followed the directions and it still gave EXC when I pressed the compass icon but with extra log spam this time. Here's the abridged log: 2nd KSP log I tried starting a new save game too and it behaved the same. I'll try something else if it will help.
  13. You need struts and you need enough of them in the right places. But you need the right mounting too. It helps to use beams on radial decouplers to help separate the boosters so they don't smash into the core when they detach. If you have radial stacks that are not detachable, then use I-beams to mount them. Butt-joints are not suitable for rockets this big. See how I did it for >Kisyphus< I didn't use mods or rigid attachment or autostruts or even launch clamps (this time). It takes patience and some iteration until you get good at it. Study working examples to get some ideas. (Honestly if I built this again, I'd use TweakScale just to make it easier and keep the framerate higher with lower part count.)
  14. I noticed the Woomerang site is also displayed as Shores, but should be Grasslands.
  15. Thanks for the update. Also I was able to salvage my savegame from 1.10 to work in 1.11. https://imgur.com/a/diItFta
  16. I've been having problems with Kerbal jet packs not automatically refilling MP after returning to a ship from EVA in 1.11.1. I think I just figured it out (maybe I'm not the first one). You need to manually remove the jetpack from the kerbal inventory and place it in ship inventory- that refills it. Then obviously move it back to kerbal inventory again before another EVA. Now perhaps the devs did this on purpose... but it seems like a bug to me. It's not unrealistic to check your pack fuel and manually refill it before you step out into space, but it's easy to forget. It also does not transfer MP from the ship - it still refills the pack even on ships with no MP onboard. So it still provides infinite jetpack fuel. I haven't gone back to find a good example of a 3-fin rocket that rolls badly. My KSP exploits were rudely interrupted by a week long power outage here in Oregon. But I recall the roll happened when I released the key I pressed to yaw East, and SAS was on. So I would tap and release the key periodically to slowly do the gravity turn. Pretty sure the roll primarily happened after releasing the key - when SAS was trying to hold heading.
  17. OK... I suppose I'll check the bug reports for this one. And the jetpack fuel not refilling. "EVA Destruction" seems to be covered already. Oh good. I was starting to be optimistic. I'll sleep better now.
  18. Fastest stock null ref ever...? In 1.11.1, start new sandbox game in VAB build: MK1 pod with Octo2 cargo put Bill inside Mk1 with a cubic octagonal strut in his cargo (no jetpack needed) launch EVA Bill press "i" pick up strut and drop it on the Octo2 to swap them (strut now in capsule cargo, Octo2 active part) place the Octo2 on top of the capsule Null Ref error It seems benign but still SMH. Right. It has that force imbalance issue with 3-fin rockets without all the extra wings. They roll when they should only yaw. Hmmm... I just tried to build an example rocket and it flies good. What happened. Don't tell me they fixed it in 1.11.1. You were testing on 1.11.0. No... I'll try again later.
  19. I don't know about the .CFG file but I just noticed they added a green text display in the lower left when in "I" mode that shows how many kerbals assisting and max part mass. 1 engineer, 0 assisting shows 0.06t moving capacity on KSC launch pad.
  20. Interesting. What about 3-fin vs. 4-fin rockets? Most of my 3-fin boosters have awful roll coupling. Trying to tilt over to do a gravity turn with a 3-fin rocket and it rolls inexplicably. Like, yaw East 10 degrees and it rolls 10 degrees. SAS doesn't help much. It's an absolute battle to get some of them to orbit. It's not a CoM / CoL type of instability. 4-fins boosters don't do this. Only small roll corrections are needed. I assumed everyone experienced this. The worst visual "bug" for me is the how the terrain morphs violently. I hate how the hills and valleys jump up and down and how it makes the framerate stutter. I think Simple Rockets 2 does a better job smoothing the terrain changes.
  21. It was not working so great in 1.11.0 to begin with, but in 1.11.1 it's broken beyond use. I just met the EVA construction kraken myself. Just terrible. Furthermore, EVA jetpacks are sometimes not refilling fuel when entering a ship. Just walked 250m on the Mun. How do you even break that? Is this a game or an affliction?
  22. Oh... bummer. I've been mostly playing with rovers and landers on the Mun. It seems much better there. I have had trouble with really big TweakScale wheels vibrating and skating all over on Kerbin - there's more discussion over on that thread. If the gear are vibrating constantly, even slightly, it can slide around. You probably tried this but it might help to turn off the automatic spring/ damper and make the damper value greater than the spring value (like 1.4 / 1.0). I believe there's some complex oscillations with the invisible landing gear autostruts, the bending of the airframe, springs in the landing gear and the way the game engine computes all of those springs.
  23. All true @VoidSquidDidn't mean to argue... just frustrated with the path the game is on.
×
×
  • Create New...