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Krazy1

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Everything posted by Krazy1

  1. 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
  2. Thanks for maintaining this mod. Also noticed this with planets visible through the sun:
  3. 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.
  4. 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.)
  5. I noticed the Woomerang site is also displayed as Shores, but should be Grasslands.
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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?
  13. 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.
  14. All true @VoidSquidDidn't mean to argue... just frustrated with the path the game is on.
  15. Why go back when every version has bugs? Older versions had bigger bugs I think. 1.10 broke fuel transfer. The editor is broken in every version. On the bright side... 1.11 fixed craft drifting on the ground. EVA construction does add a new dimension to the game. At mid-career being able to pull a gravioli detector off a satellite and stick it on a lander is great. You can launch with fragile stuff in storage and put them on in space or vice versa. You can build an entire tiny probe to return science. It would be hard to go back. I had "glued" docking ports in KSP 1.8 - disaster. I haven't experienced it since then but they're still messing with them: Fix being unable to assign the Undock Action on Docking Ports. We have reverted the 1.11.0 fix in favor for a different solution in the future.
  16. On KSP 1.11.1 I got an exception that looks like KAC is implicated. It was working well for a few sessions. Looks like this happened after "jump to ship" KSP log player log
  17. There was a pilot in an external command seat hiding behind the Sci Jr. All the science stuff showed in Here and Now except the desert site. I just added a lander can but same result at the desert site. Added second photo. Anyway I think think I flogged this one enough.
  18. Confirming for beta 6.0.0.6 on KSP 1.10.1 after cleaning goo or Sci Jr. with an attached MPL, those 2 experiment buttons in Here and Now window stay inactive (black text) even though there is available science (with value greater than the slider filter threshold). A biome change while in orbit (Minmus space high) does not return those 2 experiment buttons to normal operation, but EVA and reenter does.
  19. I could NOT find any problem with biome in "Here and now" window failing to update when changing to a new ship with beta 6.0.0.6 on KSP 1.10.1.
  20. The bubbles sound does not play when changing biomes. It is not muted in the "here and now" window. (It does not play when it is muted either) It was playing in the prior non-beta. I can hear the music playing. From Windows, I played the bubbles.wav file in the mod folder and it works. KSP log says "No noise to play!" :
  21. Desert launch site biome says "shores" in main window and available science does not display in here and now window. This also happened in prior non-beta. I stated an album - see captions for version info
  22. I noticed this in the the old non-beta: when the material study or goo is cleaned with a science lab, the button text sometimes stays black (and doesn't function) until something else triggers a refresh. I'll load the beta.
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