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Krazy1

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Everything posted by Krazy1

  1. Thanks for taking this mod. This is probably irrelevant now but for the old [x]Science version 5.26 on KSP 1.11.1:
  2. I guess I started your headaches with my big rover wheel issues. Well, sorry. I am having a lot of fun with it on the Mun though. Thanks When I was doing the circumnavigation endurance challenge, someone was trying to help me and he built basically the same plane and it flew a little faster with less fuel burn. I always suspected that the build sequence or the root part was changing the drag model. So hard to prove that though.
  3. I was having this problem in 1.11.0 too but I couldn't reproduce it quickly 1.11.1. However, I do see that blinking lights aren't right... the light emission of the Mk1 light does blink but the light source stays on solid. But I do not care about the lights. I just want you to fix the broken Ctrl-Z undo in the editor! It changes invisible parameters like fuel level, fuel flow, cargo items, deflection angle... everything in the PAW. It doesn't include parameter changes in the undo history. AND it undoes these hidden parameters back to the second prior visible model change. One Ctrl-Z can undo numerous invisible parameter changes. It's like I'm getting punished for making a mistake. Some users may not even realize what happened. Bug report 13492 has been open 4 years.
  4. I know you had an explanation on tweakscale thread about this "non-error" but that instance was after the initial game loading without errors, after MM loaded. The ones here happened within a few seconds of the game launching when it's first loading all the addons (I think). That's still just noise? Thanks
  5. The next problem may be the direction the controls are pointing. Look at the navball. It's pointing up into the sky like a rocket instead of a rover. So right click the command seat and select "control from here". That should point in the horizontal forward direction. Then turn SAS off - it just wastes power in the reaction wheels when on the ground. Then if it starts moving you'll need to watch your battery charge... 200 charge isn't much for a rover unless you have a fuel cell. Good luck.
  6. That's it. So welcome to the forum. But I'm afraid you got a bit overzealous with your big list of mods and you're not familiar with reviewing the log files. Maybe? Many mods still haven't caught up to KSP 1.11 compatibility. These errors aren't good but I'm not sure if these would actually cause problems - need to ask each mod dev to be sure: Then this is bad for sure: Looks like BuildManager is part of EVE. I'd dump EVE. I know she's pretty but she's trouble. There's a lot more errors after that but I'd start there.
  7. No specific help here but I suggest going back to a never-modded KSP install and see how that works. Hopefully you have a separate (non-Steam) install. Just start a new sandbox game and cheat ship to Mun orbit. That will probably work fine. It's probably a mod you didn't expect or a mod that was removed that damaged the KSP core files.
  8. There appears to be a duplicate bug report for this: #27189 Recommend reviewing that, and cross-referencing it (if you think it's the same) Did you check your logs for a null ref like this other bug report?
  9. You mean stock menu for the KSC overview? Alright. But BLSG has no function in KSP 1.11. The load menu is always stock everywhere.
  10. Hi @Snark I got an error for BCA 1.4.1 on KSP1.11. It happened the first time I opened the crew tab in the VAB. The log has this (first occurrence): [LOG 09:57:17.341] [BetterCrewAssignment] Entering crew screen, persisting kerbal assignments. [ERR 09:57:17.342] [BetterCrewAssignment] (Exception) Mismatched lists: 4 crewable parts (out of 71 total), 0 part manifests: at BetterCrewAssignment.Crewable.List (ShipConstruct construct) [0x000c7] in <2246ef1671564b339ac4bca8276f97ce>:0 at BetterCrewAssignment.CrewableList..ctor (ShipConstruct construct) [0x00006] in <2246ef1671564b339ac4bca8276f97ce>:0 at BetterCrewAssignment.AssignmentLogic.PersistKerbalAssignments (ShipConstruct construct) [0x00000] in <2246ef1671564b339ac4bca8276f97ce>:0 at BetterCrewAssignment.EditorBehaviour.OnEnterCrewPanel (ShipConstruct construct) [0x00010] in <2246ef1671564b339ac4bca8276f97ce>:0 The 4 "crewable parts" were all MK1 crew cabins. KSP log
  11. Hello @linuxgurugamer BLSG 2.5.2 does not seem to work for KSP 1.11 (on Win10). It gives me the standard load game screen. No errors but no joy. KSP log but I don't see anything Also in 1.10, it gave the stock load screen at the KSC overview but BLSG menu elsewhere.
  12. Hi all, I've been testing mods with KSP 1.11 and I have a stable set to share. Most of these do not have official mod dev OK for 1.11 but I've been playing with this set and checking the logs enough that I believe they're solid. CKAN list export: Known issues: Tweakscale displays an error mid-way through loading KSP before the main menu. Lisias confirmed it can be ignored. Core game limitation. Editor Extensions Redux has a log error when entering the VAB/SPH. LGG confirmed it's Microsoft induced garbage - ignore. [x] Science: the "science now" window does not always update the biome from the prior ship until the biome changes but the biome at the bottom of the full science menu is always correct. I believe this happens after using KAC "jump to ship". QuickGoto: music doesn't always change when jumping between KAC buildings. Trivial. Core KSP: You can check all the official bug reports - there are many. What I've seen, they fixed Kerbals drifting off ladders in orbit... good... but now Kerbals on ladders cause forces that alter orbits ... very not good. It's worst with low mass craft. When the kerbal first exits, they are hovering 1/2m away from the ladder. The orbit is constantly changing at this point, so I do not stay like this. I quickly "wiggle" up, down, up, down... to bring the kerbal back to a normal position on the ladder. Now the orbit AP/PE oscillates a bit but doesn't have any obvious continuous net change. Noob tip: It's always safer to create a complete copy of your KSP install for mods. Don't mod your Steam install. CKAN makes this very easy but it does take about 5 GB of drive space.
  13. Do you have "ease in gravity" setting on? I do. It drops the craft when it spawns. So it doesn't spawn underground but it's a shock to the craft. Like you said, I've seen (1.9 or 1.10?) where it falls under ground when it touches down and there's a log entry that says it pushed it back up. Well the rover I just made has 14 parts and I just upgraded my PC. Green clock for sure.
  14. @katateochiTried this in KSP 1.11 (realizing it's not labeled for compatibility now) Got an exception after uploading craft. Could you update it for 1.11? ksp log [LOG 14:47:02.591] [CM] Loaded 2 craft from file [LOG 14:47:09.860] [CM] list height: 85 [LOG 14:47:15.697] [CM] creating upload data for: Big Rover TS wheel test [LOG 14:48:42.070] SCREENSHOT!! [LOG 14:48:45.242] [CM] Loaded 2 craft from cache [LOG 14:48:48.007] [CM] loading upload data for: Big Rover TS wheel test [LOG 14:50:24.310] [KerbalXAPI] sending request to: https://kerbalx.com/api/existing_craft.json [LOG 14:50:24.310] [KerbalXAPI] sending request to: https://kerbalx.com/api/download_queue.json [LOG 14:50:24.872] [KerbalXAPI] request returned 200 OK [LOG 14:50:24.973] [KerbalXAPI] request returned 200 OK [LOG 14:53:47.793] [KerbalXAPI] sending request to: https://kerbalx.com/api/craft [LOG 14:53:57.085] [KerbalXAPI] request returned 200 OK [LOG 14:53:57.085] [CM] craft uploaded OK [LOG 14:53:57.085] [KerbalXAPI] sending request to: https://kerbalx.com/api/existing_craft.json [LOG 14:53:57.652] [KerbalXAPI] request returned 200 OK [EXC 14:53:57.675] ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint Aborting UnityEngine.GUILayoutGroup.GetNext () (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayoutUtility.DoGetRect (System.Single minWidth, System.Single maxWidth, System.Single minHeight, System.Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayoutUtility.GetRect (System.Single width, System.Single height, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayout.FlexibleSpace () (at <fa6f9762ac624af092525d37c9d516c4>:0) KatLib.DryUIBase.fspace () (at <7ab22c1efaa442c7974f9c6879f3bfcd>:0) CraftManager.CMBrowser.<draw_top_section>b__15_0 (System.Single w) (at <8b61a4f45bb64fb591febc58234adb97>:0) KatLib.DryUIBase.section (KatLib.DryUIBase+Content content) (at <7ab22c1efaa442c7974f9c6879f3bfcd>:0) CraftManager.CMBrowser.draw_top_section (System.Single section_width) (at <8b61a4f45bb64fb591febc58234adb97>:0) CraftManager.CMBrowser.<WindowContent>b__12_0 () (at <8b61a4f45bb64fb591febc58234adb97>:0) KatLib.DryUIBase.v_section (KatLib.DryUIBase+ContentNoArgs content) (at <7ab22c1efaa442c7974f9c6879f3bfcd>:0) CraftManager.CMBrowser.WindowContent (System.Int32 win_id) (at <8b61a4f45bb64fb591febc58234adb97>:0) CraftManager.CMUI.DrawWindow (System.Int32 window_id) (at <8b61a4f45bb64fb591febc58234adb97>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 15:28:44.805] [KerbalXAPI] sending request to: https://kerbalx.com/api/existing_craft.json [LOG 15:28:44.805] [KerbalXAPI] sending request to: https://kerbalx.com/api/download_queue.json [LOG 15:28:45.520] [KerbalXAPI] request returned 200 OK [LOG 15:28:45.603] [KerbalXAPI] request returned 200 OK
  15. Where is the "dev worship" emoji? I'll give you 5 stars at least I was testing at 80t before (simulating ~200t on Duna) and you found 120t was drifting. I've also been experimenting and I have a very good (bad) example to share that has large and very fast oscillations of the wheels what make them look blurry. I think is the same problem I saw before but much more extreme. big rover with vibrating wheels It doesn't always vibrate immediately at spawn - drive a little and it should start. I guess the game engine (integrator) is unstable and it's cycling between 2 states. The wheel autostruts may be involved. I so wish the game devs wouldn't have bandaged wheel strength problems with autostruts. Yes - the "auto" setting for the spring/ damper often oscillates with big craft. I usually override it and set damper value >= spring. With this example file I turned auto off and left it default 1.0 for both.
  16. Well, I tried different spring/ damper values but it didn't have a large effect. I left the springs at 1.0 and damper at 1.4 for less bouncing while driving. Higher mass to wheel size ratio is worse. The dynamics of the wheels seems good though - good job man. The drift solution I found was Kerbalish. I used 4 hydraulic cylinders to lift the whole rover up so the wheels are off the ground. For whatever reason, it doesn't drift when it's up on the "stilts". It adds a little mass but I like it. I have drills on it, so it's like a real life mobile drill rig.
  17. On topic - with KSP 1.11 and TS 2.4.4.4, I have a big rover with four 240% TR-2L wheels. It's awesome but it's drifting on the ground. When I load it on the launch pad and apply the brakes, the front wheels slowly turn backwards and the rear wheels turn forwards. It drifts toward the center of the runway and falls off the launch pad after a couple minutes. I saw you did some testing with Recall -Driftless and didn't recommend using it with 1.11. Is it worth trying for this?
  18. All good. I just didn't realize I switched modes on CTB. Thanks again!
  19. Sorry for getting off topic but did that ship pictured roll massively after the last screenshot? I always wondered why my boosters with 3 fins have a terrible yaw-roll coupling. Most are almost impossible to do a good gravity turn. But rockets with 4 fins always have little roll coupling - so much easier to control. I'm sure it's not just the CoM/ CoL positions. And it's not using TS.
  20. OK. Thanks. Looks simple enough. Time to learn how to use MM. I'll try that new welding tool... IgnoredResources.cfg is in the gamedata folder. You can just edit it directly: // //This file is here so that it can be modified by ModuleManager at runtime // FILLITUP { //IgnoredResource = Ore IgnoredResource = ElectricCharge IgnoredResource = IntakeAir } ore powered ship
  21. Been playing all day in v1.11 with many mods; no problem until I saw this exception in the VAB while trying to place a group of parts. No functional problem. I don't see anything else troubling in the logs. [EXC 19:07:47.588] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) ClickThroughFix.CBTMonitor.Update () (at <9a1ac5683ad24fde947a809ca495eedb>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP log player log
  22. And another- I wish it would include ore levels for ore hauling contracts. I've been using it a little in 1.11 and so far so good.
  23. Speaking of a bug fixes... they still didn't fix UNDO in the editor. It's such a basic function. And it's worse in 1.11 because it removes inventory items before the last visual change. Please go vote up the bug report It's 4 years old! They also failed to have a smooth save game transition from 1.10.1 to 1.11. I had to edit my save file. I may never see the new planet textures ... I'm looking at text. Editing my save game, bug reports, forum rants... (edit) Browsing the bug reports... there are so many new bugs in 1.11 there will almost certainly be a 1.11.1 bug fix release.
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