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maddog59

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Everything posted by maddog59

  1. I've experienced the same 'unable to save' problem, but while on EVA. And I've seen the same visual (and audio) issue with the RCS thrusters, but on a craft with an MK1 command pod. I upvoted your bug report and added my notes as well.
  2. Yep, definitely ... I've seen the same RCS issue as well in a different game. Good to know it's not a personal problem. I upvoted the bug report. Thanks for linking me to that thread!
  3. I've run into a curious problem and am hoping others have either seen it as well, can reproduce it, and/or have a solution - KSP 1.11, btw. I've got Bill floating around with an SC-62 container on his back. I was able to do some construction (pulled parts out and mounted them w/ construction mode) w/o any problems, and was able to save games (Alt+F5) as normal. I got another part from a storage unit on another ship, put it in the container, and all seemed well until I tried to save the game (Alt+F5). Although I was able to input the save name, it wouldn't actually save the game; just no response from the menu. ESC closed the menu, but left the game paused; I had to tap ESC again to get it running. I tapped ESC again to bring up the 'Resume/Load/Save/Quit' menu and while I could Resume, Load, or go to Settings, the other menu buttons wouldn't work (Save, Quit, Space Center, Tracking Center). Any suggestions?
  4. My thanks to you both ... I should've done more research obviously, rather than just gone with the "bigger must be better" philosophy. LOL Much obliged!
  5. I've set up three relays around Kerbin and three around Mun, but I must be missing something... I was expecting them to be linked to each other, but they only appear to link to the Kerbin ground stations. I have 88-88's on the Mun relays, and HG-55's on the Kerbin relays. Is anyone able/willing to enlighten me?
  6. It appears that KIS items (tow bars, sockets, etc.), or anything non-stock (such as Surface Mounted Light) can't be put into the stock containers, and the stock items (lights, ladders, etc.) can't be put into KIS containers. And it looks like you can no longer equip Engineers with the KAS/ KIS Electric Screwdriver ... I can put it in my kerbal's inventory and carry it around, but the 'Equip' option is no longer available? Seems a bit unreasonable to have to carry two different types of containers. Or am I missing a setting or something, or doing something wrong?
  7. I"m having the same problem; and I can't place a standing worklight (on the Mun, at least). When I drop it, it's a foot or two off the ground; it drops to the ground, then tips over and falls flat, just like a flag. Deployed science packages do the same thing (minus the falling over): they appear 1 foot or so off the ground, then fall into place.
  8. No, no solution other than to pull MJ2 from the game and wait for an update. Once I did that everything started working normally again. Well, almost normally ... flags fall over and work lights and experiments appear about a foot off the ground when you place them.
  9. I have a rover that I've saved as both a subassembly and a stand-alone ship, and I want to put it inside a Service Bay or a Cargo Bay before launch. But I don't seem to be able to get it positioned properly. Using the offset tool, once I get it to an attachment point, it won't get into position without clipping thru some part of the ship, and being stuck there. One option that I've tried is to put a stack separator on the ceiling of the Service Bay, and attach the rover to that. The only other option I've been able to do is to put the rover to one side of the runway, 'launch' the ship to the runway, open the ramp, and have a Kerbal drive it in. So what am I missing?
  10. The woes of KSP 1.11 seem to be continuing: today I decided to ignore the 'runaway' RCS since it was visual only, and was able to get both ships docked with my station. I was saving at various points, but when I was done I found that I could not get back to the Tracking Station or Space Center from the Game Paused menu. Clicking the buttons had no effect. Nor does Quit to Main Menu. Then I discovered that none of the save points that I'd saved existed in the menu, and even the 'persistent' game had not updated, according to the date stamp (see below, compare the UT to the persistent). At this point I'd like to downgrade back to 1.10, but don't see how to do that. And because the Quit to Menu button isn't working, I'm going to be forced to shut it down the hard way, which means I'll lose the work I've done getting these two ships back to the station, and who knows what other havoc it's going to cause. I love this game, but at this point it's become unplayable for me.
  11. I've been playing 1.11 w/ MechJeb2 installed for a few days. I've seen the warning at startup (of course) that MJ2 isn't compatible, so I've been proceeding w/ caution, but until today it seemed to function normally for executing maneuver nodes, landings, and ascent guidance. That ended this morning. I have two ships (A and B) docked in Mun orbit; I have a station waiting for them to return to it. I separate them, and use MJ2 to set up nodes for ship A to a) match planes; b) rendezvous with the station; and c) match velocity. I execute the first node, then manually warp up to 1000x to quickly get to the second node, then let MJ2 execute the remaining 2 nodes. When I return to ship B, I find that all four of ship B's RCS thrusters on the command pod appear to be firing. None of the other RCS thrusters appear to be active, just the command pod's thrusters. I say 'appear' because the RCS is turned off (according to the navball), and no monopropellant is being used, as evidenced by the resources pop-out (upper right corner), or the command pods info screen when I right-click. And the ship isn't changing position (as evidenced by the navball). But both the visual and audio indicators show that the pod's RCS is active. If I start with ship B, the same thing happens for ship A. I was in the process of trying to narrow it down , by restoring and checking back with the ship that was left behind after each node, and the problem seems to occur after warping up to 1000x. Unfortunately, I can't seem to verify that categorically because as I was repeating the scenarios, MJ2 began to fail to execute the nodes. I'd set up all the nodes as described above, MJ2 would warp to the first node, but then not fire the engine. I verified that there's plenty of fuel and the engine was active, but the candle won't light. I've used these ships and this sequence several times under 1.10. I've restarted both KSP and my computer several times. And I've verified the files from the Steam Library. I've not seen an update for MJ2 for KSP 1.11, but I wouldn't be surprised if I'm not looking in the right place; if one exists, I'd appreciate a link to it. I should probably try removing MJ2 altogether and setting the nodes manually to confirm whether or not MJ2 is really where the failure is happening, but I find that MJ2 makes the game eminently more playable by automating some of the more tedious tasks, now that I know how to do them, so I'm loathe to play without it. I'm a bit of a KSP newbie, so any suggestions, while they will be appreciated, may require some explanation.
  12. I did it anyways, just for fun ... and got a message along the lines of, "77 files failed and will be reacquired." When I clicked "OK" I didn't see anything happen. Should I be worried?
  13. Ummmm.... how do I do a file verification? And where do I go to submit a bug report? Otherwise, I'd be happy to pm you, but I figure I should learn these things ... Well, I'm glad it's not a personal problem, then...
  14. Just landed on the Mun for the umpteenth time, but for the first time since upgrading to 1.11, and my Kerbal's flag keeps falling over. I've tried a couple different spots around the landing area, and there's no indication of a reason to prevent it from standing up, but it falls over a moment after the Kerbal let's go, after the plaque window opens. What am I missing?
  15. Thank you; I forgot to check for CommNet... I've been dinking around in the Kerbin system for too long and forgot. I've not set up any relays beyond Minmus. That's probably the problem.
  16. I wanted to test a vehicle I'd built to land on Gilly before actually sending it there on a mission, so I used the Alt-F12 orbit cheat to get it there prior to landing. Once there I found that the RCS and attitude controls wouldn't function at all, despite there being plenty of electricity for the 3 Adv. Reaction Wheels, as well as monop for the RCS thruster blocks. I couldn't even use the Twitch engines I had mounted on it (yes, plenty of fuel). The RCS blocks were all enabled. The attitude control and RCS would function when I clicked each of the NavBall presets (pro/retrgrade, radial in/out; norm/anti-norm), but not under manual control. I repeated the sequence several times: Alt-F12 to cheat into orbit, then the space bar to deploy the fairing, then activate the engines, T for SAS and R for RCS control. While in Kerbin, Mun, and Minmus orbit everything worked normally. But everything failed when I did this at Gilly, Eve and Duna. Is this a bug I see before me? Or, is there a setting that I missed?
  17. Now THIS I LIKE!!! lol I have a massive tanker that I use to refuel my stations ... yesterday I added a load of 'chutes and tried to land it near the KSP. Ended up coming in way too fast for the 'chutes to deploy (should've used drogues, I guess), came down right next to the R&D complex. When the smoke (and menu) had cleared, the R&D center was COMPLETELY gone. I'd never seen that happen before ... should've grabbed a screen shot of it, but I was too stunned. I can only imagine what that would've done with the seismometer!
  18. Thanks; I should've mentioned that I'm in Career, and only part way thru the tech tree. I'll take a look at the NFLV mod - sounds promising. In the meantime, here's my solution - not very pretty, and it makes shameless use of part clipping, but what the heck...
  19. I'm not talking about a fairing, that just blows apart to reveal the technical goodness inside; I mean a nose cone that opens like a flower, then can be closed again?
  20. Not particularly ... just a philosophical position. Admittedly I've not done any of the economics of this, or any contract I've engaged. I have no idea if I've earned or lost Kb$$ for all of the tourists I've taken to orbit or beyond. But my Kb$$ balance keeps increasing, so I figure I'm doing alright.
  21. I couldn't resist ... "And this, children, is why we always shut down our engines when we dock with a space station!" Enjoy!
  22. I got plenty of Kb$$, it's just my innate desire to recycle old things. I guess I'm just a child of the 60's!
  23. For sandbox, sure ... but I'm hoping to salvage the parts so I don't lose the Kb$$.
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