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MgnfcntBstrd

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Everything posted by MgnfcntBstrd

  1. How difficult would it be for RMM be able to handle docking parts of the same ship during the same launch, then docking that to a station normally? Currently, if you put two items in orbit with the same launch and then dock them together, launch tracking ends and invalidates the launch. For instance, launching a rocket with an Apollo CSM and an Apollo mission module (docks on both ends), docking the CSM to the MM, then docking the completed vessel to a station.
  2. I love this mod; thank you guys for putting in the time. I thought I'd report an issue that impacts gameplay, followed by one which is annoying, but can be worked around. 1) The KH/Corona 1 heatshield is immediately jettisoned if I load into the vehicle while it is in flight. (There might also be a requirement that the ship be suborbital.) Immediately upon jumping into the ship, I hear the deployment sound and the heatshield is gone. I launched three KH1s in one session, and noted the same behavior on all three. Here's an excerpt from the log on the third one: 2) The other issue is something that has always happened for me over many BDB versions. Sub-satellites loop their engine-start (or perhaps decoupler) sound effects from the moment they load on the launchpad until... forever. I can't remember if actually deploying them makes it stop or not. I pretty much just stopped using sub-sats entirely. Not that I've used them all, but notably the Apollo, the Skylab/Venus flyby (four at a time is pretty annoying) and today the P-11 have had the issue. I've never reported it since I've never seen anything in the logs related to them to help with troubleshooting it.
  3. This is more of an FYI for you. Not sure if this is a TweakScale or a Recall issue, as I updated and rolled them back together. I was having two main problems after (manually) upgrading them from CKAN's v2.4.6.13 and v0.2.2.3 to v2.4.6.15 and v.0.2.2.4. 1) In the VAB, when I'd grab a subassembly, all of the radially-attached items would be offset several meters toward the VAB open doors from the parts they were attached to. They maintained a semblance of being in a circle, as though they were just around an invisible copy of the rocket. In several cases, stack-attached parts were separated vertically by many meters as well. I should have made some screenshots, but this problem was only an irritant; I recreated the stages and moved on. 2) After launching a mission to attach a new science module to a station, I detached the ship and went to go do a rescue mission on the way back to Kerbin. I didn't notice at this time that I could no longer save or return to KSC. After intercepting the victim, I tried to switch craft with ], and found myself back in control of my station. I was unable to switch back to the ship, not from the menu or with the keys. I was unable to save, and unable to switch to any other craft. I figured it was just a transient bug and just killed the game. Later, I repeated the mission, though I did some polar science gathering on the way, this time. I made sure to hit quicksave once I hit orbit, just in case. I noticed the text notification about saving didn't pop up, but I continued on. After docking the module to the station again, I separated the ship, and this time planned to just re-enter and end the mission here. While switching to the map to plan this, I found the ship was now just a pod, traveling down, well outside Kerbin's SOI at a surprising surprising 239 million m/s. In both cases, the console and log was full of ArgumentOutOfRangeExceptions, (excerpt pasted below). I've since rolled back both mods to the previous versions. The assembly issue was resolved by that, at least. I'm about to try this mission again, to see if it's still having that problem. Kerbin-Station-1 Debris Unloaded (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <9577ac7a62ef43179789031239ba8798>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at KSP_Recall.AttachedOnEditor.AttachedOnEditor.SaveTo (ConfigNode node) [0x000a5] in <efe4553404694f348ee12b5243575982>:0 at KSP_Recall.AttachedOnEditor.AttachedOnEditor.OnSave (ConfigNode node) [0x0003e] in <efe4553404694f348ee12b5243575982>:0 at PartModule.Save (ConfigNode node) [0x00131] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ProtoPartModuleSnapshot..ctor (PartModule module) [0x000d2] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel, System.Boolean preCreate) [0x00420] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ProtoVessel..ctor (Vessel VesselRef, System.Boolean preCreate) [0x001e3] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ProtoVessel..ctor (Vessel VesselRef) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at Vessel.Unload () [0x0007a] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at Vessel.Update () [0x0012f] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <9577ac7a62ef43179789031239ba8798> Line: 0)
  4. @llinuxgurugamer Thanks, as always, for all of the mods you support. I downloaded this and ran into a stuttering problem, so did some research. 1) I noticed in the playlist config file all of the tracks appear to have preloadTime duplicated. Not sure it matters, but thought I'd mention it. "{ name = Construction loop = True shuffle = True preloadTime = 5 pauseOnGamePause = True disableAfterPlay = False playNext = playBefore = playAfter = preloadTime = 5 tracks" 2) The problem I'm having is that my computer's hamsters tend to cause the music to stutter during scene changes, especially when it's paging (like when KSP has a ~20 GB commit charge.) It seems like the stock game avoids this by stopping music during scene changes, and not starting tracks like the main menu until after it's fully loaded. Is there a way to have this mod do that?
  5. Update: I audited the recommended mods in CKAN and let it install everything that was recommended (previously I'd only installed MechJeb and KSPIE's required mods). After installing these, KSP loaded up successfully. Seems like maybe the full version of IFS, or one of the other mods under recommendations, should actually be listed as a requirement. Original post: I updated KSPIE and IFS through CKAN, and KSP will no longer finish loading, loading stops showing WarpPlugin/Parts/Radiators/ActiveCoolingSystem/ActiveCoolingSystem/activeCoolingSystemv3 as the last module loaded. The game is still responsive, the debug menu can be accessed, backgrounds and quotes cycle, etc. I ran a repair of KSP from Steam, did not fix. I uninstalled KSP, renamed the directory, reinstalled it, re-ran CKAN and reinstalled only these mods, did not fix. KSP: 1.11.1.3066 CKAN: 1.29.2 BreakingGround-DLC (BreakingGround-DLC (unmanaged)) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.25) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.2) KSP Interstellar Extended (KSPInterstellarExtended 1.26.22) Making History (MakingHistory-DLC 1.11.0) MechJeb 2 (MechJeb2 2.12.0.0) Module Manager (ModuleManager 4.1.4) TweakScale - Rescale Everything! (TweakScale v2.4.4.5) Tail of log:
  6. He there; I appreciate your mod, without which I cannot control my part count. TCA is also awesome, so thank you. I noticed that the adding of the hangar components to the stock cargo bay is recent, so I thought I'd mention this in case you have not run into it. I have a fuel drone with various tanks wrapped in a long Mk3 cargo bay. I opened up this drone to change the contents of a tank, and noticed that any attempt to directly right-click the contents of the cargo bay with the doors open, only brings up the menu of the bay itself, as if I was trying to click items with the doors still closed. Angling the camera inside the bay allows me to reach the contents, but I thought I'd mention it. Thanks!
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