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chris-kerbal

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Everything posted by chris-kerbal

  1. So did some testing: I inserted the above drag cube (into the parts {}) into a fresh install of 1.9.1, habtech2 dev version from github with module manager 4.1.4 and got the following: Game starts, simple construction with duo solar array attached will spawn 1km above ground. Cheating it to orbit and it seems to be fine. Then saved and updated to 1.10.1 Game starts, simple construction will still spawn 1 km above ground. Cheating to orbit works, and existing vehicle in orbit with part out of the 1.9.1 save is regularly usable. I "launched" 4-5 times and did not get any explosions.
  2. Would it actually make sense to reach out to Squad and ask for help? This seems to be quite a unique issue? Thanks for updating this mod! I will try to test a few things tomorrow.
  3. It seems, that the servos for the arm are not following the rotation if I rotate them in the VAB. They only work, if they are attached in one particular orientation. If attached differently and you move them, they seem to twist away from their connection point?
  4. And I guess it will also be second priority. As we know your time is limited, fixing errors will be first?
  5. It depends on your mods, some are bound to specific versions, some will just work. Bigger issue will be your savegame. You won't be able to convert back to 1.9.x. You will need to use an old one.
  6. Thanks for the clear answer and all others that helped! This is probably worthwhile to put into the description of the part, as for noobs like me this seems to be the prime usage for the pylons. ;-)
  7. @peteletroll Thanks for the quick reaction. I went back to the vessel and got an error message again, however only on one port. Also I could then select the port and correct the rotation. This was not possible with the old version (It would always switch back to old orientation). When then leaving the scene and coming back, no error message was displayed any more. So it seems to have worked, even if I needed to get to the vessel twice to have no error message. You can find the logs of this here: https://pastebin.com/74nz0e0y
  8. I think that would be even worse. The robotics are pretty much useless on things that stay longer in the world. They move around a lot. The grabbing unit acts weirdly after some time when you dock and undock (I used it for a refueling vehicle and that spontaneously dropped parts). I was hoping for KAS to work better, but right now I have the exploding sockets on reload. What improved my situation, was removing all robotic parts and not using landing gear or struts. Just putting the base directly on the ground. It now only moves when being placed in the world and falling to the ground. After that it seems to be stable
  9. Thanks a lot! I got the following. I think it has to do something with "same vessel" however no clue on how to interpret this or what to do about it: [LOG 21:38:38.631] Unpacking Fuel station [LOG 21:38:38.635] [DR:29727] DockRotate.VesselMotionManager+StructureChangeInfo.reset() OffRails after [LOG 21:38:38.635] [DR:29727] JointMotion.get(): created JM:-1561254:dockingPort2:3993634157>dockingPort2:1533289026 [LOG 21:38:38.635] [DR:29727] JM:-1561254:dockingPort2:3993634157>dockingPort2:1533289026.updateOrgRot(): 1.860043° [LOG 21:38:38.635] [DR:29727] MDR:dockingPort2:1533289026.doSetup(): joint PJ:-1550728:dockingPort2:3993634157>dockingPort2:1533289026 [LOG 21:38:38.636] [DR:29727] MDR:dockingPort3:2114735139.doSetup(): joint null [LOG 21:38:38.636] [DR:29727] JM:-1561254:dockingPort2:3993634157>dockingPort2:1533289026.updateOrgRot(): 1.860043° [LOG 21:38:38.636] [DR:29727] MDR:dockingPort2:3993634157.doSetup(): joint PJ:-1550728:dockingPort2:3993634157>dockingPort2:1533289026 [LOG 21:38:38.637] [DR:29727] JointMotion.get(): created JM:-1561256:dockingPort2:36124148>dockingPort2:712227888 [LOG 21:38:38.637] [DR:29727] JM:-1561256:dockingPort2:36124148>dockingPort2:712227888.updateOrgRot(): -179.2179° [LOG 21:38:38.637] [DR:29727] MDR:dockingPort2:712227888.doSetup(): joint PJ:-1550750:dockingPort2:36124148>dockingPort2:712227888 [LOG 21:38:38.637] [DR:29727] JM:-1561256:dockingPort2:36124148>dockingPort2:712227888.updateOrgRot(): -179.2179° [LOG 21:38:38.637] [DR:29727] MDR:dockingPort2:36124148.doSetup(): joint PJ:-1550750:dockingPort2:36124148>dockingPort2:712227888 [LOG 21:38:38.638] [DR:29727] MDR:dockingPort2:560635572.doSetup(): joint null [LOG 21:38:38.638] [DR:29727] MDR:dockingPort2:3152503331.doSetup(): joint null [LOG 21:38:38.638] [DR:29727] MDR:dockingPort2:1433354604.doSetup(): joint null [LOG 21:38:38.638] [DR:29727] MDR:dockingPort2:1635263718.doSetup(): joint null [LOG 21:38:38.638] [DR:29727] MDR:dockingPort2:3674439764.doSetup(): joint null [LOG 21:38:38.638] [DR:29727] [DockingStateChecker] loading /home/christian/GOG Games/Kerbal Space Program/game/GameData/DockRotate/PluginData/DockingStateChecker.cfg [LOG 21:38:38.643] [DR:29727] [DockingStateChecker] loaded DockingStateChecker: NodeState:state=Ready:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire (dockee):hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disengage:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disabled:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Docked (docker):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=Docked (same vessel):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=PreAttached:hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=PreAttached:hasJoint=False:isSameVessel=False:nodeFixTo= JointState:hostState=PreAttached:targetState=PreAttached:isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (docker):targetState=Docked (dockee):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (docker):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (same vessel):targetState=Docked (dockee):isSameVessel=True:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (dockee):isSameVessel=False:hostFixTo=Docked (docker):targetFixTo= [LOG 21:38:38.698] [DR:29728] V:-1471980:1533289026:dockingPort2_(Fuel_station): same vessel dock Docked (same vessel) -> Docked (dockee) [LOG 21:38:38.698] [DR:29728] JointMotion.get(): created JM:-1561502:dockingPort2:1533289026>dockingPort2:3993634157 [LOG 21:38:38.698] [DR:29728] JM:-1561502:dockingPort2:1533289026>dockingPort2:3993634157.updateOrgRot(): 1.860043° [LOG 21:38:38.698] [DR:29728] MDR:dockingPort2:1533289026.doSetup(): joint PJ:-1561498:dockingPort2:1533289026>dockingPort2:3993634157 [LOG 21:38:38.699] [DR:29728] JM:-1561502:dockingPort2:1533289026>dockingPort2:3993634157.updateOrgRot(): 1.860043° [LOG 21:38:38.699] [DR:29728] MDR:dockingPort2:3993634157.doSetup(): joint PJ:-1561498:dockingPort2:1533289026>dockingPort2:3993634157 [LOG 21:38:38.699] [DR:29728] [DockingStateChecker] loading /home/christian/GOG Games/Kerbal Space Program/game/GameData/DockRotate/PluginData/DockingStateChecker.cfg [LOG 21:38:38.701] [DR:29728] [DockingStateChecker] loaded DockingStateChecker: NodeState:state=Ready:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire (dockee):hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disengage:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disabled:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Docked (docker):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=Docked (same vessel):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=PreAttached:hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=PreAttached:hasJoint=False:isSameVessel=False:nodeFixTo= JointState:hostState=PreAttached:targetState=PreAttached:isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (docker):targetState=Docked (dockee):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (docker):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (same vessel):targetState=Docked (dockee):isSameVessel=True:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (dockee):isSameVessel=False:hostFixTo=Docked (docker):targetFixTo= [LOG 21:38:38.702] [DR:29728] V:-1471980:1533289026:dockingPort2_(Fuel_station): same vessel dock Docked (same vessel) -> Docked (dockee) [LOG 21:38:38.702] [DR:29728] JointMotion.get(): created JM:-1561508:dockingPort2:712227888>dockingPort2:36124148 [LOG 21:38:38.702] [DR:29728] JM:-1561508:dockingPort2:712227888>dockingPort2:36124148.updateOrgRot(): -179.2182° [LOG 21:38:38.702] [DR:29728] MDR:dockingPort2:712227888.doSetup(): joint PJ:-1561504:dockingPort2:712227888>dockingPort2:36124148 [LOG 21:38:38.703] [DR:29728] JM:-1561508:dockingPort2:712227888>dockingPort2:36124148.updateOrgRot(): -179.2182° [LOG 21:38:38.703] [DR:29728] MDR:dockingPort2:36124148.doSetup(): joint PJ:-1561504:dockingPort2:712227888>dockingPort2:36124148 [LOG 21:38:38.703] [DR:29728] [DockingStateChecker] loading /home/christian/GOG Games/Kerbal Space Program/game/GameData/DockRotate/PluginData/DockingStateChecker.cfg [LOG 21:38:38.705] [DR:29728] [DockingStateChecker] loaded DockingStateChecker: NodeState:state=Ready:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire (dockee):hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disengage:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disabled:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Docked (docker):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=Docked (same vessel):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=PreAttached:hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=PreAttached:hasJoint=False:isSameVessel=False:nodeFixTo= JointState:hostState=PreAttached:targetState=PreAttached:isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (docker):targetState=Docked (dockee):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (docker):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (same vessel):targetState=Docked (dockee):isSameVessel=True:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (dockee):isSameVessel=False:hostFixTo=Docked (docker):targetFixTo= [LOG 21:38:38.708] [UIMasterController]: ShowUI [LOG 21:38:38.781] [DR:29730] skipping analysis, another pending [LOG 21:38:38.827] [DR:29731] skipping analysis, another pending [LOG 21:38:38.827] [DR:29731] analyzing incoherent states in Fuel station [LOG 21:38:38.827] [DR:29731] [DockingStateChecker] MDN@1533289026_dockingPort2<0>3993634157:"Docked (same vessel)":svdj=-1561498:dj=PJ[-1561498:1533289026>3993634157]:dsv, should use tree joint PJ[-1550728:3993634157>1533289026] [LOG 21:38:38.827] [DR:29731] [DockingStateChecker] MDN@3993634157_dockingPort2<1533289026>1533289026:"Docked (dockee)":dj=PJ[-1561498:1533289026>3993634157]:dsv, should use tree joint PJ[-1550728:3993634157>1533289026] [LOG 21:38:38.828] [DR:29731] [DockingStateChecker] MDN@36124148_dockingPort2<712227888>712227888:"Docked (dockee)":dj=PJ[-1561504:712227888>36124148]:dsv, should use tree joint PJ[-1550750:36124148>712227888] [LOG 21:38:38.828] [DR:29731] [DockingStateChecker] MDN@712227888_dockingPort2<692078963>36124148:"Docked (same vessel)":svdj=-1561504:dj=PJ[-1561504:712227888>36124148]:dsv, should use tree joint PJ[-1550750:36124148>712227888] [LOG 21:38:57.296] [DR:29962] V:-1471980:1533289026:dockingPort2_(Fuel_station).KJRNextCycleAllAutoStrut() [LOG 21:38:57.296] [DR:29962] JM:-1561508:dockingPort2:712227888>dockingPort2:36124148: enqueueRotation((0.00, 1.00, 0.00), -0.7818°, 5°/s, 0°/s), added [LOG 21:38:57.339] [DR:29963] V:-1471980:1533289026:dockingPort2_(Fuel_station).KJRNextCycleAllAutoStrut() [LOG 21:38:59.428] [DR:29990] JM:-1561508:dockingPort2:712227888>dockingPort2:36124148: skip staticizeOrgInfo(), off tree [LOG 21:38:59.429] [DR:29990] ... .updateOrgRot(): -179.2182° [LOG 21:38:59.429] [DR:29990] P:dockingPort2:712227888:"Docked (same vessel)":HostOT: rotation stopped [1], 1.10 electricity [LOG 21:38:59.447] [DR:29990] JM:-1561508:dockingPort2:712227888>dockingPort2:36124148: removing rotation (done) [LOG 21:38:59.447] [DR:29990] VMM:-1491792:1533289026:dockingPort2_(Fuel_station): securing autostruts [LOG 21:38:59.448] [DR:29990] V:-1471980:1533289026:dockingPort2_(Fuel_station).KJRNextCycleAllAutoStrut() [LOG 21:38:59.448] [DR:29990] ... .KJRNextCycleAllAutoStrut() [LOG 21:38:59.574] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science [LOG 21:38:59.574] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science [LOG 21:38:59.576] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science [LOG 21:38:59.576] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science [LOG 21:39:24.960] [DR:30317] P:dockingPort2:712227888:"Docked (same vessel)":HostOT: DOCKING STATE CHECK [LOG 21:39:24.960] [DR:30317] [DockingStateChecker] loading /home/christian/GOG Games/Kerbal Space Program/game/GameData/DockRotate/PluginData/DockingStateChecker.cfg [LOG 21:39:24.970] [DR:30317] [DockingStateChecker] loaded DockingStateChecker: NodeState:state=Ready:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Acquire (dockee):hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disengage:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Disabled:hasJoint=False:isSameVessel=False:nodeFixTo= NodeState:state=Docked (docker):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=Docked (dockee):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=Docked (same vessel):hasJoint=True:isSameVessel=True:nodeFixTo= NodeState:state=PreAttached:hasJoint=True:isSameVessel=False:nodeFixTo= NodeState:state=PreAttached:hasJoint=False:isSameVessel=False:nodeFixTo= JointState:hostState=PreAttached:targetState=PreAttached:isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (docker):targetState=Docked (dockee):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (docker):isSameVessel=False:hostFixTo=:targetFixTo= JointState:hostState=Docked (same vessel):targetState=Docked (dockee):isSameVessel=True:hostFixTo=:targetFixTo= JointState:hostState=Docked (dockee):targetState=Docked (dockee):isSameVessel=False:hostFixTo=Docked (docker):targetFixTo=
  10. Hi there, I just installed this mod in an existing game to align some parts of a station. For some ports this seem to work, however, for the next station I get a red warning, that something is wrong with the docking ports and i should check the log. Did so, but there is a lot of jibberish in there, that I do not understand. How do I read this and what do I make out of this? Is there a wiki?
  11. I am not sure, if this is intended, but I just figured, that saving leads to explosions. This is what I did: I needed to move around my station, so I dragged it with winches. Worked fine, until I saved and reloaded. - I have a GP-20 Pylon attached to the moon surface - A JS-1 Joint Socket attached to the pylon - A HW80 winch attached to the base and the cable attached to the JS-1 socket This all worked to move the station, however when I tried to load a savegame I made before winching (while everything is setup like above) I get explosions in the loading screen and a message like: "The link between the connector and part has broken". Similarly all sockets seem to explode that have been mounted to the surface of the moon when loading. Did I do something wrong, or is this a bug?
  12. I have no clue on modding, but I figured, that the duo solar array is the only one without a .mu mesh file. Maybe because of that the drag cube is generated, which seems to mess up KSP? However, how that affected my SSTO (that is using no habtech parts) is still a mystery for me.
  13. To make it specific, current incompatibilities are: - ht_solarArray_duo is blocking KSP to load, you can circumvent it by deleting the ht_solarArray_duo.cfg file (you also can't have that part in your world) - Naming of vessels will not work as expected, you have to name it in separate dialogues - SSTOs are not possible, as you cannot accelerate enough (not sure if this error has an impact somewhere else), this can't be worked around - Bundles mods are outdated, you can exchange them for newer versions If you find anything else, feel free to add. BTW @benjee10 within the SSTO Thread, @JadeOfMaar said the following regarding the Solar Truss: As for the solar truss this happens to any part that has ModuleDeployableSolarPanel{} + mesh animation + procedural drag cubes. Define a DRAG_CUBE{} with a single/fixed state (and delete any such node that defines procedural or multiple states) in the part config and KSP will stop choking on it Not sure if it helps you, as you might know already, but again it does not hurt to note it down.
  14. Just for completeness: Yes, I removed the duo solar truss, otherwise it won't start. I haven't tried that combination in 1.9.1. My tests yesterday were focussed on 1.10.1 Again for completeness: The install was not corrupted, I did the tests on a completely new install. Thanks for confirming and detailing. Yesterday I was only able to test with updated B9PS and Community Resource Pack. So yes it seems to be something within the HabTech2 stuff itself. The sheer availability of parts configured by the mod seems to cause the issue, as I tested everything in a clean game without any builds other than the craft itself. Funny enough that the game seems to run well otherwise, just SSTOs are a nightmare. Despite the craft being titled X-AC-6. This was not my 6th attempt, more desperation to copy something that apparently was working for others.... :-D Will mark this thread close and continue in the habtech2 thread. Thanks again to everyone for your kind help!
  15. Hi @benjee10, I found another thing to be broken with 1.10.1. When habtech2 and bundled mods are installed, I won't get a SSTO beyond Mach 1 speed. It just stops accelerating at ~300m/s. I've checked the same craft over and over with different mods and can reliably say: I install habtech2, craft is slow. Delete habtech2, craft flies fine. You can read in the following thread: I already tried updating B9PartSwitch and Community Resource Pack (What is that actually needed for?), but it did not change anything. If I can help you with testing or logs, let me know.
  16. So I just finished testing all Mods and of course it was the last one to add. Habtech2 or one of the bundled mods is the culprit. Will check tomorrow these parts in detail. As soon as I added it, the same behaviour comes up. Removing it and it is gone. Sorry for wasting your time with a broken mod. Again thanks a lot for your help and time! BTW: How did you get readings per part on the drag? To see that the convert-o-tron is placed badly?
  17. @JadeOfMaar Thanks for looking into this! i removed the convert-o-tron from my build. It does not change anything. As you can already get to Mach 1, it seems that you are as well not affected. Having the convert-o-tron not clipping might improve it in higher speeds, however I am not even on the Mach 1 level. :-(
  18. The flight below 300m is just the same. Tried it just now in a new sandbox game. So it is not the craft, not the game session, will now try the mods one by one... (The two you see there, are the Docking Port alignment indicator and the Transfer window planner) Thanks so far for your help! Really appreciate you taking the time to check this.
  19. Lovely... that is how it should be. (I edited my post before and added my physics details) Below a screenshot of the vessel at max speed https://imgur.com/a/uWg2Qxb (Forum just won't let me post it as an image?)
  20. But that must be something different than the craft, as you don't have the limitation? Yeah, the gear was up (but also it does not limit too much). But what could limit this? In my Physics Menu, I have the following: Aero: - First 3 unchecked - Force Display Scale 0.5 - Global Lift Multiplyer 0.036 - Lift/Drag Multiplier 0.015 - Body Lift Multiplier 18.000 Drag: - Apply drag checked - Replace drag cubes... unchecked - Apply Drag as acc... unchecked - Apply Drag To Non.... checked - Apply Non-Physical Part... checked - Global Drag Multiplier 8.000 - Drag Cube Multiplier 0.100 - Angular Drag Multiplier 2.000
  21. Yes, the X-AC-6. I reduced the fuel, to check if it is a weight issue, however it only makes a marginal difference. Ah, OK, the right click menu. Know that ;-) I am actually not completely new to KSP, but apparently missing some lingo... So I stayed below 5° climb angle, so didn't climb above 500m before maxing out on speed. The engine maxes out at 210kN thrust using 1.33U of fuel on full throttle. This is really weird....
  22. Huh, so you used my plane I put on pastebin? Weird, but would explain, why Matt's craft wouldn't fly in my setting as well. I don't have MechJeb. What is limit Q (can I see that somewhere) and the PAW Menu?
  23. That is exactly what I try to do.... i basically do not climb at all and just fly straight a few hundred meters above sea level, however speed maxes out before reaching the magical Mach 1. I tried adding more air ducts, however that did not change anything.
  24. Hi there, I am trying to get a SSTO build working, however I can't figure out how it will accelerate enough to get to orbit. I followed @Matt Lowne build on the beautiful SSTO, however my build will never get fast enough. It stops around 300m/s. So I tried his craft file from the video and it is even worse. ;-) So now I am stuck on how to go on? Adding engines only gives small increments on the max speed and probably would need 10 more rapiers to hit ~400m/s. Is it something with the aerodynamics? Is there a way to analyse that? I put my craft on pastebin: https://pastebin.com/WDympGyR Playing on 1.10.1 with Tantares, Habtech2, KIS, Kerbal Engineer, Docking Port alignment indicator.
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