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luna_cat

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Everything posted by luna_cat

  1. Unfortunately, a screen shot is not possible, because the mission is over. The communications indicators in the upper left of the screen showed orange in the first one, and hovering over it show partial control. The other indicators showed a strong signal, no data transfer possible, and a direct connection to the KSC. There was only an internal 5K command antenna, and no data antenna, so that is consistent with the indicators. There was plenty of electric charge, and an RTG to keep it that way. The effect of partial control was to not allow the creation of a maneuver node.
  2. I have the tracking station completely upgraded. I had a craft with a pilot with five stars. The craft had limited control. I think that the capsule had a 5K internal antenna, and this happened in low Kerbin orbit. Why might this happen?
  3. CKAN also easily supports using an older version. Just click on the Versions tab, and check the box for the version you want. You will probably also want to apply the label "Do Not Upgrade". The mod will still show up as upgradable, but it won't be affected by the "Add Available Updates" button.
  4. When transferring crew into a full part (all seats filled), I had previously seen the top crew from the destination transferred into the source part. The two crew would swap seats between the two parts. Now the source crew is transferred into no where. They just disappear. The old behavior was quite handy when both the source and destination were full. I'm including various logs. https://drive.google.com/drive/folders/10YFC-eY6CTx9M3ue9FwLDeaBWY0P49z1?usp=sharing Thanks for supporting this mod. It's very useful.
  5. A very nice set of parts that I've enjoyed using for years. Unfortunately in the latest version, some parts are missing. The two that are missing from a vessel in flight are: SYheatShield5m SYtank5mL0375 Image at https://drive.google.com/file/d/10WiTWrJWrC6Pb5jZ2Uu-R-XZFOdib7Ri/view?usp=sharing (and why can't I insert an shared image, from a shared Google drive folder? It's a KSP screenshot.)
  6. Thanks that's exactly what i needed to know. It seems like the search for a large crater will be tedious, but that's the contract.
  7. The issue that I'm having with PartCategories.cfg, and the Tweak Scale issue are completely different, and unrelated. There is no Tweak Scale data going into PartCategories, and vice verse. I've had the problem with PartCategories for years. Long before the Tweak Scale issue was reported. I just never took the time to collect the log files and report the PartCategories issue before. I added a file to my shared folder; GameData-directory-listing.txt Everything was installed using CKAN. In couple of cases I had to resolve duplicate dll files by renaming one of them to *-, so that there would only be one active dll file.
  8. I'm having a problem with MM and PartCategories.cfg. MM will repeatedly add duplicate categories. Every time I enter the VAB or SPH, I have to delete the duplicates, or they show up again and again. In particular HL Airships, SpaceY, and KSPIe. KSP will not allow the creation of categories with the same name, and I think that MM should not do that either. If you make a backup copy of PartCategories.cfg, with a copy and paste, now you have real fun. Every category in the file will be duplicated. I would appreciate the time savings if MM could be changed to not create duplicate categories in PartCategories.cfg. Thanks Logs in case they're needed: https://drive.google.com/drive/folders/1-D_HIJoHPWJZZWZzsjEC5O6nXTRk-8N4?usp=sharing
  9. I have a collect science contract: Biome: The Mun's Lowlands Situation: Landed Experiment: Mun Large Crater Scan I have a rover with a large scanning arm. I'm finding craters in the Mun's lowlands, but the contract is not fulfilled by scanning a crater. Are there also large craters to be found? Or is this one of those occasional contracts that can't be completed?
  10. I love Tweak Scale. I think that it's an essential part of the game. Unfortunately version 2.4.6.22 will not allow me to save my game. There's lots of exceptions like this: [EXC 09:11:24.417] NullReferenceException: Object reference not set to an instance of an object TweakScale.TweakScale.OnSave (ConfigNode node) (at <cf1abb1b50de40fe83042990f01ebf6f>:0) PartModule.Save (ConfigNode node) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoPartModuleSnapshot..ctor (PartModule module) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel, System.Boolean preCreate) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoVessel..ctor (Vessel VesselRef, System.Boolean preCreate) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoVessel..ctor (Vessel VesselRef) (at <a5c262f7fe724eb9918d4487db8b635e>:0) Vessel.BackupVessel () (at <a5c262f7fe724eb9918d4487db8b635e>:0) FlightState..ctor () (at <a5c262f7fe724eb9918d4487db8b635e>:0) Game.Updated (GameScenes startSceneOverride) (at <a5c262f7fe724eb9918d4487db8b635e>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) (at <a5c262f7fe724eb9918d4487db8b635e>:0)
  11. I'm seeing duplicated part categories from PartCategories.cfg. I thought that this might be related to KSP-IE, because it adds a category, and that's always the last category. However I found a lot of duplicate category data in ModuleManager.ConfigCache. I'm thinking that even if KSP-IE is adding its category multiple times, most of the problem is in how ModuleManager is managing the category data in its cache.
  12. I am definitely not using the beta release. I only install through CKAN. My file paths are 1.11.2, but I'm actually updated to 1.12.1.3142 I will have to setup some file sharing before I can share the whole log. In the mean time... Looking for "HLA" in the log, there's this: Followed later by: Later on There's a set of these messages for each of the HLA parts: And finally:
  13. I had the same experience after the last update, earlier this week. The GUI button disappeared from the KSP toolbar. Also the contextual menu available when you click on parts while on the runway is missing the GUI button, as well as all of the buoyancy adjustments. The GUI is also missing from the space plane hanger. Making lemonade out of the lemon of the missing GUI, I demonstrated that: Anything will fly, if you apply enough power. Zeppelins also make great boats. You can still "land" on the runway, if you lower your landing gear in the water, and roll up the shore onto the runway. Yay, I still finished the contract. I'm looking forward to the return of the GUI when you have the time. I can post logs, if you need another example. I just wanted to add that this is one of my favorite mods. Pairing the zeppelin parts with direct-cycle nuclear jet engines is tons of fun. I've topped out at Mach 3.2 in level flight. My next ambition is zeppelins in suborbital trajectories, and maybe SSTO.
  14. I had a space station that was suffering from the problem. The problem disappeared after docking another vessel to it. The problem also disappeared from all the other vessels that were effected. Recall did update too.
  15. This started happening with my game recently, in the last days of June. The original post was back in April. I'm seeing this problem when I switch to a relatively simple satellite in Kerbin orbit. For example, I have a simple craft with 13 parts, a SCAN SAR-C experiment, Wild Blue SPF-1 solar panels, some Blue Dog Design Bureau parts, and some stock parts. I get stuck even if I deorbit the satellite and crash it into the ground. The only thing that's functional in moving away from the vehicle scene is to reload a save. Nothing else on the escape menu works, although the UI does visually show buttons pressed when you click on them. When I hover over the altimeter/lights/brakes control, it does not move down to reveal the "Space Center" button. If anyone is willing to look at logs, I will post them.
  16. Here are saves, logs, and screen shots illustrating the problems that I had with the Plasma Fuels experiment. All but one of the files is from a science game that I played just to reproduce the problem. https://drive.google.com/drive/folders/11DSyZ3KTP14hX-qoyvaKLYnpoARg4dyv?usp=sharing Please let me know if you have any issues accessing the files. I haven't shared files this way before. I might have done something wrong. In the science game, the experiment is complete, and a deploy button appears in the right-click menu. Screen shot 40 shows this. Clicking on the button changes the menu. The deploy button disappears. Screen shot 41 shows this. Then the menu reverts to showing the Deploy button. Screen shot 42 is from a career game and shows the "Status: BadLocation" that is displayed when I try to deploy. Grepping the code for "BadLocation" might be fruitful. In the science game, the display is "Status: Storage". The stations with the cyclotron and TH-NKR lab are similar, but not the same in the science and career games. I think that the craft used to deliver the experiment to the station is identical. Xenon gas was loaded into the experiment before attempting to deploy it. Thanks for taking a look at this issue.
  17. The mod requests that I paste the "info below" into this thread. I did what was requested. The error happened just after completing the Oddiseo Project Yliad contract.
  18. The way that I've always used the experiment parts is to make them part of a craft. I fly the craft, and dock to a station in orbit that has the lab modules, cyclotron, etc. After docking, you run the experiment. When it's done, finalize it, undock, and return the craft with the experiment to Kerbin.
  19. Yes, they do have the proper EC when launched from the VAB/SPH. And more important, they have the correct maximum EC as well. I wouldn't mind if the parts just had to charge up, but with the reduced maximum they can never hold useful amounts of EC. I have fixed the problem with my built rovers by editing the persistent.sfs file. Maybe in the future I will build landers with the parts stuck on the outside, instead of in an inventory. It's less esthetically pleasing, but I won't have to edit. I hope that you will fix this in some future release, but in the meantime there's a work-around. Thanks for responding.
  20. i have enjoyed using Buffalo for years. Currently I'm using version 2.11.0 in KSP 1.12.2. I'm having a problem building a rover using KIS/KAS at my landing sites. I've done this many times before, with no issues. I'm using the slim-2u and half chassis. These are supposed to have 500 units of electric charge in each of them. When I build the rover, they have 0.03, and 0.01. Looking in the save file they have the consistent maximum values of 0.013984891536198401 and 0.027999998897314082. I'm also having a problem with the mountain goat wheels acting more like ice skates. Navigation is tricky, but a bootlegger reverse is effortless. Stock KSP wheels don't behave this way. This suggests to me that Squad changed something with wheel physics again. Thanks for providing this mod. It really enhances game play.
  21. Hi, I have a problem with the plasma fuels experiment. It's now full of eurekas, xenon, and kuargs. Instead of a "Finalize" button, there's a "Deploy" button. The experiment status is "Bad Location". The experiment is docked to the TH-NKR Research Lab. What would be a good location? Pressing "Deploy" does nothing, presumably because it's in a "Bad Location". I really like this mod, but I wish that it would give me a little more information about what it needs, and what it can do. For example, the plasma fuels experiment does not show that it requires a supply of xenon. That's something to discover when you try to run the experiment. I've looked carefully, but perhaps I missed it. I'm running KSP 1.12.1, with Making History and Breaking Ground. Incidentally, it appears that the cyclotrons are not drawing any power, although they work just fine producing quargs. Both the Fusebox mod, and Near Future Systems Manager don't show them drawing the 90 ec/sec that I expected to see. Thanks for supporting this mod.
  22. Supersonic Rocketship, I can explain how I've worked with this mod. There are experiment storage containers (ESC), and lab equipment transport containers. They both can be found in the VAB by searching for "OMS". Experiments run in the MPL-600, and MSL-1000 require lab equipment to be installed. The MEP-825 can expose samples without any extra equipment. You add the parts to a transporting craft to take experiments and/or equipment to your science station. Installing everything requires five lab equipment transport containers, and thirteen ESC. After you add each part in the VAB, right-click on it to set it's contents. Note that you will want the ESC to be in a part of the craft that can be returned to Kerbin. If you are also using the Universal Storage mod, the ESC wedge can only sustain 6.0 m/s of impact, so you will need bigger/more parachutes than usual. It's disturbing to see your experimental results disappear in puff of smoke. Fly the craft to your science station, and dock to it. Right-click on lab equipment transport containers, and you will be able to install the equipment. Each piece of equipment will automatically install in the proper lab module. Right-click on an ESC, and move the experiment to science station module. It can also be moved to another ESC. Right-click on the lab module to start the experiment. Many of the experiments have multiple segments to start. You command each segment to start after the previous one has finished. Multiple experiments can be run in the same module, on different pieces of lab equipment, at the same time. If you are using Kerbal Alarm Clock, an alarm will be set for the completion of each segment. The ultrasound experiments can display which kerbals have already been scanned. You will have to move the crew around to allow others to be scanned. (I use the Ship Manifest Mod.) The longer ultrasound experiment requires six kerbals. You will either have to have another kerbal visit the station, or have another habitation module attached, because the MPL-600, MEP-825, and MSL-1000 together only hold five kerbals. Eventually you will right-on a lab module, and end an experiment. After that, move it back to an ESC. Once a completed experiment is back in the ESC, right-click on it to finalize the experiment. After all the experiments that you are returning are finalized, fly the craft back to Kerbin.
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