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RunaDacino

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Everything posted by RunaDacino

  1. I found the issue. It was an interaction of B9 proc wings and bi/tricouplers. The fix was to attach the vertical stabilizer to the ENGINES and not the bi/tricoupler. I posted details in the two mods' pages.
  2. Heya, I found a weird interaction between proc wings and MK2 expansion tricouplers. I got a "fix" for it, for anyone that encounters it. Linking the original post: For search engine stuff: Phantom forces turning plane to the right/left even while on the runway and having no control input/thrust. In hindsight, it happens even with normal bicouplers in stock, but the forces are only minimal and only bother when taking off/landing, the tricoupler got them way higher.
  3. Heya, for people in the future: Phantom Forces. I do not know if it's due to this mod or B9 procedural wings or FAR continued, but the following scenario led to phantom forces: This design was stable...ish. Then I upgraded from panthers to the whiplash and suddenly, I started turning to the right HORRIBLY. I thought it was the cockpit/intakes, so I went and rebuilt the plane from scratch with bigger wheels and whatnot. I kept the same vertical stabilizer/rudder design of a split V. And the issue persisted. I'd start turning right on the runway, and if I did manage to take-off... I'd begin to yaw uncontrollably. I then began to uninstall spaceplane parts mods, remove parts one by one and keep trying and trying and... nothing seemed to work. Finally, I looked at the rudder. It was attached to the fuel tank, not the tricoupler. I could remove the tricoupler and the vertical stabilizers remained. I then deleted the stabilizers and attached them NOT to the tricoupler, but to the whiplashes directly. Now, I was able to take off! Long-story short: if you are running this mod and procedural wings and FAR and experience really weird veering to the right/left on the runway and on take off, experience unexplainable yaw instability that seems to persist even without thrust (I'd have my engines off and parachuting and... I'd be spinning faster and faster in place)... Do not put your procedural wing on the tricoupler. Put it on your very long whiplash engines or rapier or such. Or if you do put it on the bi/tricoupler, make SUPER CERTAIN it is attached to the coupler and not the fuel tank in front of it. I've no idea what or why this is an issue (stock bicoupler seems fine), but... this is the fix I found. The new design flies wonderfully (altho I'll shift the rudders into a V shape again) This causes phantom forces: This doesn't cause phantom forces:
  4. I'd launch the plane/load in the rover. Physics eases in, I don't touch anything (in fact, brakes are automatically on thinking this would help. It doesn't). Slowly, my plane spins on the runway and I have to fight it to point straight. Once in the air, things are USUALLY fine - some designs, despite arodynamically sound, decide to keep wanting to turn right in the air as well. Rovers have a similar spinny issue. I'm at my wit's end as it makes some stuff frustratingly hard, are there any tools to highlight/ID parts that cause phantom forces? For planes, I use B9 proc wings and kerbal foundries mostly.
  5. 2 new suggestions: There's suborbital and orbital tourism giving a nice progression. There should also be a Mun/Minmus flyby/orbit tourism separate from actually landing. Landing an SSTO is a significant challenge spike - especially on the Mun - and offering flyby contracts as a stepping stone would make progression easier.
  6. I have mods that add 3.75, 5 and 7 meter large docking ports. How difficult is it to make patches myself to create a construction variant of these ports to make assembly easier for enormous vessels.
  7. Landing SSTOs is a big one for me. But so is skin-of-teeth apollo style missions where a lander just barely reaches the orbiter due to needing heavy plane changes (I messed up the way the 2 docked so I couldn't just move the orbiter around). Esp with life support mods.
  8. 1. Adding fins to the rear of small rockets can improve aerodynamic stability during early parts of flight. This may not be needed if you have engines with a high degree of gimbling instead. Most but not all rocket engines in KSP have quite large amounts of gimbling (this is shown in the right hand side of the part menu in the VAB) Adding to this, although modded - I found taller/longer rockets to fly much, much nicer than short and stocky ones. Using cryogenic engines, you build very tall for the same deltaV/mass and they... you let go of SAS and naturally do a gravity turn and it's beautiful. Is there a way you could make your rocket taller without making it heavier? 2. On the flipside, payload. Make sure your payload is not much more wider than the rocket underneath it. A super wide fairing will introduce more lift than the fins at the rear and make you flip out like crazy. If you can keep your fairings relatively straight, you're good. Slightly flared out (with symmetry on bottom and top ideally) also works but... don't make it too wide. This too wide is sth I ran into a lot during my early lander designs and struggled horribly because of it. Something that can help you there is knowing you can attach fairings to rocket parts. Like, rockomax tank, 2.5m fairing, science junior/random junk, heat shield and pod. You attach the fairing to the pod's bottom rather than cover it as well.
  9. Hello! I'm using procedural wings and near-future propulsion, OPT (J fuselage) (SCIMITAR, like Rapier but a bit stronger). My plane has 4 engines like this. According to KER, my engines receive air well into 25 km high and yet - depending on my ascent profile I either start losing thrust at 1200 m/s or go well into 1400, almost 1500 m/s. This is a pretty significant difference for deltaV due to efficiencies and I'm trying to figure out how to best reproduce the 1400/1500 ascent profile. My observations have been, given I'm using a Delta-wing lifting body fuselage with canards and V tail fins is... My best bet is to fly up to ~8 km high and point with a barely 5 degree angle of attack if not less. The body/wings will cause me to ascend still and somehow I'll hit and maintain 1400/1500 m/s until 27 km high when I swap to rocket mode. When I rise to 20 km then do level flight, I'll never go higher than 1200 m/s. Is this some sort of a feedback loop going on? That you need to break the velocity barrier when there's more air to maintain it higher? My ascent profile works either way, and I can return/launch reliably. I'm just trying to figure out how it works exactly and why.
  10. Sweet, new update! One point I'd like to see is letting the early "go to space" and "space shuttle" contracts to also qualify if you've splashed down. Spaceplane should land properly of course, but for the first 2 space missions landing might be too much.
  11. How long is the "Panic" condition supposed to last? I've had Bill start panicking on launch and has stayed panicking for 10 days' worth of mission already. I decided to try and save edit it out, presuming it might be a bug. If it is, what might affect it would be TAC LS and Kerbal Construction Time. I've had power go out a bit temporarily due to a very unfortunately timed eclipse causing my cryo tanks to eat my power.
  12. How do I transfer Equipment from a Mule MLM into a muncrate + Casa Radial inflatable IHB? I cannot find any way to distribute the equipment from it or to give it to my kerbals.
  13. Sweet and awesome, that's a very fast reply! Thank you very much.
  14. If I have both WBI and B9Partswitch, is there any way to force fuel tanks to allow B9PartSwitch as well as WBI config? Part switch is much more convenient when designing.
  15. Hello! I encountered a breaking bug with this mod and "Planes With Purpose" (Tudor Aerospace). The bug is apparently the use of FOR[AJE] in the AJE.cfg patch, as it confuses PWP even tho I am not using AJE. The original bug report is herefore linked. I fixed it without thorough testing by changing \GameData\DaMichel\Fuselage\Patches\aje.cfg to use AFTER rather than FOR. git issue: https://github.com/zer0Kerbal/Fuselage/issues/43
  16. It was DMichel's Fuselage mod. It has an Aje.cfg that goes I changed it to "AFTER" I'll make a report on Damichel's page.
  17. Heya, Is there a chance that B9 procedural wings could be placed earlier in the tech tree? If using FAR, those wings make a massive difference and if they come so late, their only use will be for spaceplane stuff rather than early crewed science gathering EVA/Crew reports.
  18. [ERR 21:43:55.446] ContractConfigurator.PartModuleUnlockedRequirement: CONTRACT_TYPE 'FirstFlight', REQUIREMENT 'PartModuleUnlocked' of type 'PartModuleUnlocked': A validation error occured while loading the key 'partModule' with value 'System.Collections.Generic.List`1[System.String]'. [EXC 21:43:55.448] ArgumentException: No PartModule class for 'AJEInlet'. ContractConfigurator.Validation.ValidatePartModule (System.String name) (at <c2a685a5828145e6ac9df5f3f9c944a7>:0) System.Linq.Enumerable.All[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) ContractConfigurator.PartModuleUnlockedRequirement+<>c.<LoadFromConfig>b__1_1 (System.Collections.Generic.List`1[T] x) (at <c2a685a5828145e6ac9df5f3f9c944a7>:0) ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, System.Action`1[T] setter, ContractConfigurator.IContractConfiguratorFactory obj, T defaultValue, System.Func`2[T,TResult] validation) (at <c2a685a5828145e6ac9df5f3f9c944a7>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Func`2) ContractConfigurator.PartModuleUnlockedRequirement:LoadFromConfig(ConfigNode) ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory) ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractTypeConfig>d__32:MoveNext() ContractConfigurator.<FinalizeContractTypeLoad>d__31:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [WRN 21:43:55.448] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'FirstFlight' I have added a few plane part related mods, and I began encountering the above error in my new save. First is ksp.log, second is from the contract configurator log folder. This is my total modlist: I think it might be either Airplane Plus, Mark IV Spaceplane , Mk2.5 Spaceplane Parts, Mk-X Spaceplane Parts or OPT spaceplane that breaks things, as those are the ones I mass added. It's pretty late at night so I didn't test to find which broke it. I fixed it locally by deleting the check.
  19. Sc ience Alert Realerted seems to interface badly with this mod, allowing skipping the experiment times and doing the experiments instantly.
  20. https://imgur.com/a/eGNC5b4 Using FAR, Near Future mods, B9 proc and foundry. Also obviously atmosphere autopilot helping. Imgur album has captions and all that! SSTO capable of getting to orbit at 300 km over Kerbin for station crew transfers, evac and whatnot.
  21. Hello! Bug encountered with Kerbal Health/TAC lifesupport as possible related mods: I'm using a number of station part mods (at the moment, my station is using none of those except for TAC lifesupport bits and bobs and MOAR station science though) I'm also using TAC Lifesupport and Kerbal Health and Kerbal construction time. I had to evacuate 3 kerbals, one of them Bill. Using the mod, I transferred them to the return capsule (LKO to kerbin) and went my merry way doing a re-entry. In the bottom right, it looked like Bill was on my command pod and I had the 2 emergencies as well. On recovery however, I noticed Bill was still on the LKO station somehow. Confused, I swapped over to it and he was nowhere in terms of the little displays, but manifest said he's on the ship. I couldn't EVA him out. Transferring him to another seat DID make him show up and get replicated. So I reloaded my quicksave from right after undocking, and tried to force Bill to eva using the seat transfer. Suddenly, one of the emergencies disappeared from the pod and so I reloaded again. I got it to "work" by using roster management to unassign the 2 emergencies, then bill. I went back to KSC. Bill was somehow still on LKO. I went back to LKO and Bill was indeed there. So I unassigned him as well (the 2 emergencies became "tourists" as expected from kerbal health with no deaths, Bill was 3 days off that state) Possible causes: Earlier, I forgot to add a docking port onto my station so I added a double port to the new module. I moved Bill into a 2.5 service module and closed the doors on him to avoid him drifting apart. Then, aligned, I undocked the second docking port from the new module, swapped to Bill, entered stock construction mode and slapped the port onto the appropriate node, swapped back to the new module and docked it in. Finally, I returned Bill to the station thru EVA. This was before I installed the mod though. Edit: It appears that the issue persists and I found a way to reproduce it: 0. Use "Realistic Transfers" 1. Have a station of multiple station-defined parts docked together (hitchiker, cupolas, research) with a similar module. 2. Have 2 more modules defined as "probes" 3. Dock a "ship" to it all 4. In the Transfer Window, use "Vessel Mode" and try to transfer from "Ship" to one of the station modes or vice versa. 5. Transfer 2-4 kerbals at once, both vessels have enough to support the numbers in a single habitat. 6. The kerbals appear against a black background on xfer, and IVA show pitch blackness as well. 7. Game now thinks your kerbal exists in multiple places and confuses Kerbal Health and manifest alike. Transferring 1 by 1 causes zero issues. I tried to attach logs, but they are way too big from background processing spamming the hell out of it due to fuel cells. My mass transf
  22. Mirroring my bug report here: Connected Living Spaces and Kerbal Health seem to be showing integration errors (nullreference exception) when using NearFuture command pods (Pandora).
  23. Hello! I've encountered a game-breaking bug involving this mod. There's been noted performance drops, and on me finally launching my manned mission (using kerbal construction time to load the crew), I had a stack overflow. On restarting the game, I couldn't click any buttons and on checking logs I saw that this mod was the cause. The logs are as follows: My modlist: Edit: I have uninstalled Kerbal Health, perf issue persisted but the nullreference spam disappeared. I went and kept toying with things, I removed contract reward modifier, KSP AVC, FreeIVA. I also added Community Fixes. I did a manned minmus landing/return, and experienced no issues. I might go and try to add freeIVA back but it might have been the cause due to well, the IVA environments maybe? edit2: It wasn't freeIVA. Connected Living Spaces seems to be showing issues for KerbalHealth with custom command pods like Corvus Command Pod (I had issues with that pod) and with the Pandora command pod from NearFuturePods. At this time, I was doing a manned flight to Minmus with 1 veteran pilot (Jeb) , 3 tourists in the same command pod with a probe core slapped on top. I have radiation entirely disabled.
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