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asbrand

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Everything posted by asbrand

  1. Downloaded the latest via CKAN. Love the IVA on the science lab. However, now I have a problem. My planetary Cupola is missing from the command module section in the VAB. I went and looked in my R&D section, and it shows as "owned". But, it is no longer in the VAB menus. I looked through all of them...twice! What did I do wrong?
  2. Love the latest update! Thank you for adding docking cams. Question: Is there any way you would consider having the camera views be able to be brought up in a smaller popup window view, instead of full screen? Especially the new docking port cam view.
  3. Firstly, thank you very much to the authors of this mod. It has made playing this game SO much better! Secondly - my apologies if this has been asked and answered before. I did do a thread search, and couldn't find the answer I needed. Issue: I had a few mods pre-installed before I found CKAN. One of which is Module Manager. It shows up as "AD" under the "Installed" column. Some of the others, I was able to delete them manually, and then re-add back through CKAN, so that CKAN can track the mod and let me install updates as they become available. However, when I try this with Module Manager, CKAN crashes on startup. The error window states: "Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Exception of type "CKAN.InconsistentKraken" was thrown." So...how can I get CKAN to let me update Module Manager without having to start KSP over from a fresh install? Thanks!
  4. Agreed, totally. I've been using this mod to make mobile research labs / bases, and would LOVE to have at least one raster prop monitor (if not more) in the cupola. Great for "back up cameras" and the like. Absolutely LOVE this mod. Thanks to the author!
  5. Love this mod. I simply would not play the game any longer without MechJeb. I find manually flying / docking to be tedious at best. I'm using the latest release of MechJeb (came out a week or so ago?), and not the latest DEV release. Something I've encountered on every rocket I've built since has been confusing me. In the past, MJ would start the gravity turn around 7000m, give or take a few. Now, it is starting the gravity turn around 900-1000m. Very soon after lift-off. Is this on purpose? And yes, I've checked the "Ascent Path Editor" and it should still be around 7km. My ships / probes still reach orbit just fine. I'm just curious if this was intentional or a bug?
  6. Still loving this mod. One request (and if it has been discussed before, please accept my apologies): Is it possible to include, in the future, a rotating crane "motor"? Kinda useless to have these winches and cranes, but you can't rotate them around and drop / pick-up elsewhere. IE - with 0.25, they have cargo bays with opening/closing doors. A rotating crane that can lift something out of that bay, and rotate to either side, and lower it to the ground. If something like that already exists...I've yet to discover it. Thanks!
  7. Nevermind...found it in my "\GameData\SCANsat\Plugins\PluginData\SCANsat" folder.
  8. Thanks for this excellent mod. Question: On the "Big Map", does the "Export to PNG" currently work? I've got a full map I scanned (lo-res, b&w) and tried the "Export to PNG" button, but nothing happens. No .PNG shows up in my "\GameData\SCANsat\PluginData\SCANsat" folder. What am I doing wrong?
  9. Love the latest updates to MechJeb. Thanks. Only thing I don't care for are the dropdowns. So, I went back to the old "arrow" style. However, the order everything shows up in is all scrambled. Is there a way to order them back the way they used to be? I had them all memorized. Thanks!
  10. Well, the "presence" of MM is causing the game to crash. I suppose it is a problem with the stock x64-bit game, or what have you. But, game works fine, including KAS, on 64-bit version, without MM present. You just can't grab and attach stock parts without MM present. Thought I made that pretty clear in my prior post. Whether MM itself is buggy, or its mere presence trips a bug in the stock x64-bit game, the result is the same. With MM present, game crashes. Without it, x64-bit game works fine.
  11. Module Manager is what is causing the crash. I remove it from GameData, and the game works fine (including KAS, just without being able to grab/attach stock parts) in the Win64 version. *shrug* Not a big deal to me...I installed the Win32 version so I could use KAS and MM. I hope they iron out these Win64 bugs because I'd like to be able to use more memory for the game.
  12. Just went back through this thread, and looks like the MOD author has made many bug fixes for the x64 version. Hopefully he can use my files above for a fix.
  13. Huh...ok then. Weird that the previous version of KSP and KAS worked fine with the 64-bit version. *shrug* Guess I'll go download the 32-bit version. Thanks!
  14. So, I just copied it back in. Sure enough, game crashed. Snapshot of when it crashes: http://www.asbrand.com/pics/Gaming/KSP/ksp_kas_mm_hanging.png Snapshot of the crash popup: What files from the crash folder would you guys need? *EDIT* - here, I just uploaded the entire folder: http://www.asbrand.com/gaming/ksp/crashfiles/
  15. Ah... Well, yes, I originally did. However, it was causing the game to hang right after I loaded it up (after the game "loads" all the parts into memory), so I deleted it. Didn't realize it was required. *sigh* Yeah, for some reason, the game will just not go forward from that point when the MM dll is there. I'll try to put it back and take a snapshot.
  16. Something I just discovered with the latest (as of today) version of KAS - I can no longer fill up my storage containers with parts OTHER than KAS parts (winches, anchors, etc.). I can no longer put antennas, solar panels, etc (from the stock parts) in them. Nor can my EVA'd Kerbalnaut "grab" them. Was this by design? Because I loved taking spare parts with me for when I screwed something up and the nearest Kerbalmart was a few planets away...
  17. Can you upload KMP to "Curse" now that Spaceport is gone?
  18. Another huge bug report: Using the latest DEV server / client combo. About half the time, when I connect to our server, I get to the "Space Center" screen (where you click on a building) and no matter what, I can't get past this area. Clicking on the SPH, VAB, or Tracking Station does nothing. Clicking on the launchpad brings up a window to load a ship and launch, but nothing happens when you tell it to launch. Clicking on R&D gives you the "we're closed" pop-up. But, clicking on the Astronaut Complex works fine. Even clicking on the exit button in the lower right does nothing. I have to use KMP's window, click on "Options" and then "Disconnect & Exit) to leave. It has become a major chore to try and get past this point, having to disconnect / reconnect dozens of times (sometimes even having to reboot my pc) just to get past this point. Any ideas? *EDIT* - nevermind...I see this is a well known bug for this version. *sigh*
  19. Dunno if this has been reported before or not. Nearly 200 pages of posts to go through...don't have that kind of time. Server using latest DEV release (Clients too). Only mod installed is MechJeb, but it was doing this before we installed that. I can be the only person playing on the server and this happens. While in orbit (or transferring to another moon or planet), I get weird gravity spikes (indicated by the slider on the right side of the NAV ball), about every 30 seconds. When this happens, it seems like my ship gets moved in space several hundred meters. This can be a problem while trying to dock (you slam into the thing you're docking with, or bypass it entirely) and while landing somewhere (you suddenly end up hundreds of meters closer to the surface...and WHAM...slam into it). This have something to do with the universe synching? Or what?
  20. After posting the above, I downloaded and installed your v144 of MechJeb. Evidently, something you did between 142 and 144 fixed my issue. Docking and Rendezvous work fine now.
  21. I cleared my log, loaded my game, and went to my two-part ship. They start out coupled together. The object is to decouple, and then rotate the "lander" around and dock nose-to-nose with the orbiter. Again, it failed to do anything, like in my previous post with the in-game image I supplied. Here is the entire log. Looks like "object reference not set" is the problem. I had to delete hundreds and hundreds of lines like these: ...just so the forum would allow me to post it (was too long). So, everywhere in this log where you see a few lines like that, there were actually several hundred. Kerbal Space Program - 0.23.0.395 (WindowsPlayer) OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: Intel(R) Core(TM)2 Quad CPU Q6700 @ 2.66GHz (4) RAM: 8192 GPU: NVIDIA GeForce GTX 660 (1994MB) SM: 30 (Direct3D 9.0c [nvd3dum.dll 9.18.13.2049]) Log started: Sun, Dec 22, 2013 11:24:36 [WRN 11:25:57.343] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT ===================== [LOG 11:25:57.359] loading toolbar settings (FLIGHT) [LOG 11:25:57.370] button visibilities have changed, forcing auto-size [LOG 11:25:57.375] saving toolbar settings (FLIGHT) [EXC 11:25:57.780] KeyNotFoundException: The given key was not present in the dictionary. [LOG 11:25:58.046] AddonLoader: Instantiating addon 'ManifestBehaviour' from assembly 'CrewManifest' [LOG 11:25:58.050] Parsing rect [LOG 11:25:58.051] Parsing rect [LOG 11:25:58.052] Parsing rect [LOG 11:25:58.053] Parsing rect [LOG 11:25:58.054] Parsing rect [LOG 11:25:58.055] Parsing bool [LOG 11:25:59.151] AddonLoader: Instantiating addon 'ManifestBehaviour' from assembly 'CrewManifest' [LOG 11:25:59.155] Parsing rect [LOG 11:25:59.155] Parsing rect [LOG 11:25:59.156] Parsing rect [LOG 11:25:59.157] Parsing rect [LOG 11:25:59.158] Parsing rect [LOG 11:25:59.159] Parsing bool [LOG 11:25:59.196] ------------------- initializing flight mode... ------------------ [LOG 11:25:59.449] Target vessel index: 1 vessel count: 14 [LOG 11:25:59.453] [FLIGHT GLOBALS]: Switching To Vessel Moon Lander, Mk. I ---------------------- [LOG 11:25:59.456] setting new dominant body: the Mun FlightGlobals.mainBody: the Mun [LOG 11:25:59.459] Reference Frame: Rotating [WRN 11:25:59.562] Part dockingPort2 cannot load module #1. It only has 1 modules defined [WRN 11:25:59.564] PartModule is null. [WRN 11:25:59.575] Part dockingPort2 cannot load module #1. It only has 1 modules defined [WRN 11:25:59.576] PartModule is null. [WRN 11:26:00.600] Part dockingPort1 cannot load module #2. It only has 2 modules defined [WRN 11:26:00.602] PartModule is null. [LOG 11:26:00.712] Camera Mode: AUTO [LOG 11:26:00.772] stage manager resuming... [LOG 11:26:03.001] all systems started [LOG 11:26:03.353] FuelTastic Code Running! [EXC 11:26:03.361] NullReferenceException: Object reference not set to an instance of an object [LOG 11:26:03.646] LazorSystem : RuntimeLogic : OnVesselChange() [LOG 11:26:03.648] [Adding docking camera to dockingPort2] [LOG 11:26:03.652] LazorSystemDockingCamera AWAKE [LOG 11:26:03.659] [Adding docking camera to dockingPort2] [LOG 11:26:03.661] LazorSystemDockingCamera AWAKE [LOG 11:26:03.663] [Adding docking camera to dockingPort1] [LOG 11:26:03.665] LazorSystemDockingCamera AWAKE [EXC 11:26:04.253] NullReferenceException: Object reference not set to an instance of an object [LOG 11:26:04.280] [KW2mengineSPS]: Activated (forced) [EXC 11:26:04.394] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:04.407] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:04.548] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:04.558] NullReferenceException: Object reference not set to an instance of an object [LOG 11:26:04.569] [PlanetariumCamera]: Focus: Moon Lander, Mk. I [EXC 11:26:04.728] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:04.739] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:04.869] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:06.111] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:06.121] NullReferenceException: Object reference not set to an instance of an object [LOG 11:26:06.545] Flight State Captured [LOG 11:26:06.546] Saving Achievements Tree... [LOG 11:26:06.547] Saving Achievements Tree... [LOG 11:26:06.548] Saving Achievements Tree... [LOG 11:26:06.550] Saving Achievements Tree... [LOG 11:26:06.772] Game State Saved as persistent [LOG 11:26:06.810] button visibilities have changed, forcing auto-size [LOG 11:26:06.812] saving toolbar settings (FLIGHT) [EXC 11:26:06.830] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:06.840] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:06.999] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:07.412] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:07.422] NullReferenceException: Object reference not set to an instance of an object [LOG 11:26:07.440] Unpacking Moon Lander, Mk. I [EXC 11:26:07.472] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:07.492] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:07.587] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:22.154] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:22.197] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:22.211] NullReferenceException: Object reference not set to an instance of an object [ERR 11:26:22.347] MechJeb module MechJebModuleThrustController threw an exception in Drive: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.CelestialBodyExtensions.RealMaxAtmosphereAltitude (.CelestialBody body) [0x00000] in <filename unknown>:0 at MuMech.VesselState.TerminalVelocity () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleThrustController.TerminalVelocityThrottle () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleThrustController.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 [EXC 11:26:22.354] NullReferenceException: Object reference not set to an instance of an object [LOG 11:26:22.358] Focus changed! Forcing Moon Lander, Mk. I to save [EXC 11:26:22.451] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:22.526] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:22.539] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:36.585] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:36.598] NullReferenceException: Object reference not set to an instance of an object [LOG 11:26:36.613] RCS lock/unlock [EXC 11:26:36.639] NullReferenceException: Object reference not set to an instance of an object [EXC 11:26:36.655] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:02.100] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:02.111] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:02.115] NullReferenceException: Object reference not set to an instance of an object [LOG 11:27:02.129] [Orbit Targeter]: Target is dockingPort2 [EXC 11:27:02.148] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:02.153] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:02.165] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:25.004] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:25.016] NullReferenceException: Object reference not set to an instance of an object [EXC 11:27:25.019] NullReferenceException: Object reference not set to an instance of an object [LOG 11:27:25.031] Game Paused! [LOG 11:27:26.590] Flight State Captured [LOG 11:27:26.591] Saving Achievements Tree... [LOG 11:27:26.592] Saving Achievements Tree... [LOG 11:27:26.594] Saving Achievements Tree... [LOG 11:27:26.595] Saving Achievements Tree... [LOG 11:27:26.949] Game State Saved as persistent [WRN 11:27:26.950] [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER ===================== [LOG 11:27:26.967] [Orbit Targeter]: Target is null [LOG 11:27:26.968] loading toolbar settings (SPACECENTER) [LOG 11:27:27.449] [PlanetariumCamera]: Focus: Mun [LOG 11:27:27.799] AddonLoader: Instantiating addon 'ManifestBehaviour' from assembly 'CrewManifest' [LOG 11:27:27.805] Parsing rect [LOG 11:27:27.806] Parsing rect [LOG 11:27:27.807] Parsing rect [LOG 11:27:27.808] Parsing rect [LOG 11:27:27.809] Parsing rect [LOG 11:27:27.810] Parsing bool [LOG 11:27:29.117] AddonLoader: Instantiating addon 'ManifestBehaviour' from assembly 'CrewManifest' [LOG 11:27:29.120] Parsing rect [LOG 11:27:29.121] Parsing rect [LOG 11:27:29.122] Parsing rect [LOG 11:27:29.123] Parsing rect [LOG 11:27:29.124] Parsing rect [LOG 11:27:29.125] Parsing bool [LOG 11:27:38.128] Flight State Captured [LOG 11:27:38.130] Saving Achievements Tree... [LOG 11:27:38.131] Saving Achievements Tree... [LOG 11:27:38.132] Saving Achievements Tree... [LOG 11:27:38.133] Saving Achievements Tree... [LOG 11:27:38.350] Game State Saved as persistent [WRN 11:27:38.352] [HighLogic]: =========================== Scene Change : From SPACECENTER to MAINMENU ===================== [LOG 11:27:38.368] loading toolbar settings (MAINMENU) [LOG 11:27:39.785] AddonLoader: Instantiating addon 'ManifestBehaviour' from assembly 'CrewManifest' [LOG 11:27:39.788] Parsing rect [LOG 11:27:39.789] Parsing rect [LOG 11:27:39.790] Parsing rect [LOG 11:27:39.791] Parsing rect [LOG 11:27:39.792] Parsing rect [LOG 11:27:39.793] Parsing bool [LOG 11:27:41.179] AddonLoader: Instantiating addon 'ManifestBehaviour' from assembly 'CrewManifest' [LOG 11:27:41.183] Parsing rect [LOG 11:27:41.184] Parsing rect [LOG 11:27:41.185] Parsing rect [LOG 11:27:41.185] Parsing rect [LOG 11:27:41.186] Parsing rect [LOG 11:27:41.187] Parsing bool
  22. Just discovered something odd with the "Docking Autopilot" and the "Rendezvous Autopilot" in the latest DEV release (v142) and KSP 0.23. Unlike in any prior version I've used for MechJeb, this one is missing your options / controls for Docking / Rendezvous autopilots. Just a box with a window with the title of the part, and it telling me to choose a target. I captured a screenshot to show you what I mean. I do have some other mods running (Fueltastic, KW Rocketry, Aviation Lights, Crew manifest) that never had problems with MechJeb before. And yes, I had my docking port as "Control from here" and had targeted the other docking port. I even switched control to the other ship, and tried it the other way, but had the same issue.
  23. I've had the same issues. I'll use "Transfer to Another Planet" and, for example, I'm 80 days out. Ship rotates to the blue reticle, and then starts time warping. If I "Remove All nodes" at 10 days or less to go, and then tell it "Transfer to Another Planet" again (say, we have 9 days and several hours left), it suddenly can't figure out that it is 9+ days from the transfer, and re-calculates to 122+ days again. However, if you just go with the plot it figured out at the beginning (in my example, 80 days out), about half the time it really screws up when it comes to the actual transfer. Sometimes even attempting a retrograde burn (while you are in a prograde orbit). Very weird. So, I've been having to watch it closely, and stop it about 11 days before the transfer and let it recalculate from there, and *usually* it will then work. Other than that, I just want to thank the author. If it wasn't for MechJeb, I'd have stopped playing this game long ago. Having to do everything manually just bores the crap out of me. Yes, I learned how to do it (orbit, transfers, docking, landing, etc.) but after the 1000th time doing that, I was burned out and stopped playing. Until I heard of this mod. THANKS!!!
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