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CatastrophicFailure

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Everything posted by CatastrophicFailure

  1. So how about a 1.8m 2-man spherical pod? I like the Radish but to me it doesn't seem to fit with the other parts. And it's a pain to stick a standard sized docking port on. A spherical, vaguely vosk-ish pod would round things out I think. No pun intended.
  2. It is, however there's no parachute integral to it, and the only parachute on the vessel is the single RealChutes stack chute. According to the OP, 1.2.5.2 was current, I'll give it a try with .3. ETA: ok sigh of relief here, thank you. Updated to .3 and also updated DRE while I was at it and that seems to have fixed it for the moment, I was able to switch to the ship again. Now he's gotta last the next 15 hours or so till I get home from work and can properly deorbit.
  3. Yes, according to the OP it's updated to .25. I am using the most current, x.x.x.2. The offending vessel has nothing but a realchute stack chute. What fix on what CGF? Loading from the tracking station doesn't work so I tried rendezvousing... as soon as the ship got within 2.5k the game bogged down, lots of errors in the log. When I got close enough there was no ship there, only a flame that looked like it may have been a DRE flame. Here's log two: https://www.dropbox.com/s/gpbt86d35obo611/output_log.txt?dl=0 Can someone who's smarter than me PLEASE look at this thing and at least point me somewhere (A CGF "somewhere" isn't much help)?? Right now my game is effectively dead as apparently I can't leave anything in orbit with a chute and come back to it later.
  4. Bug help: Bear with me here, I'm on my mobile away from home so can't check anything. I got the "no Kerbin & only half a ship" bug yesterday trying to return to an active flight. Another modded pointed me towards RealChutes as the culprit. I *think* I have the current version but I could be wrong, it should be pretty obvious from the log file. If I'm missing anything for a "proper" bug report plZ let me know and I'll fill in. Win8.1x64, KSPx32 https://www.dropbox.com/s/gpbt86d35obo611/output_log.txt?dl=0
  5. Ok, thanx... Any idea what IS causing the root problem so I can direct my whining to the proper party?
  6. Right, I mean the "dock to Agena" mission. It specifies a crew of 1, that usually means 1 only. One shall be the number of thy crew, and the number of thy crew shall be one. As is not two. Or is it at least one? and since my current mission is bugged and stuck in orbit till I can fix it, is that first Agena nesecssary for later missions, or can I deorbit with it and there will be a contract to launch another before the next dock mission?
  7. Hmm.... I recall seeing an "autocut delay" setting or some such. Perhaps that's what you're looking for? Maybe set it to a few seconds?
  8. I just started getting that stupud "no-Kerbin-and-most-of-your-ship-is-missing-on-scene-load" bug. Log is being spammed by something about the maneuver planner window: NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleManeuverPlanner.GetManeuverNodes () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleManeuverPlanner.WindowGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Full log: https://www.dropbox.com/s/gpbt86d35obo611/output_log.txt?dl=0 using latest dev version (341 or some such? 8 days ago?). Mean time, is there any way I can edit the save file to make that window not be open when I load that ship?
  9. Dude, PUNC-TU-ATE! It's a little hard to figure out what you're trying to say.
  10. But of feedback... could the Agena docking contracts have the crew changed to other than one? Couldn't figure out why it want completing @ first.
  11. Is this thread still active? Was directed over from the release thread, I've got a bug that's failing "rescue kerbal" contracts as soon as they're accepted, I'm assuming it's due to this mod (spawned kerbals with no oxygen maybe?). Win8, KSP x32, zip with logs & gamedata folder: https://www.dropbox.com/sh/her4wq6s34vtd87/AACuOX__-8HXblbZyt4nsax1a?dl=0
  12. Hmm, didn't work that way for me. I got the complete message as soon as I entered the Mün's SOI (hyperbolic, no ApA).
  13. Hi, just a quick bit of feedback.... Love the new historical contracts, hope to see more eventually, anyways... On the Luna 2 contract, it says you have to orbit the moon. This implies that you have to, y'know, orbit the moon. But all that's actually necessary is to enter its SOI, then smack into it. Which is just a bit easier than orbiting, then impacting (I'm playing 6.4x RSS Kerbin, so just getting to the moon is hard again). Perhaps the wording to the contract could be adjusted? Also, is there any way to incorporate launching some sort of "pre-existing' satellite to the satellite contract (as in, a "stock" satellite the player has to design around)?
  14. Simmy, take a look at Atmospheric Trajectories. It's an aerobrake/landing predictor specifically tailored to work with FAR, tho it doesn't interface directly with MJ. I'm in your boat, I was hesitant to jump into FAR due to MJ issues, but between this new plugin plus the wonderful stuff sarbian has already done to tweak MJ that direction it's an easy transition. I fly with a mix of MJ and "handmade" nodes, MJ always handles the launch and then I'll set up reentry burns by hand & let MJ fly them. With some RCS course tweaks and MJ LGAP handling the final descent it's pretty straightforward to do a precise landing back at KSC without burning up. http://forum.kerbalspaceprogram.com/threads/93685-0-24-2-(Atmospheric)-Trajectories
  15. I'm getting alot of spam in the log that I think traces back to this, which otherwise seems to be working just fine. It's also causing the engines its activated on to overheat & explode (DRE) when there's no reason they should. I noticed when it's doing this, there's no info in the right-click about correction & angle, etc. Here's one of the many errors: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[UnityEngine.Vector3].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at GimbalAutoTrim.ModuleGimbalAutoTrim.updateThrust () [0x00000] in <filename unknown>:0 at GimbalAutoTrim.ModuleGimbalAutoTrim.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 Entire log is about 19 meg so I'm not posting it right now. I'll try and get a shorter one when I get home tonight. Up till now this plugin and that engine were working just fine. ETA: On second thought, here it is, with my condolences: https://www.dropbox.com/s/gpbt86d35obo611/output_log.txt?dl=0
  16. You know you've been playing KSP too much when nothing seems out of the ordinary in that last pic.
  17. Does anyone know the rescale value for a 1.85m version of this? Or maybe a TweakScale config?
  18. You are awesome. From the little I've played, everything code wise seems to be working, so these scale fixes should get us at least till .26. Maybe we'll get a volunteer by then.
  19. ... is it a known issue that Kerbals that spawn with the "rescue Kerbal" contract instantly die with this?
  20. Now all of a sudden is is working... not sure what exactly I did. I copied the TS folder from the KM zip back over the new .25 TS release, didn't think that fixed it at first, but then I tried adding the "DefaultScale" line to ONE part, now they all seem to be working (except that one part, which the size is a little buggered on). But now it's obvious the building nodes are in the wrong place. Not sure how much time I want to invest in "fixing" this myself (for myself) IF dtobi is planning an update himself....
  21. I had to build a rocket without his awesome adapters & bays. It was ugly. I'M PANICKING!!!!!
  22. TweakScale isn't working either... ...IS dtobi coming back? Don't seem to recall hearing from him in a while...
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