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CatastrophicFailure

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Everything posted by CatastrophicFailure

  1. I've gotten this a few times myself, most recently last night when everything was just fine that morning, and after time warping too. It could also be related to the StageRecovery mod if you're running that.
  2. Looks more like a treys actor terrible doctor terry Daryl DYAC!!!!! Dino bird.
  3. Lol, see now we're getting into entirely different concepts of fun. Anything that involves deciphering and scripting code is well off into the "unpleasant" end of the fun scale for me. Right up there with "going to the dentist" or "watching a political speech." The last thing I ever scripted was a BASIC Russian roulette program back in computer class. The teacher was not amused (the fact that I was still able to do so with only an eyeroll & facepalm instead of a full SWAT response should give you some idea how long ago that was). In my experience, MechJeb fails far more than "enough" to keep things entertaining GIGO still applies, Y'know?
  4. seems reasonable to me that if he's bothering with com sat constellations with RT2 then he's got one of the above mods (I dunno HOW one can play RT2 without MechJeb, unless you never land on most of the bodies beyond Kerbin:sealed:) oh well at least he's got options now lol
  5. that 3/4 number will vary depending on the number of sats in your constellation. I find it easier to set them up based on orbital period rather than altitude. For example, if you want 3 sats with an orbital period of 6 hours (2868km alt). Set up your bus to an ApA of 2868, then raise your PeA to whatever gives you a two hour period. Once this is done you can actually separate all your sats, they'll float together in a little cluster, then circularize each one as it swings back to ApA.
  6. Autorotation. They "spin up" the rotors, or rather, maintain their spin by dropping very quickly (but under control) then increasing the blade pitch just before reaching the ground. It's a bit like doing a suicide burn with next to no fuel, it has to be timed *just* right. FAR & other mods might simulate it but there's no way it would work in stock Kerbal. So to the OP, sorry, you're boned.
  7. Reminds me, I updated everything to 2.1 and I'm still getting the error spamming the log. Doesn't appear to actually be causing any trouble, but still can't be good. --EDIT-- strike that, reverse it... Smart parts seem to be broke with 2.1... Alt trigger not working... More testing needed...
  8. ah, ok, didn't see an update on the relevant pages when I looked. I'll update those tonight and see how it goes. Ridiculously useful set of parts by the way, they're finding their way into everything I make now! im guessing a heavy duty lander for Duna or maybe Laythe.
  9. Yes, that's what fixed the big bug. Could it be from SmartParts or the shuttle engines then? I didn't update those...
  10. Just tried that myself with the new TweakScale and it does seem to work, I was finally able to save a ship on a suborbital path I couldn't even load before... But the log was spamming errors in kmlib.dll. Tried emailing myself the logs + screenshot before I left home to post but doesn't look like they went thru.
  11. Still not quite getting it... Is that a nova punch decoupled? How does it cross feed fuel to the engine?
  12. Wait a sec, how'd you do that?? Where's the decoupler go? How can the engine fire thru it?
  13. somnambulist, when you say "broken," do you by chance mean "half missing, along with Kerbin and the rest of the universe, whilst endlessly spamming the log with errors?"
  14. Er, yes that's what I was referring to.
  15. Y'know, I've tried and tried to like space planes, but I just don't. Stock or modded, I can build them and make them work, but they just bloody take forEVer! In the time it takes to launch and recover a single space plane I can launch a simple multimodule space station with conventional rockets. And they're just so darned... refined. There's just a certain visceral satisfaction to seeing a Brazilian tons of highly volatile rocket fuel transform its self into energy and FIRE! as quickly and dangerously as possible. And when things go wrong with rockets there's such a delightful finality to it... no sense wasting effort trying to recover the unrecoverable... just GTFO... using moar rockets! And where's the love for reusable and SSTO rockets? I'd dare say an SSTO (vertical) rocket is even more of a challenge than a spaceplane, and with the advent of funds (and parts with KCT) recovery with .24 spaceplanes no longer have much advantage over multistage fully recoverable rockets, ala the SpaceX Falcon.
  16. Lol how many G's was that sucker pulling??
  17. Wait, what? Sounds like a bug I'm getting that I thought (was hoping) was not RT related. Can you point me to the relevant post?
  18. Its all good, even if I could comprehend what you modders do, stuff like tracking bugs would drive me batty, so I'm happy to do the easy part. On a completely different note, would it be at all possible to get the system to recognize complete recovered vessels, beyond just a pile of parts for recycling?
  19. noted, ok. Might take me a couple days, I can just copy the whole KSP folder and clone it so I don't risk my "real" game trying to induce this bug again, right?
  20. hmm, thanks for the bone but not quite what I was thinking. Still limits you to that 240x160 ratio (or whatever it is), and none of the pods I have in mind are cylindrical.
  21. I'm guessing the answer is no since I've yet to see anything about it, but is it at all possible to have larger mission flags on vessels? The ones we have are a nice touch and easy enough to make custom, but I'm thinking like nose art that takes up most of the side of a pod - WITHOUT some custom retexture (cuz that's way beyond my meager skills).
  22. Hey Magico I just sent you an email. I've got a weird bug that I think is KCT related in that removing KCT fixed it, at least for 30 minutes or so. When loading a flight scene this ship is half gone and things are generally wonkie. Lots of errors in the debug log, I sent you a few.
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