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brusura

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Everything posted by brusura

  1. Dish antenna and Big Oxygen Tank are in the control category is this intended? Nice to have new parts, but the small food container are redundant imho. Also can I suggest a list of broken components? It is a pain to right click every part to see wich need repairs, Thanks for your work!
  2. Hi @IgorZ do you mean output_log.txt ? It is in the .zip ( KJR thread )
  3. Hi , I have some nullreference when docking , it only happen with KJR and KIS installed and if in the craft you are docking at , there is a capsule, I have uploaded the files in the KJR thread
  4. Hi @ferram4 I got this error, is it something that you can fix ? NullReferenceException at (wrapper managed-to-native) UnityEngine.Joint:get_connectedBody () at KerbalJointReinforcement.KJRMultiJointManager.CheckMultiJointBetweenParts (.Part testPart1, .Part testPart2) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KJRManager.UpdatePartJoint (.Part p) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KJRManager.RunVesselJointUpdateFunction (.Vessel v) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KJRManager.OnVesselWasModified (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 at Part.Couple (.Part tgtPart) [0x00000] in <filename unknown>:0 at ModuleDockingNode.DockToVessel (.ModuleDockingNode node) [0x00000] in <filename unknown>:0 at ModuleDockingNode.<SetupFSM>m__34C () [0x00000] in <filename unknown>:0 at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at ModuleDockingNode.Update () [0x00000] in <filename unknown>:0 To reproduce , install KJR and KIS , launch the craft in the zip, hack gravity , Undock and redock the probe , this cause the issue , tested with last KJR release an last KIS no other mods , this only happen if you redock with the capsule if you remove the capsule there is no error: Craft file, Log and savegame: http://s000.tinyupload.com/index.php?file_id=49290334311264821032
  5. Nice! As Apollo13 already suggested I'd like to delete a save game Thanks
  6. Nice alternative , I tried used both but PreciseNode and this but just it is not feasible , I like the gizmo but I found it way too big and it's static direction it's not intuitive I'd like it to follow the one on the orbit and rotate it with the camera as it would a 3d object
  7. @Chris Morris remove the relevant dll citylights from \GameData\EnvironmentalVisualEnhancements\Plugins
  8. Mmm monitor tooltip problems with scrubber still present, its is spreaded to another vessel too now Save file: http://s000.tinyupload.com/index.php?file_id=07391190787760881418 Same as I before if I disable the scrubber get to see the value
  9. @ShotgunNinja great , just FYI I tryed without mods and couldnt replicate, I tryed with all mods without Kerbalism because ( I was thining that the error could be triggered when you have already vessel in orbit and add the mod ), but I could not click on the fly button at ALL in the tracking station without your mod, I had to reinstall it to regain control of ships
  10. @ShotgunNinja no duplicate and I installed only the 0.9.9.2 for the first time , are you looking for the tooltip problem or the error in the log? I'm going to try without mod and see @Razorfang I checked both from spacedock and github , the zip say 0.9.9.2 but in both cases the dll say 0.9.9.1
  11. @ShotgunNinja http://s000.tinyupload.com/index.php?file_id=39972968026086196998 Here you go
  12. @ShotgunNinja Yes I am in sandbox mode and running these mods: KER FAR BBT KJR PreciseNode Here the savegame, hope it helps https://www.dropbox.com/s/ukn9uhpzy91d6ms/persistent.sfs?dl=0
  13. This is what I was looking for, one mod to rule them all I found a glitch , I have tree simalr vessel with different crews , in one I have only Valentina and it show only food remaining, if I disable th scrubber then it show also oxygen, got something like this many times in the log: NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Lib.GetProtoValue[UInt32] (.ProtoPartModuleSnapshot module, System.String value_name) [0x00000] in <filename unknown>:0 at KERBALISM.Malfunction.Penalty (.ProtoPartSnapshot p) [0x00000] in <filename unknown>:0 at KERBALISM.Background.FixedUpdate () [0x00000] in <filename unknown>:0 http://imgur.com/UShWG87 http://imgur.com/zWckdZi
  14. Changing the suspension travel on medium landing gear from 0.2 to 0.8 helped a lot during take off and landing, but the ski problem remains as before, as I gently touch the A or D the plan spin violently
  15. I think they should not rotate, more separation force would increase torque too
  16. Fairings are separating with a slightly rotation at the base and not parallel ( is this by design? ), I suspect this is due to a colission happening at the base of fairing, what is your experience? Also sometime during separation they destroy termal panels or solar panels I'll upload shortly a video to better explain what I am seeing https://www.youtube.com/watch?v=Rbf2SDZSUBI&feature=youtu.be
  17. Yep sure! [url]https://www.dropbox.com/s/ybvbiu0w5y1rg6a/F1-J404.craft?dl=0[/url] Only 27 of the finest stock parts ;)
  18. [quote name='Crzyrndm']Most likely because jet thrust depends on speed which, while it looks the same when it is increasing, is a completely different problem (increasing thrust => increasing control authority). Increasing aerodynamic forces don't have an impact on the torque provided by the engine.[/QUOTE] Thanks for the explanation :) so like you said the problem could be solved with this:? "On the other hand, I can see uses for varying gimbal by thrust percentage..."
  19. [quote name='Crzyrndm']I will need a log regarding this issue (a busted config.xml would also be helpful) as I have been unable to replicate any problems with changing the settings While possible, I don't see why you would need this. The control authority you get from a gimballed engine doesn't depend on your current airspeed or altitude. On the other hand, I can see uses for varying gimbal by thrust percentage...[/QUOTE] Too much gimbal makes craft wooble at high speed with sas on
  20. Would it be possible to control also the gimbal range with Dynamic Deflection ? Those panther engines are hard to control ^^ PS: also a key to disable DD altogheter , ok no more request ;)
  21. I just disable moderate button and you can go with high G and AoA
  22. Please make this toogleable and you have a fan
  23. Do not look at CoL they will say, look at the stability derivates! Anyhow look like that if you add control surface and open the setting menu ( of said control surface ) the CoL magical go back in position after a while...who know
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