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brusura

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Everything posted by brusura

  1. Yeah I clarified in the edit previous post, anyway look like its alway been this way the food estimantion do not change if you change the greenhouse light or close the shutters
  2. Uhm nope in one screenshoot the light is zero also on the first greenhouse EDIT: I mean the "food" under supplies stay 173 days and 2 hours no matter how set the light on the greenhouses, for oxygen if I disable a scrubber it changes
  3. It works now thanks, but I have noticed something, dunno if it was already there but if I change the amount of light and thus changing the havervesting time, should not this reflect in the vessel monitor? Here some screenshoots: http://imgur.com/a/bMJDY
  4. it's a stock craft, one probe, one antenna, battery, a tank and 4 engine with a docking port underneath the tank nothing special
  5. Yes the greenshow show the preview, It was working when I released it on the mun with the skycrane then when I attached it to the main base got the nan on it , other parts like solar panels look alright
  6. @IgorZ After using an harpon to try stabilize my base from drifting on the mun I sometime get this crash "R6025 pure virtual function call" when loading the base, I can just hear the sound of the winches engage as I load and then crash: I have uploaded save logs and screenshot https://drive.google.com/file/d/0B4kd548FeSEpSFg4eFVIMzlsSDQ/view?usp=sharing
  7. Same prob https://drive.google.com/file/d/0B4kd548FeSEpYTMtcExQYlBPMk0/view?usp=sharing
  8. I am sorry , look like I am unable to reproduce this issue, anyway I found another problem with the 2th greenhouse that I attached to base with KIS , it show NaN% as growth Here logs screenshoot and savegame: https://drive.google.com/file/d/0B4kd548FeSEpQkVMemJua2NhMDA/view?usp=sharing Mods ( needed to load the base are KIS, KAS, PlanetaryBaceInc, USI Reactor ):
  9. @ShotgunNinja every new vessel I launch keep saying I have no connection, even tried a single probe with an antenna same result with a new sandbox game I have no problem, in my original game I was just building the 10th unmanned launch for the base on the mun... here is the log but I can not see anything strange, do you want same game also? https://drive.google.com/file/d/0B4kd548FeSEpYklieVVtcXJpZTQ/view?usp=sharing UPDATE: I have restart KSP no luck, then I have restarted again and warped till day on kerbin to try launch again and now works, I am a bit confused .-.
  10. I gave up building in orbit.. what you can do is surface attach the part ( if it surface attachable ) along the way as you move. I never tried your approach maybe you could attach the whole kis container to the winch and move the container where you need
  11. So the helmet in reality is fixed, the astronaut move the head inside it... right Too bad, a flashlight with KIS moved by the mouse orientation would be cool, like the spotlight from bahamuto armory mod, but smaller and in the hand of a kerbal
  12. I find the eva light while on surface pretty useless because it always illuminate the wrong area What I am asking is to allow the EVA light to rotate with the mouse , no need for the head animation yet just simulating it , the head animation would it be a plus, this could work with a modifier ( alt or control ) to allow camera orientation when needed
  13. sorry somehow I didn't see it already reported and fixed by you
  14. I found out that was indeed one of my skycrane from wich I stripped antenna and probe core, the probe core was attached on the mun base and the antenna again on the skycrane ( without a probe core and classfied as debries ) as soon as I removed the antenna from this probecore-less skycrane the NRE went away Now I have a problem with the greenhouse, it has an enourmous amount of waste and while it is decreasing during gameplau it keep increase explonentially every game load, as a result i am producing food at a lot faster rate ( minutes ) . The greenhouse was shipped from kerbin to mun with shutters open and landed there with a skycrane, after that assembled with KIS, here is an image: The log do not show anything strange, would it helpful to you my savegsame? ( I'll try to strip down as much mods as I can )
  15. Sure, here you go: https://drive.google.com/open?id=0B4kd548FeSEpV3dpb191eTEwUjg
  16. Yes I suspect that was a vessel type debris, I usually set vessel I do not want to show in the monitor planner as debris even if they are not ( all my skycrane basically used to deploy base components ) I am not at home, I'll try to narrow down to the vessel while the release will be live, thanks
  17. I have this NRE , a lot of them, I was building a base on the mun: [EXC 20:21:03.822] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () The game keeps running fine, but the log files grow more that 100mb , I'm trying to narrow down wich vessel cause this
  18. I have same problem with a base on the mun, but that do not go away with reload sadly :-(
  19. Hi IgorZ This is an issue that I can reproduce, here http://s000.tinyupload.com/index.php?file_id=01936501684489435446 you can find logs and savegame, the container jump and look like also that it defying the laws of gravity a bit too much once detached , unfortunatly it's not all stock: KAS KIS KERBALISM PLANETARYBASEINC Video to how reproduce
  20. Hello, little bug, vessel monitor in space center and tracking station scene do not scale with app, this is with app scaled to 130% You have to be superfast with mouse to make use of mouse over vessel monitor , if you go in flighs scene it's ok, from there if you set to 100% go back in space center and then set again to 130% in flight scene and again in space center then it scale correct
  21. This is what I thought and did some calculation in the excel file but in the field I always move too ahead or too behind.... there's must be something wrong in my math surely.... here is the file if you want to take a look at it : http://s000.tinyupload.com/index.php?file_id=03089097859948083140 EDIT: I think I have to correctly apply the equation in the link you gave me EDIT2: with formulas from wiki , I have to still try in game http://s000.tinyupload.com/index.php?file_id=13562692573534272466 @Vive_moi Your method is interesting too , I dont get how the formula works but it's just a matter of plugin the data, I'll have to try it
  22. Hi I have a specific question about placing 3 satellites around a planet at 120° ( or arbitray angle and number of satellites ) My idea is to start in an circle orbit with all 3 satellites, then boost the apoapsis of 2nd and 3rd satellites to two specific heights, so when at periapsis I can circularize again the orbit having 2nd satellite at 120° ahead of 1fst and 3rd at 240° ahead. Is there a formula that give me the apo I need to raise to move at a desired degree ahead? Thanks
  23. @nightingale could you add an option similar to "Waypoints to display in-flight" like "Waypoint to display in map mode" ? Thanks
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