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curiousepic

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Everything posted by curiousepic

  1. FYI I uninstalled Texture Replacer, Planetshine, and Persistent Rotation with no effect (still a hefty stack of other, non-graphics mods installed).
  2. Tried the same thing after a few orbits and other activities - this time the flare appeared shortly after it left render distance, but was offset by, oh, 1-5km prograde. So...
  3. CLS not installed. Stock Transfer Override off. Realism mode on. Here are what I believe to be reliable repro steps: 1. Begin SM transfer to another part ("hab"). 2. While the transfer is occurring, click on hatch of origin part ("capsule") and click Transfer on the same Kerbal. 3. Click the hab to choose the same destination. 4. The stock transfer completes. 5. Once the SM transfer completes, the same Kerbal will exist both in the destination hab and the capsule. That said, I think my actual case had a difference that may be relevant, so I will list what I believed actually happened here: Station exists with a Hab with 2 of 4 Kerbals, a Lab with 1 of 2 Kerbals, some other modules with seats, and a docked Capsule with 3 of 3 recently arrived Kerbals. 1. Began SM transfer of Julda Kerman from the Capsule to the Lab 2. During SM transfer, clicked on Capsule hatch, and on Julda's Transfer button 3. Clicked the Lab as destination 4. Recieved "Lab is Full, cannot transfer" message 5. Clicked Hab as destination 6. Stock transfer complete, Julda now in Hab 7. SM transfer complete, clone Julda now in Lab I'll try again to track down if the Full Lab aspect is required to repro or not. The Kraken issue which I think is only a side effect of the cloning occurs if I move one of the Juldas to the capsule, and the undock the capsule. Roll D100 and choose a result from Chaos Magic chart to determine capsule's behavior. - - - Updated - - - Ok, the fact that the destination became full is relevant. Here are actual repro steps: 1. Have a Lab with one Kerbal already in it 2. SM transfer a new Kerbal to the Lab 3. Stock transfer the same Kerbal to the Lab 4. Stock transfer completes 5. SM transfer completes and clone appears in the origin part, as if it was returning because the destination was found to be full. Or, you know, saw their clone and was like nope.
  4. I guess this is more for the experiment makers, but I'd love to see this integrate with resources in some way, with planetary geology experiments increasing knowledge gained from scanning (or ideally scansat maps), etc.
  5. I'd love even just a simplified version with just a re-purposed hab part, or even just a module to add to a part via cfg.
  6. Ok, I was able to reproduce it pretty simply at a different station, with Override Stock Transfer disabled. Just initiate a transfer via SM, then initiate the same transfer via the stock method. I'm guessing this is what happened initially, and then some time after it, I enabled the override and things acted properly since then. It also summoned the Kraken in the same manner - by undocking the capsule with one of the clones on board and the other left at the station. The capsule then pulls a "my people need me!" Now I need to figure out a way to cure this station somehow...
  7. Hmm, I'm not getting those crew roster errors at the station, or any other Kerbal-related errors. I'll work on reproing it. Well, by "up to date via CKAN", I meant whatever version CKAN was installing over the past couple weeks, not claiming I had the latest version available at the time. Because the issue was triggered by something that happened in the past, I didn't specify a version because I don't know what version it was then. It is currently 4.2.0.2.
  8. I've been up to date via CKAN since 1.0 and the actual transfer was a few days ago and I don't remember it clearly, but I think it's likely that I used a mix of stock transfer and SM transfers. Yeah, I'm afraid the Kraken has found this station as well - after undocking a return capsule, its docking ring begins to shoot off and its parachutes kind of disassociate from it D:
  9. After rotating my Minmus Station crew, I realized I had 4 Kerbals showing up in the crew instead of the 3 that should be. After checking the departing capsule for a missing member, I went back and realized there were two Kerbals with the same name in different parts of the ship! They can even both go EVA and have a fight to the death. There can only be one Hudford Kerman.
  10. So, I've discovered some odd behavior. I noticed I was getting unidentifiable (no tag on mouseover) flares in odd places. So I started testing. From my KSS, a ~40ton station in LKO, I waited until sunrise, and then left it in a capsule towards the sun. As I burned away from the KSS, it left physics range, and disappeared, but was identified on mouseover. Eventually, I noticed a flare way west of it, with no mouseover, slowly moving east, and eventually catching up to where the KSS's actual location is. I went to the Space Center, then went back into the flight, and the flare was gone. I didn't notice a replacement coming to catch up to it before it went over the horizon. Note this was with distant vessel rendering disabled.
  11. Has anyone had issues with Kerbal cloning, either with this mod or otherwise? I'm having a very Moon moment here...
  12. Not that I can find. "Edge Highlighting (PPFX)" only applies in the VAB for some reason.
  13. What are the conditions that go into whether they're visible? I'll try to track down if it's some other mod messing them up.
  14. Is there or is it simple to create a mod to disable, or add a delay, to the default part highlighting when you mouse over your ship in flight? Ideally it would always be this way in F2 mode.
  15. Does DOE still render flares for vessels? I haven't been able to spot one recently in the appropriate conditions, with or without Distant Vessel Rendering on.
  16. I'd love to have vessel rotation/period information in Flight Engineer, especially now that we have Persistent Rotation and Saturatable Reaction Wheels.
  17. Seems to work ok in 1.0.2. I'd love to see Stock Toolbar support and CKAN; I much prefer AGM to AGEx.
  18. Is there a way to have CKAN's "launch KSP" button point somewhere other than the default .exe? I'd like it to run my OpenGL shortcut instead.
  19. FYI you could use Interstellar Fuel Switch to switch tanks to other fuel configs. A smaller, radial part would be nicer as an intake for this... maybe a re-purposed vernor engine?
  20. Uninstalled SRW and it's still behaving strangely - I think SRW was just making an existing issue more noticeable. It may actually be caused by sun-tracking solar panels very slightly clipping into the ship. Anyhow, carry on!
  21. Yep. Trying to track down if it's another mod affecting it.
  22. I'm loving the SRWs! However, one of my vessels, with only a HECS, seems to have picked up some inherent torque. If I let it sit, for example after coming out of timewarp, it gradually spins up as if I was holding down a rotation key. It's almost like it was acting realistically and discharging its momentum!
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