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chaosplacer

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Everything posted by chaosplacer

  1. I'm trying to do the training scenario "Go For Orbit" and it says to follow the target marker. But I cannot see that marker anywhere on the navball. It also says that you can enable S.A.S. and set the mode to Target. If I do this, either the rocket just goes straight up or topples over almost immediately. What am I doing wrong?
  2. Fresh install, funds are okay, installing Dang It messes it up. Mk1 costs 600 originally, then it is down to 264, and once I use it I have a negative price for my rocket.
  3. Glad I am not the only one this has happened to. So far it looks to me like it is not a problem of Engineer, it only stops working after the crash. My logs so far indicate that it is a problem of Kethane, but I have to look into it further.
  4. I don't think it is a problem with your mod, here is the part from the output: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Game State Created. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING, scene MAINMENU (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FF: registering activity X+: Custom Ribbon (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at Nereid.FinalFrontier.HallOfFame.Clear () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.HallOfFame.CreateFromLogbook (.Game game, System.Collections.Generic.List`1 book) [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.Persistence.Load (.Game game, Nereid.FinalFrontier.HallOfFame hallOfFame) [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.OnGameStateCreated (.Game game) [0x00000] in <filename unknown>:0 at EventData`1[Game].Fire (.Game data) [0x00000] in <filename unknown>:0 at Game..ctor () [0x00000] in <filename unknown>:0 at MainMenu.ConfirmNewGame () [0x00000] in <filename unknown>:0 at MainMenu.DrawNewGame (Int32 id) [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) [Kethane] Saving settings (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FF: destroying Final Frontier (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FF: log level is INFO (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FF: storing configuration in ##### (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FF: storing window positions (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FF: writing 4 window positions (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [ModStatistics] Saving report (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Destructor called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  5. For me this is a problem with Final Frontier. Final Frontier without Toolbar lets me create new games, but FF does not work. Both together, new game does not work. Toolbar without Final Frontier works perfectly fine.
  6. You want a re-entry angle as shallow as possible. In reality, if you go too shallow, you kind of bounce of the atmosphere, that's why you need a specific angle that lies between bouncing and burning. For KSP at the moment, just go as shallow as possible. Set your periapsis slightly below 60 km and you should be fine.
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