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lewisd

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Everything posted by lewisd

  1. I notice CKAN has a "Versions" tab for mods, but it doesn't seem to do anything? The latest scatterer mod (v0.0300) isn't working for me, and I'm trying to install the previous version (v0.0256), which I can see in CKAN, but I can't figure out any way to tell it to install that version instead of the latest. Am I just missing something? I tried googling around a bunch, and looking through the CKAN documentation, but I can't find anything.
  2. Just had exactly this with the current latest version of scatterer (0.300) from ckan. KSP grows to 13+ GB before eventually crashing, and my firefox in the background disappears.
  3. I'm not sure if I'm doing something wrong, but I can't get the altitude map to show up with the palette, it's always black and white. The button on the left of the large map "toggle color" doesn't seem to do anything, for altitude. For biome and slope, it works as I would expect. Is this a bug, or am I doing something wrong? I couldn't find anything in the documentation that would explain this.
  4. I did manage to get it work. Really happy to have RLA back, thanks for your hard work. CKAN, for all it's warts, is pretty handy. I don't know what's involved for packaging though. I can understand wanting to hear from the original author, but how long is polite to wait? shrug Up to you, of course.
  5. Awesome work! (assuming it works, lol, haven't tried it just yet. See below.) I would *love* to see RLA_Continued bundled with the original, and in CKAN. Would make it so much easier to install. In the meantime... I'm not 100% sure what to do to install this. Overwrite the files from the original with these? And what about the Extras folder?
  6. Is there any way any more to pin orbit markers? That is, keep the AP or PE markers for the dotted trajectory from a maneuver node visible? I'd like to be able to adjust the maneuver node and keep that visible so I can get it just right. I know you used to be able to just click on the markers to "pin" them, but that seems to be broken now. Is that a bug? I haven't seen any mention of it on the forms. This used to be possible prior to (I believe 1.1), based both on my experience, and this old post:
  7. Were the logs I posted not enough? I can reproduce it easily enough, so I'll get what I can. - - - Updated - - - I did a short video of reproducing it: https://youtu.be/U-DtE9yJPew I follow the steps Thiagobs mentioned, and also my original steps. As you can see, Thiagobs's steps don't cause the bug for me. Here is the log from that video: https://www.dropbox.com/s/wqxc57zrt71klec/2015-05-11-1607-output_log.txt?dl=0
  8. Whoops, totally forgot to attach it, actually. In the meantime though, I was able to come up with minimal steps to reproduce the bug, so the craft file isn't really necessary. (Unless it is?) 0. Start a new ship 1. Add capsule (Mk1 Command Pod) 2. Add fuel tank (FL-T200) 3. Add fairing (1.25") 4. Build fairing (actually finish building it, either over the command pod, or closed on the fuel tank) 5. Delete fairing (right-click, choose "delete fairing", don't delete the actual part) 6. Move fuel tank From this point on, the game is broke, and you have to exit KSP to fix it.
  9. I've had this happen with a few ships. When I detach certain parts of it, and reattach them, it becomes uneditable. I can save, and if I exit the game and reload it, everything is fine, but if I follow the same steps again, it becomes uneditable again. Right-click menus on the ship parts still work, but the parts in the bins on the left no longer show tooltips, and right clicking there for expanded tooltips doesn't do anything. I've attached the ship I've most recently had this problem with. Detach the lowest fuel tank (a Rockomax X200-8), an reattach it. It doesn't matter if you "put down" the parts first, and then pick them back up to reattach them, or not. The section being detached has a fairing base in it. This seems to be what's causing the problem. If I take the fairing base out, this problem doesn't occur. It shows this in the output.log: Duna Mission 1 loaded! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Autogen thumbnail for C:/Games/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../thumbs/Xenoc Sandbox_VAB_Duna Mission 1.png from C:\Games\Steam\steamapps\common\Kerbal Space Program\saves\Xenoc Sandbox\Ships\VAB\Duna Mission 1.craft (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) fuelTank4-2 added to ship - part count: 66 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Last[FairingXSection] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ModuleProceduralFairing+.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) ModuleProceduralFairing:scheduleReconnect() ModuleProceduralFairing:<SetupEditorFSM>m__19B() KerbalFSM:RunEvent(KFSMEvent) ModuleProceduralFairing:onSelfReattach() Part:onAttach(Part, Boolean) Part:onAttach(Part, Boolean) Part:onAttach(Part, Boolean) Part:onAttach(Part, Boolean) EditorLogic:attachPart(Part, ) EditorLogic:<SetupFSM>m__CD() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() EditorLogic:Update() (Filename: Line: -1) I encountered this in a (lightly) modded install originally. I copied the ship over to my clean unmodded Steam install, and it still occurs.
  10. Just found the answer in this thread: http://forum.kerbalspaceprogram.com/threads/63811-Alt-F12-wont-open-the-debug-toolbar/page2 CTRL-alt-F12!
  11. Weird. And frustrating. :| It just won't work for me, fullscreen or windowed. Alt-F12 doesn't seem to do anything.
  12. Alt-F12, during flight, right? It's totally not working for me. Is there a setting I need to enable or something?
  13. Am I missing something, or is the debug toolbar disabled in the 1.0 release? I really wanted to enable the debug to see what temperature parts are at during test flights
  14. Me too. I'm trying to put a tricoupler on the back of the cargo bay, and whenever I adjust the offset of one axis, it jumps around on the other axis, making it impossible to position properly.
  15. Thank you, this is what I came here looking to find out. I've done this satellite mission 3 times, because I keep forgetting something or other, but the last time, I thought I had it. The description that it must have power isn't very specific. I thought batteries would be enough, but apparently not. It would be nice if it was clearer about that, *and* didn't unlock until I had solar panels.
  16. I love seeing this challenge still going. It's been almost a year and a half since it started.
  17. Hilarious! That's exactly my story too. Looking forward to trying out the FAR extension again with that fix.
  18. I just tried out this FAR support with MechJeb 2.3.1.0 in KSP 0.24.2 64-bit, and it seems like it's causing part failures due to "aerodynamic stresses" while in a vacuum. (stable 117km orbit above Kerbin) I get this error in output_log.txt once for each part that falls off: InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List`1+Enumerator[Part].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1+Enumerator[Part].MoveNext () [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 And the usual message about a part failure due to aerodynamic stresses in the flight events. (Forgot to copy that one down) Removing the FAR MJ2 plugin seems to eliminate the problem. I'm about to try with the current MJ dev build, but wanted to mention this. Edit: Just tried with MJ 2.3.1.282-282 and encountered the same issue. Again, removing the MJ FAR plugin gets rid of the problem. Though saves where parts have already broken of are done for, of course. So now I'm mounting a rescue mission to rescue the rescue mission.
  19. Has anything changed in FAR recently (or maybe with 0.24?) that makes planes more fragile? I have a fair size MK2 body plane with 2 B9 Sabre M engines, I hit 200m/s by the end of the runway, 250ish after liftoff, then when I roll to the right, and pull up even a little bit, the whole plane comes apart in the air. I even have a bunch of struts on it. It's something that looks like it would have flown fine before.
  20. Wow, thanks so much for the responses! I think I understand now. I thought the part (radial mount parachute in my case) just needed to be *active* within the criteria, not be *activated* (for the first time), or "run test". Thanks
  21. I'm stumped. I have a part-test contract with 4 requirements: 1. Kerbin 2. Flying 3. Altitude range 4. Speed range I've activated the part in question while within the ranges, I've had green checkboxes beside all 4 of them on the contract in the toolbar, but it never completes. What am I doing wrong?
  22. I had a weird issue where the city lights on kerbin were offset from the actual land. It's like the city light textures were rotated around the planet by 10 degrees or so. Made it really hard to see the spaceport from my plane. Has anyone else encountered this?
  23. Hmm. It's hard to get enough intakes, with precoolers stack attached, to be able to fly at a good high altitude. As soon as I add some radial intakes for a bit more air, I start running into air temperature problems, and the engines overheat.
  24. I just wanted to share something I accomplished on the weekend, and see who else has ever tried it. (stock or otherwise) I built a plane that can circumnavigate Kerbin without landing or refueling. It took about 5 hours to fly all the way, at Mach 1, give or take a bit. I wasn't able to use physics acceleration, since it gets unstable and the autopilot isn't able to hold it's heading any more. I didn't want to have to spend 5 hours flying it myself, so I needed some kind of autopilot. Using stock SAS doesn't work over that length of time, as the heading it holds isn't relative to the surface, so as you fly forwards, your pitch relative to the surface increases. Instead, I used MechJeb's SAS in surface mode. I set a 90 degree heading, 0 roll, and ~4 degree (I think) pitch angle. The throttle was barely on once it reached cruising altidude, around 15km. There's a bit of intake spam (3 intakes on the end of each wing) but I think it would work fine without them. It wasn't flying overly high, and the engine was barely on, so it shouldn't need much intake air. The solar panels also aren't necessary. It does need all the struts, to keep the wings from flapping like crazy, and the body from flexing. Without the struts strengthening the body, any pitch change makes the body flex back and forth, which makes it virtually impossible to land. After landing, it still had 70% of it's fuel left, so it could probably have done another couple circles around Kerbin. I'm not sure what it's stability charactaristics are like when empty though, so I don't know if it would actually fly. Done with KSP 0.23.5, and some mods (as best I can remember): - FAR (I much prefer the more realistic drag model) - MechJeb2 (as an autopilot) - Engineer (didn't really need it, just added it out of habit) - RealChutes (drag chutes for landing, not really needed) - TAC Fuel Balancer (keeping the tanks all balanced to keep it stable) EDIT: I should add, the ability to quicksave while in the atmosphere that was added in 0.23.5 was absolutely essential for pulling off this flight. Otherwise when I crashed the first landing attempt, that would have been 5 hours down the drain. Thanks Squad!
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