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Kalista

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Everything posted by Kalista

  1. May have just found another bug. Had a Probe that came up short on delta V so I let it crash back into Kerbin ( mainly wanted to see the new far rip it to pieces). Probe crashed went back to space center and now the tracking center is all screwed up and debris is on a constant orbit thru Kerbin with it never getting destroyed. Going to throw this on mechjebs as well since it was also throwing errors at the time it happend. output log https://drive.google.com/file/d/0BwYzqg0314S0N1oyel9CYlJQcWc/edit?usp=sharing Rolled back my save before thinking or I would have posted the save file as well. edit: Reading over the logs more I may have just found a stock bug with the tracking center since they changed it.
  2. Also a question for you Magico. How hard would it be to add code in that at certain techs ( thinking the construction ones) that it slightly speeds up construction times? And have it scale where a rocket thats already quick to build wouldn't see that much of an improvement in times but a fairly new design would see a small reduction in time taken to build ( not a massive amount just enough to be noticible).
  3. Surprized I didn't think to do that myself would be easier for me to do that than add another line to a cfg file that could break the mod is some weird way.
  4. I have request to make. Next version would it be possible to in the config files set what the maximum time warp the warp to complete will use ? Default could be set to the max but speaking for myself max time warp on the ground or the space center can cause my epilepsy to have a fit ( right now i just look away while it warps and max is the only one that plays hell with me).
  5. Mines also dying on startup with the loadbar hanging on aerocam. This is with the latest version of the mod the previous .23 version works perfectly. output log https://drive.google.com/file/d/0BwYzqg0314S0cEs3SEN6RUN6eVU/edit?usp=sharing
  6. If thats the case will alert them to it tomorrow since the old version works fine will just keep it for the time being.
  7. Reinstalled it and hullcam then just reverted back to the old hullcam since it worked just fine. Will attempt more tests on it tomorrow tho.
  8. Having a slight problem with the mod ( I'm pretty sure its ATM causing it). Since updating hullcams to its newest version the game comes to a halt at aerocam and refuses to budge at all. Even left it running for 20 mins with the game barely drawing more than .2% of my cpu and was left at 1706mb of ram with no movement of the loadbar at all. output log https://drive.google.com/file/d/0BwYzqg0314S0cEs3SEN6RUN6eVU/edit?usp=sharing
  9. Smart a.s.s. is now suddenly working for me. Only thing that has changed with my mods is the updated FAR so no idea why it was throwing up errors earlier
  10. https://drive.google.com/file/d/0BwYzqg0314S0ZTFxdEs3VDAxREk/edit?usp=sharing Log might be long since thats the entire mission I did but I did save the log from when the smart ass refused to work. Whats happening on my end is when I hit the button for Smart ass is it refuses to do anything but in the debug log it throws out all those null references.
  11. I have to chime in to that smart ass isn't working for me either ( v2.2 mechjeb and .15 rpm). Only mod I have that might be conflicting at all is vessel viewer tho not sure if it would do that or not. edit: Infact this spammed soon as i clicked the button to go to mechjeb. http://cloud-4.steampowered.com/ugc/579019453309205712/1A3DC733A6B3B394F2726585ECA0F0A07899CB8C/
  12. I use most of the major realism mods ( with the exception of RSS ) and the build times with kerbal time right now feel about right ( a 10-20% increase in time wouldn't hurt but overall feels about right).
  13. 6 Attempts only time it bugs out is on dock/undock just going up and coming back works fine.
  14. Just recreated my bug. Launched 2 of the rockets I showed earlier for docking. After undocking had one rocket reenter and then everything went haywire with the capsule ignoring the aerodynamic model entirely. output log https://drive.google.com/file/d/0BwYzqg0314S0UE9ZTmhRdE5XbGM/edit?usp=sharing Video https://www.youtube.com/watch?v=xI3f8hxyXtM&feature=youtu.be might still be processing when viewed Craft trying to pitch up then roll was my doing attempting to get somethin to catch air to slow it down explosion at the end was due to me ditching the heatshield as a last ditch effort to slow down
  15. Copied craft from my career save into sandbox and fired it sub orbital to 100km. Came back into the atmosphere as it should no wobble no funky aerodynamic bugs only difference still from when it bugged out and now was switching from the hotfixed mechjeb to the new version ram0n put out so thinking that was the cause of my issue.
  16. Whole Rocket http://cloud-4.steampowered.com/ugc/579018555229753184/E24A8CCE31C3CB719167B261A93AE6846A94F20C/ Just the CM http://cloud-3.steampowered.com/ugc/579018555229755518/08936661B49FA343B6ED81FA02A63995F5D63F57/ One thing to note as well. Just loaded up the save and Deorbited my Craft to try to catch it on fraps only thing diff than my first attempt is the brand new version of mechjeb that came out ( was using sabrins patch) and this time it reentered correctly. First attempt noticed that the CD and CM lines in the context menu were at 0 while CL was barely over that second attempt thing went as it was expected to so wondering if that was the ultimate cause of it.
  17. I've also been seeing this with my mk1-2 pods heatshield in the deadly reentry pack completely ignoring drag at all ( I also have one of the S2 3m Bays between my pod and heatshield as well ). Acts like theres no atmosphere until the shield burns off then the pod suddenly slows like normal. https://drive.google.com/file/d/0BwYzqg0314S0eHRMc1hDcVBwZEE/edit?usp=sharing output log from after it happend
  18. Could it be from the boaster fix you did in this version ? I know 4b in 23.5 didn't do this so it was somethin that got changed between those 2 versions.
  19. Yeah I had recovered the craft was just in the process of making a video to show what was happening but since you found the problem I'll cancel uploading the video.
  20. Small bug I'm noticing with the 23.5 update ( very well might be a conflict with one of my mods that hasn't updated yet). After finishing up a rocket and sending it to do its mission then recovering it going back to the KSC screen i can again relaunch the same vessel without rebuilding it. Isn't a major bug since i can just scrap the copy but this just started up with 4c.
  21. Disreguard it I had a major brain fart and forgot that I overstuffed my 6s pod and one part was just far enough over to cause some crazy part clipping torque. Feel free to take a rolled up newspaper to me for having a derp moment:( .
  22. Hey Nathan with the new stockalike engine configs ( released on 1/3) My low tech rocket now is having a near impossible time flying straight. At about 30 km if the pitch goes below 30 it starts to pull to the right and roll left after 70 km the roll stops and it turns about 50 degrees left and sticks there overriding sas completely. I have an output log of when I last played and it happend and i could fraps the rocket behaving like that as well if needed. Also the engine for my second stage seems to not matter each one I've tried has reproduced it.
  23. Isn't directed at me but i'll respond as well since I get the same bug here is the screenshot. http://cloud-4.steampowered.com/ugc/685970520180733233/2CB60B994682D6303C5589BF8240C71F0E3DD818/ LV-909 engine consistantly reproducible if you need me to list my other mods to save time ( and my wrist ) i'll screenshot my directory.
  24. I can confirm seeing a similiar bug with one of my rockets tho the phantom gauges didn't appear till I was coasting up to apoapsis before then it was fine.
  25. What we need is unity to finally release a 64 bit windows client so we can go as nuts with mods as we want ( and squad can go as nuts as they want on the base game).
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