Necrosniper
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Everything posted by Necrosniper
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Flight Kerbal Gets Stuck When Physics Warp Is Used While Planting A Flag
Necrosniper replied to Necrosniper's question in Flight
You got it boss, don't record many videos so I was just ignorant to the issue. -
Flight Kerbal Gets Stuck When Physics Warp Is Used While Planting A Flag
Necrosniper posted a question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: WINDOWS 11 | CPU: AMD Ryzen 7 5800X3D | GPU: AMD Radeon RX 7900 XT | RAM: 32GB 3200MHz Severity: (high/med/low). med/high Frequency: (high/med/low). high Description: Using physics warp while planting a flag makes the Kerbal's controls break. To repeat, Exit vessel, plant flag, press OK to the flag text box, while the animation is going use timewarp to speed it up. Doing this will make the Kerbal stuck and unable to move. After swapping vessels/jumping/etc I'm able to regain control of the Kerbal, but I'm unable to pickup the flag, grab or enter the vessel. Video included. Included Attachments: KerbalSpaceProgram22024-01-3015-31-03.mp4 -
Flight Cannot Grab or board a command pod/ladder
Necrosniper replied to Prisonedchair41's question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: WINDOWS 11 | CPU: AMD Ryzen 5800X3D | GPU: AMD Radeon RX 7900 XT | RAM: 32GB 3200MHz I started a new game without mods for V0.2.1 to see what kind of changes there were. I landed on the Mun, planted a flag, and was unable to Grab or Board the Vessel from EVA even though I have the Grab [F] and Board prompt. There is nothing blocking the entrance of the Vessel. I've tried reloading, I've tried going to KSC and back. Nothing is working. Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.2.0 (latest) | Mods: Alarm Clock, BepInEx, Community Fixes, Kerbal Life Hacks, Maneuver Node Controller, Micro Engineer, Node Manager, Patch Manager, Science Arkive, SpaceWarp, UITK for KSP 2 | Can replicate without mods? No OS: WINDOWS 11 | CPU: AMD Ryzen 7 5800X3D | GPU: AMD Radeon RX 7900 XT | RAM: 32GB DDR4 I went through the arduous task of completing my last mission. Under Pressure. Only for it to not complete upon return. I have Surface Samples from Eve and all 10 Kerbals have been in the pod. Only using one to get the sample. I put the Eve Lander into orbit, put a transfer stage into orbit, docked the transfer stage to the eve lander, undocked from the transfer stage, landed the Eve Lander, went back to orbit, redocked to transfer stage, came back to Kerbin orbit, put parachutes into orbit because I forgot them and docked them to the lander, splash landed on Kerbin. No credit for the mission before or after recovering on Kerbin. I'm not willing to do it all again without mods just to check to see if it works without mods. I was able to complete every other mission with the same mods. Included Attachments: .ipsImage { width: 900px !important; }
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Some initial feedback on the Mission Builder
Necrosniper replied to jurgy's topic in Making History Discussion
One thing I would like to see is a set of simple Logic Gates: AND, OR, NOT, NAND, NOR, XNOR- 8 replies
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I came across this issue when I was trying to find out what the periapsis should be over KSC if you want to land there. I noticed the orbit and location of my ship changing each time I tried testing the mission. KSP Version: v1.4.1.2089 (WindowsPlayer x64) en-us What Happens: Orbits created in Mission Builder do not save correctly. Mods /Add-Ons: All Stock (Fresh Install) Steps to Replicate: 1) Open Mission Builder 2) Open Mission Brief - rename - click ok 3) Select 'Spawn Vessel' node 4) Choose 'Creator Built' 5) Choose 'Create New Vessel' 6) Select 'Take me to the VAB' 7) Select 'Mk1 Command Pod' 8) Leave - Click 'Save and Continue' 9) Select 'Spawn Vessel' node 10) Choose 'Untitled Space Craft' from 'Please select a craft' dropdown 11) Choose 'In Orbit' from 'Situation' dropdown 12) Change Periapsis to 38000 13) Change Apoapsis to 100000 14) Change Arg. of Periapsis to 196 degrees 15) Change Target of Mean Anomaly to 260 degrees 16) Click 'Assign Crew' 17) Assign Jebediah Kerman to the Mk1 - click ok 18) Save and Test Mission 19) Return to Mission Builder 20) Click 'Spawn Vessel' node 21) Test Mission 22) Finish the test mission by crashing 23) Return to Mission Builder - End Test 24) Click 'Spawn Vessel' node Result: Note 1 - step 18) The purpose for this is to crash near KSC Note 2 - step 18) You will notice the Target of Mean Anomaly is not 260 degrees Note 3 - step 18) You will notice the Periapsis where it should be Note 4 - step 20) You will notice Target Mean Anomaly is still set to 260 degrees, but the world viewer does not reflect this Note 5 - step 20) Changing Target Mean Anomaly from and to 260 degrees updates the world viewer Note 6 - step 22) Mission time should finish around T+ 0y, 0d, 00:18:45 Note 7 - step 24) You'll notice the Periapsis is no longer above the KSC Note 8 - step 24) Even though Mission Start Time is set to 0 time seems to have jumped forward for the orbit and world viewer after testing. Saving and playing a mission instead of just testing yields the same results of the last test. Fixes/Workarounds: N/A Other Notes/Pictures/Log Files: Pictures of 3 different Map Views with the same settings.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Necrosniper replied to nobody44's topic in KSP1 Mod Releases
Release please .. or PM me a link to it, and I'll do some testing in the mean time. -
Best Addon for sorting parts.. can't wait for the Keystroke TODO
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Necrosniper replied to nobody44's topic in KSP1 Mod Releases
Oh! Thank you, I didn't realize that -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Necrosniper replied to nobody44's topic in KSP1 Mod Releases
I know you have PartGoal's, but what about PartRestriction .. that way you can restrict the use of certain parts.. things like Nuclear Engines or number of certain parts or limit to a number of parts for the vessel. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Necrosniper replied to nobody44's topic in KSP1 Mod Releases
I was searching through the forum about the docking issue, and I may be pointing you in the wrong direction, but I found this... source ---------------------------------- also: from mechjeb core line 46-63 : source also noticed in the docking autopilot files that they use: My guess is they doesn't check to see if the dock was successful, they just check to see that it is close enough the magnetic dock will connect and that the other (target) vessel no longer exists. ------------------------------------------------------------------------------ further research This is from HydroTech RCS Autopilot -- HydroTech_RCS_code.zip\Autopilots\APDockAssist0.cs -- lines 354 - 382 -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Necrosniper replied to nobody44's topic in KSP1 Mod Releases
>.< .. it allowed me to recycle my vehicle after I landed but before I finished the mission Vostok I... now it says "This is a recycled vessel. You can't finish any missions with this vessel!" and I have 32000k less in my pocket. -
Well done , I love the modular setup you have.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Necrosniper replied to nobody44's topic in KSP1 Mod Releases
Maybe for docking you can check to see if the name "Docking Ship A" still exists after "Docking Ship B" docks to it, since the two ships will become one named "Docking Ship B". -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Necrosniper replied to nobody44's topic in KSP1 Mod Releases
As for Docking... Doesn't it eliminate a ship currently orbitting. Say you have "Ship A" already in orbit... and you dock to it with "Ship B". It would become? "Ship B?" and "Ship A" would no longer exist. You can check to see if "Ship A" is still existing or not for a successful dock.