Jump to content

Kaa253

Members
  • Posts

    612
  • Joined

  • Last visited

Everything posted by Kaa253

  1. I hate to ask but; is there any possibility that there could be a switch to just simply turn off the docking safe distance requirement? Screenshot from dev build #245 I prefer to manually fly up close to the target docking port before engaging MechJeb docking. Actually, it was the old MechJeb docking logic that taught me the good habit of flying to a position on the target docking port axis before commencing the final close-to-docking manoeuvres. However, since around when KSP 0.23 came out I can rarely make use of MechJeb docking autopilot and have been doing it all manually.
  2. The same thing as described in post #25 happened to my main LKO station. My install has around 60 mods and the station had about 7 vessels docked to it so I don't think my save file would be much use to Squad. I was eventually able to sort through this brain teaser and fix it.
  3. Continuing on my post #2823. I have now completed 5 missions to LKO and back to the runway with FAR and DRE. No problems at all and using the KSO mini shuttle exactly as provided. I descend with the periapsis set to ~30 km and maintain a nose up attitude (AOA ~20 degrees). I get a skip off the atmosphere rising back up to about 40 km altitude and thereby losing airspeed, then a beautiful glide down to land. There is no need for all that ablative shielding except perhaps on the crew cabin and on the wheels. I use DRE with stock Kerbin and traditional DRE functionality. If you like a harder DRE setup or if you use RSS then I expect your experience would, of course, be different. Very happy with the mini shuttle now. Well done helldiver and all! I look forwards to the Super 25
  4. @Nateman72, Welcome to KSP! It is difficult to know exactly what is wrong for you. In sandbox mode you should be able to load the ship "KSO Block7" if you installed the provided pre-built craft files correctly. Can you load that in the VAB and then get Kerbals in the ship on the pad? If so, then you will also be able to see how the staging should be setup when you build it from scratch yourself.
  5. Thanks mario.masters and daawgees for your great help. I will remove the RSS dll and I expect that will fix the Mun (sounds like it really is the Mun that is effected and not MJ, lol). +Rep to you both.
  6. Yes. I do have a part of it. The RealSolarSystem.dll and a configuration script that changes atmosphere appearance, hopefully, that's all. As you say, they came with another mod.
  7. I am having a strange failure with calculating Hohmann transfers from LKO to the Mun. It is targeting off by about 120 degrees retrograde in the Mun's orbit. It has happened to every craft for a few days now. I have regularly been updating MechJeb. Screenshot is #242. First appearance of the problem was noted at #238, I think. I skipped #234 which the changelog says touched the Hohmann calculations. Is it only with my heavily modded install? Has no-one else seen this? All other Hohmann transfers seem to be working perfectly. It is only the Mun!!! It is as if the Mun is out of position with the Astronomical Almanac. I know I have been moving a bunch of rocks around, but I think I would remember if I had moved the Mun If it is only on my overloaded install (Linux 64) then no matter, I can easy just slide the node around on the LKOrbit until it intercepts properly.
  8. After you plot and execute the MJ fine tune to intercept then you need to use MechJeb's Maneuver Planner to "match velocities with target", Schedule the burn "at closest approach to target". Yes? i.e. slam on the brakes! You must know that... scratches head... I am not sure what you are describing. OK maybe this... When you have killed your relative motion with the asteroid and you are still 27 km away then use "intercept target at chosen time" say 600 seconds after the burn? and then match velocities again. If you are still too far away then repeat.
  9. I have just started reading this thread again today. I deleted KSO Phase 1 version because Jeb deemed it as far too dangerous with FAR (Ferram Aerospace). I downloaded KSO again today because I wanted to take a look at the Phase 2 station parts (and they are wonderful). Just for a laugh, or so I thought, I launched it in sandbox (outside my main career save) and was very pleasantly surprised that it was as beautiful to fly a re-entry and land smack on the KSP runway threshold as it is beautiful to look at. The old Phase 1 had an unhandle-able FAR-installed stall speed of around 150 m/s. I had this version floating across the grass on final approach at well below 100 m/s. Presumably FAR started being possible somewhere around 2.04 and it is probably due to work done in the last 2 months on both mods. I have now incorporated KSO into my career game. DRE (Deadly Re-Entry) can make things a bit tricky but I can manage that challenge. I am currently testing out this... I am not (yet) using or experimenting with this config file posted earlier...
  10. Me too please! I have just downloaded Hot Rockets (yet to try it out) but most of my standard lifters use the AIES engines. It would be a shame if they get left out. Perhaps as no-one appears to have replied to you Virtualgenius you may have done a config yourself by now?
  11. Me too. Thanks for the answers. "K" is for Kerbal and kilo would be "k". Therefore, building is obviously only happening when the ship has focus...
  12. In the VAB Build Resources info window there is a field that reports the Build Time. Does anyone know what this is based on? One Kerbal? Which workshop? Can I use the VAB reported build time to estimate the actual build time? Does it mean that for the Construction Workshop (ProductivityFactor = 5) if I have 10 kerbals (with average intelligence because I understand that makes a difference and that is why it will only be an estimate) on board and a VAB reported build time of 36 Kh I can expect something like... (36/5)/10 = 0.72 Kh or if I am not mistaken approximately 120 Kerbin days?
  13. Confirmed. Turning it off does NOT turn it off. This is a problem for me as the control surfaces on my shuttle are being torn off during the solid booster shake-down stage 1 of launch. I had no real trouble with aerobraking and de-orbit return until I pulled 6 g in a turn back to KSP after I overshot. Snapped my fuselage in half and tore both wings off all at once. That seems a bit too low a g force really. Perhaps 15 g might be more realistic? Fortunately my F-111 Aardvark style cockpit survival system worked flawlessly and Jeb got to enjoy an undignified and unplanned swim.
  14. That sounds like the Frozen Orbit Bug/Kraken. http://forum.kerbalspaceprogram.com/threads/75274-Frozen-orbit-null-reference-exception-%28REPRODUCIBLE-output-logs%29 It is a stock KSP bug and not related to MechJeb. When it occurs the only fix I know is to revert to your last quick save and then to immediately close and restart KSP. If you don't do a full restart the bug will attack all your ships when they get focus until you do. Returning to the space centre without a full restart does not clear the bug. It is related to time warping when an asteroid is within the physics model range. If you avoid switching between asteroids in map view and remember to always change via the tracking station it seems to reduce (or eliminate) occurrences of this bug.
  15. I made a 2 asteroid base very similar to this one but I needed to dismantle it because it seemed to be greatly stimulating frequent occurrences of the frozen orbit bug. http://forum.kerbalspaceprogram.com/threads/75274-Frozen-orbit-null-reference-exception-%28REPRODUCIBLE-output-logs%29 A big shame as I was having a lot of fun with it. Never mind, I expect the bug will be fixed in KSP update 0.24 and then I will build something similar again.
  16. Navyfish's mod is "incredibly-elegant" however, http://forum.kerbalspaceprogram.com/threads/54303-0-22-Navball-docking-alignment-indicator already (and automatically?) works on the RPM navball.
  17. My Space Shuttle Engines mod tanks have been changing suddenly into a strange and potentially explosive spongy jelly consistency upon emptying of fuel. At the same moment my Player.log (Linux 64) has been spamming "[Error]: Body::setMass: mass is 0.000000, should be positive". After a long diagnosis I have finally found the source of the problem. Modular Fuel Tanks latest version appears to have missed the resource definition for the two types of "Cryogenic" tanks. All the tanks in Space Shuttle Engines are defined as "Cryogenic" so they are all broken. Looking at the tank definitions I see and have confirmed by flight testing that some of KW's and NP's tanks are similarly broken. Has no-one seen this? I presume the error has existed since version 4.3 release. A search of this thread for "cryogenic" reveals no similar comments. If the cryogenic types are being deprecated then the module manager configs need to change cryogenic types to default type or something. Sorry if this has already been reported somewhere.
  18. OK. After a long diagnosis I have finally found the source of my problem. Modular Fuel Tanks latest version has missed the resource definition for "Cryogenic" tanks. All the tanks in Space Shuttle Engines are defined by Modular Fuel tanks as "Cryogenic" so they are all broken. Looking at the tank definitions in that mod I see some of KW's and NP's tanks are similarly broken. I am taking this discussion now to Modular Fuel Tanks thread. If anyone else with the Modular Fuel tanks mod has been seeing this mods tanks randomly exploding then the simplest quick fix for now is to delete the file "SpaceShuttleEngines_modularFuelTanks.cfg" from within the ModularFuelTanks folder. dtobi, thanks again for your help.
  19. I have to comment on this one! I find this mod to be by far the best way to make shuttles that work well with FAR (and DRE). The not-so-stupid realistic drag models are exactly what makes this mod shine above the other shuttle mods. Going up is indeed somewhat more tricky (try making your gravity turn late), but in my experience, coming back down is so much more safe, sensible and comfortable. Using this pack I have built about 6 shuttle designs of all different sizes and roles that work well with FAR and most of them can be flown reliably by MechJeb.
  20. As no-one else has seen this "bug" I unzipped a new clean version of KSP 0.23.5 to a new folder location and installed only Space Shuttle Engines, no other mods. I could not reproduce the problem. Returning to my main heavily modded game I installed your latest update and alas, the problem is still present. However, from this test it is clear that it is being caused by some interaction with something else in my main game build. I am pretty certain that if I sent you a craft file that you would not see it. I have suspicions about what other mod might be involved. If I can find time (changing jobs right now in RL) I will build on the clean install, adding mods back in step by step to discover when the problem is getting introduced.
  21. During flight, as soon as any of the orange tanks are emptied of fuel I get "[Error]: Body::setMass: mass is 0.000000, should be positive" starts spamming in the log for a few seconds during a springy-sponge-tank generated unplanned disassembly. I just now discovered this as my career has advanced to the needed tech. I have not yet had a chance to try to understand what conditions are required to reproduce it. Has no-one/anyone else seen this with 0.23.5? Edit: It appears to only happen if I use the orange tanks in-line, that is with an engine at the bottom of the stack. In shuttle style external tank configuration everything seems fine.
  22. Following John FX's suggested procedure I have installed a clean version of Linux 64 KSP 0.23.5 with only MechJeb. There are no errors and MechJeb works correctly (albeit without toolbar support). I then added only RPM, no other mods at all. At this point I find that the MechJebRPM assembly is failing. I added ScanSat to the install simply to demonstrate that the ScanSatRPM assembly does launch correctly. Player.log from this state is here https://drive.google.com/file/d/0BzLgvasHaJvPdHRrQzNGTmpKSWc (I hope the link works, its my first attempt to use Google Drive) Everything in the log file looks pretty normal to me except the MechJebRPM related errors appearing around lines 142-167. Mihara, I really appreciate the great work you are doing on this mod. Be aware that I am in no particular hurry for an answer to this. In your own time please, take as long as you like. Possibly that is forever if you don't necessarily support the Linux version. And have a very Happy Easter to everyone.
  23. koksny. Obviously you are on to it as you have indeed surmised correctly, I have the old PorkWorks directory. Sorry if I was the source of any misdirection and thank you for alerting me that my copy of HabitatPack is not up to date.
  24. @ John FX. Thanks for the plan to follow for the diagnosis of my problem, I will follow it when I have a chance. @ koksny. My copy of Porkworks Orbital Orb with RPM installed is not generating a game crash and its RPMonitors appear to be working correctly (aside from the almost certainly unrelated MechJeb issue)
×
×
  • Create New...