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Wyrmshadow

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Everything posted by Wyrmshadow

  1. I've been running ATM the entire time.
  2. I seem to be having an issue with the parts for Spaceplane. Long story told short: Lots of bad luck trying out mods, many many crashes. Recently I was able to get a long and stable game going with only a few crashes when switching from space view back to space center or exiting the VAB. I use this mod for some detailed ships, one is on the way to Jool in my most recent game. Few days ago I had just completed a Munar shipyard using Extraplanetary Shipyard mod when my computer locked up. It was KSP, but that scary "huuurrrrrrrrrrrrrrrrrr" noise that Windows makes when everything goes to and you have to do a hard reboot. I did that, and restarted KSP. KSP crashes during load. What does this have to do with Space Planes? It locks up when it reads GameData\SpaceplanePlus\Parts\mk2Cockpit_StandardCockpit_Lum.. It stays locked up for a minute or more then CTD. I've replaced the entire mod with a fresh DL, no luck. I've erased the file, then it does the same with the dockingportMk2 file, then CTD. I've rechecked the local files with STEAM constantly and no difference in outcome. It gets very frustrating. I've played KPS for 1500+ hours with little to show for it because of the constant CTD. Why does it work one moment, then fails the next when I've changed none of the files?
  3. I'm using the basic version. ActiveTextureManagement-Basic-3-1 And this is what it looks like
  4. The plugin is labeled April 2nd while the cfg file is June 15th.. I downloaded the most recent one only 3 days ago. I'm not smart enough to mess with any settings. All the configs in BOULDER are April 5th. EDIT: 3-1 should I move something from your folder into it? EDIT2: I tried copying your settings withing the Nereid config in ATM but the ribbons are still blurred. Guess I'm doing something wrong.
  5. Tried Final Frontier 0.4.17 Ribbons are still blurred because of texture compression.
  6. my google chrome is telling me 3.09 is malicious and isn't letting me DL it.
  7. I'm using the latest Dev 262 and docking is still a problem. I quoted the notes because that's latest version where I saw there was a change in the docking code.
  8. I had been using the latest version. I was browsing through the update notes when I saw my problem glaring at me. So no, it still doesn't work for me
  9. "Version 2.2 0.23.5 related fixes Reworked Docking AutoPilot" Uhh.... All my docking autopilot does is constantly back up, back up, back up, back up, back up, back up, and keeps driving away from the target. Worked fine before. Maybe it's the Taurus HCV. What the hell is the "safe distance"? It backs up even further than the 1.4km it says in the window.
  10. Some odd things started happening after I figured out how to install Tweakscale correctly. Some times at launch my command pod would fall completely through the entire body of the rocket, then explode. This would happen often with an enlarged Kethane converter. Other times when I'd be boosting in space, the entire rocket body would accordion through the front of my ship, destroying all the fragile instruments. This would happen only with tweaked parts that had been re-sized. Other Problems would be spontaneous explosions and dis-assembly while in orbit.
  11. I got multiple heavy-launch ribbons awarded for a single launch.
  12. Yup. That's exactly what it was. That one incorrect statement sent me down the wrong path. Things work now.
  13. Erased MSI, reinstalled 0.16.2 Removed Tweakscale from GameData folder. Updated Toolbar to 1.7.2 Newest version of Goodspeed parts.. in separate directory. Newest module manager 2.1.5 Ran game. Nope Game didn't crash so there is no output log for me to find. Or is there? What could I possibly be doing wrong?
  14. It's still not working for me. Please explain exactly what plugin I need to keep and what I need to toss? I removed the entire Tweakscale folder from my GameData and there is no change. I'm still not seeing any size option for any MSI-parts.
  15. I've got the tweekable Goodspeed mod and I've installed 16.2 for MSI but I'm not seeing any size tweeks.
  16. I've got 83 folders in my GameData root. It would be too much to ask to try and track things down. Even working halfway for the gantries is better than nothing at all. In the future I'll just have to rebuild my ships (800 part monster LOL!) with newer parts.
  17. I was unable to replicate the turning problem with stock parts. The gantry/rail problem is still the same. I had used the same subassembly as when I built it previously when it worked, but now the rail moves in the other direction from the gantry, as I wrote previously. Perhaps the direction of the gantry was switched during the rewrite. Or maybe I can do something with the cfg file to reverse the direction? (trying now, switching the translate from up/down.. I'm just guessing here.) EDIT: I tried reversing the translate, nothing. I tried reversing the min/max values so Max was now negative and Min was positive: Broke it. So blind cfg fiddling was a failure. The issue with the docking washer: Before 23.5, it turned the capsule(only) just fine. Now the capsule remains motionless while the washer tries to move the entire ship instead. I tried to replicate this only stock parts and using giant(ugly)Rockomax decoupler but there was no problem. Capsule rotated with no problem and everything below stayed motionless. If you look at my previous image, there are struts connecting the service module part (Odin) just below the washer to the decoupler below it. Perhaps there is some issue with Novapunch's Odin parts and decouplers. When I try to rotate the washer, the struts are being stretched. I added the struts long ago because the connection between the Odin trunk and the decoupler below it seemed to be too weak, it would break on launch. TLDR: I tried to replicate everything using stock only, but could not find the same problems. sharing the original subassembly would add mods you might not have. So no craft file upload Not taking anything away from all the hard work you've put in since 23.5
  18. By 'new' you mean erase the old folders and replace with the update. Yes Or by 'new' rebuilt my ships? No. I only tested them on ships that were already far far away from Kerbal on 300+ day missions already.
  19. I had the two linked. The gantry and the rail on top of the gantry would both move in the same direction, as shown in the shuttle screen shot. That is how it's supposed to look fully extended and working previous to 23.5. Now the gantry extends one way while the rail moves in the opposite direction. In my 6 podded interplanetary explorer, I had both parts linked for simplicity since they both extended in the same direction, lots of buttons when you have a dozen parts so I combined them. Now, the docking port junior attached to the rail only moves to the very edge of the cargo bays, a big improvement on before though.
  20. I give the update a 90%. Good thing I made a backup save. I had set up a system where a could have a gantry and a rail system within the B9 cargo pods to easily remove probes and small ships instead of trying to manhandle them inside the tiny S2 bays. Before 23.5 things worked fine just like with everyone else, the probes would be eased completely out of the cargo bays. Now the gantry and rails, work, but in opposite directions from their originals. So now they work against each other. Another issue, the docking washer doesn't work too well. This is a generic lander I created for Duna and everything smaler. Originally I had used the Thor capsule from (Novapunch?).. anyway there was suddenly an issue with the model where the command pod would detach itself from the rest of the ship when I loaded it on the launch pad. No clue why it happened, not even struts kept it attached to the service module/booster. So I had to replace it with the squad capsule. The problem was that the EVA hatch and ladder were no longer aligned with the ladders on the rest of the ship. In comes the docking washer to fix that and also repackage all the parachutes by giving easy access all around the perimeter of the service module section. Everything was tested on ground before launch. Then came 23.5. With the new fix, the docking washer does rotate, but now so does the decoupler just below it in the opposite direction, negating any work. 3rd issue, and I don't know if it's IR that is doing it because I don't have any IR parts, just a disaster that has not happened before until the new IR install. I use the RemoteTech2, forcing me to build large relay stations in Kerbin orbit to communicate with all my far flung probes. Only this week I've manged to get something to all the planets. I had 2 relays.. one decided to blow up a month ago. It was tedious to realigned all the outbound probes to the secondary. Today I checked on that relay to aim at a few new things, and it fell out of the sky. It would not respond to any rotate commands. When I checked the map screen.. at an altitude of 5000km it has 2m/s as the orbital speed. Even using HyperEdit to fix the orbit, it did not fix the problem. It fixed it for a moment, nice circular orbit, then nothing, a strait cyan blue line back to Kerbal. One of the settings on the Hyperedit menu said "infinity" This has never happened before until the update. Yikes!
  21. every space EVA I do counts as a 6 gravity ribbon.
  22. Pardon the ignorance but how do you do this? I don't understand what all the parameters mean in the config and what numbers I should use. I tried changing a few numbers, but saw no difference in the game. Still lots of swaying at launch for my heavy rockets. I hate Squad. As soon as I get all my mods in working order, opt out of any new updates... they do this and screw it all up. Steam wouldn't let me play the game without the update even though I clearly didn't want it.
  23. I may have missed this in the 300+ pages, but what is the red dot on my tracking station? Normally it is the Kerbal Space Center.. but I've recently launched a Space Station and now there is a 2nd red dot. Is is because I have a science lab on board that lets me duplicate the functions of the space center?? So if I deploy a science lab (manned) to another planet, it will cut down on time lag? I play sandbox so I've no need of science labs. I added one as an afterthought on this station.
  24. okay, this is a realism/playability question.. how do I get inside a rocket I just built on a planet? I'm sending off some large factory/drill landers to all the various planets. They have all the needed hardware to build a new base and launch rockets. Because of the large number of parts, this is slow going so the furthest I've gotten is putting one factory down, and 1 Kerbal next to it for manual labor. Included with the factory was a tiny launchpad for building stuff. All I have done is build large hexcans to store thousands of rocket parts to build up a future base infrastructure. I use the Kerbal to shove the hexcans off the launchpad then attach KAS lines to each can. Now.. how can I set up a base on EVE, or Duna.. build a new manned rocket and get my kerbal into the rocket?????? So far when I have built new parts, they are not docked to the launchpad and so, a part of the whole structure allowing easy crew transfer from part to part. Is a possible solution to use FASA launch towers in the construction??
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