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LunaTrick

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Everything posted by LunaTrick

  1. I use MechJeb. I get no warning about incorrect version, but I will check that it is up to date. I did run verify game files a while back and it said it was going to get 100+ files. I will check the files again. KSP does not crash while I am playing. It hangs while trying to quit.
  2. If this link worked, you'll see a scientist in the bottom right and he is in the correct vehicle, there are 2 in the lab. You'll see there is plenty of power. You'll see that the Lab is researching, yet all the data fields show zero, after warping time for a while. If I tried to run another experiment and add that data to the lab, I am told it is full of data, yet 0/0/0 is reported. The same lab works fine in orbit. https://steamcommunity.com/sharedfiles/filedetails/?id=2835753159
  3. I have found that if I grab the science and start the lab processing the data in orbit, or while landing, it will work. If I wait until I land, I have the problem as described. I have the image you requested. How do I post it. I can put it on steam.
  4. I am building a Mobile Processing Lab for Tylo. I loaded it up with all the science that makes sense for vacuum. I added ample battery and solar panels. I have 4 kerbals, 2 scientists in the lab and a pilot and and engineer above them. I sent a scientist outside to get a surface sample and bring him back in. I review the data and tell the lab to process the sample. I hit start researching button. Batteries are full. I time warp. It shows all 0's in the lab, therefore nothing is being processed. I quit the game, restarted the game and landed again. I ran only the materials processing bay to get some science data for the lab, and when I reviewed that data and told the lab to process it, it reported the lab was already full of data!!! I had just arrived! I use the orbital cheat to get to Tylo while developing the vehicle, so there was no data taken in-flight, or anywhere else. Bottom line is that the Mobile Processing Lab is full of data at the start of the mission, yet it reports 0 data. This is totally broken. Do you folks have any clues?
  5. Where do you turn on persistent inventory? Why is none of this in the wiki? update: just tried to deploy the experiment module and PV system on surface of the Mun. I had to have no backpack or jetpack to allow the engineer to carry the pv system away from the ship. First problem solved. I was able to set one PV up and interact with it. second problem solved BUT NO. Back to the original complaint. I get out my scientist. I want him to put the exp control module next to the PV system. When I choose it from my personal inventory, it turns all storage areas on the ship blue, as if I want to put it away in storage. If I right click on the exp mod in my personal inventory, nothing. If I left click it selects it as if I am going to store it somewhere. That's the problem. I cannot get it to put the exp mod in my hand so that I can lay it next to the PV. It wants to put it in a storage bin or back into my inventory only. How do I get it to my hands? What am I not understanding?
  6. I have not played in a couple of years. Things have changed. I have a pilot, scientist and engineer on Mimnus. I cannot figure out how to deploy the science projects to the surface. When I choose a science module, I cannot place it on the ground. Various parts of the ship show blue, but that is not where I want the module to go. How do I deploy? Second: The backpack and the jetpack. What do I need these for? OK, the jetpack is for jetting around, but are they preventing the deployment of the science modules by filling up my inventory slots? Can any of this stuff be left behind? I'm so stopped cold! PS I am playing in science mode, but ran into the exact same thing in sandbox.
  7. (same McJeb settings as above) So, I eliminated KAS/KIS from the gamedata folder. Of course the ship won't load, so I reload KAS/KIS, re-edit ship to remove 1 KIS payload and replace with 2 xenon tanks of similar size as KIS payload on the rover. I used in-game-orbit-cheat to get to Eeloo. First thing I noticed was the solar panels did not auto deploy as happens with KAS/KIS installed. I activate engines, land, decouple. Everything works fine and the solar panels did not auto deploy. I conclude the problem is in KAS/KIS. Is my logic sound? If so, is there a place to discuss KAS/KIS? Thanks
  8. I made another flight just to make sure. I made sure auto-deploy-solar-panels in Utilities was turned off. It was not on in the ascent module. It was not on in the landing module. Same problem. I think tomorrow I will temporarily remove KAS/KIS and see what happens. Not sure if this matters, but I also flew the craft to Eeloo without using the in-game-orbit-cheat. Made no difference. They still deploy after decouple.
  9. I am optimizing my vehicles for building a mining station on Eeloo. In the midst of this I installed KAS/KIS for the first time. Something really weird is happening and I do not know if it is due to the mods, or the game, or my stupidity. I built a skycrane/rover combination. I am using the in-game-cheat to orbit it around Eeloo while I optimize its functioning. When I first show up orbiting Eeloo all the solar panels deploy. I manually close all the gigantors on the rover and leave the solar panels on the skycrane deployed. Then I activate the engines and land. The rover is under the skycrane when they land, still connected, but the rover is still 6" above ground in the landed position. When I manually tell the stack-separator/decoupler/docking-port to decouple, it does, the rover drops to the ground, but suddenly all the Gigantor XL Solar Arrays open up on the rover, all by themselves, destroying both vehicles. When I decouple, the focus is on the skycrane, not the rover, but the offending action (panels opening) happens on the rover. And since the focus is on the wrong vehicle, by the time you "[" to change vehicles and hit the solar action group, it self destructs before I can stop them from extending (when I have an action group assigned). The best work around I have found is to launch the skycrane as soon as I decouple, which is BS. Why? It didn't used to screw up like this. Now I cannot make it stop even when there are no panels in any action groups. It does not matter which of the stack-separator/decoupler/docking-ports I try. I am out of ideas and frustrated. PC, Steam, McJeb / KAS / KIS, 8GB RAM, 4-CPU, 1 MEG video card
  10. Yes, I use autostage. When I fly the rover I tell it to stop at stage 2, which is before the docking port. So it's ignoring that command?
  11. Here's the log file. Sorry, I'm new at this stuff. I believe that my mining ship has an action group of 4 and the rover has an action group of 4. I think they are interacting. Don't you need the ship files to be able to deal with that? Seems like you'd need the space station, the mining ship and the rover files to be able to recreate the problem, because they have to all have to hooked together to make the problem happen. BTW I saw the rover decouple 3 different times. But I have moved past the problem by landing the rover without connecting to the space station first. The miner crashed into Vall. That is probably where the log file is now. https://www.dropbox.com/s/4bnyhd2z7vv5ca6/output_log - Copy.zip?dl=0
  12. I posted that as I ran out for work. More info. I am using KSP on Win10/Steam and with MechJeb. I was running v2.8.3 when the first two occurrences happened. I upgraded to the latest MechJeb and flew out to Vall again and got the same results. So KSP and my only addon are up to date. I use action groups on most of my ships. Something triggers action group 4 when I dock. Here are some images. https://imgur.com/l1klWWk https://imgur.com/ZTCz0eo https://imgur.com/4KYSpHs https://imgur.com/Mj2ZLw8 https://imgur.com/IwvVy8D https://imgur.com/7eWboGz https://imgur.com/SsQYEn2 https://imgur.com/o23Gvql https://imgur.com/Sf0CHKA https://imgur.com/djN5ZZR https://imgur.com/YFT8tXL
  13. I have a lander/rover ship that I am docking with my space station. Right after I dock, the rover decouples from the lander and floats off in space. I never touched the keyboard or anything else. What is going on?
  14. It's been a while since I have played KSP. I finally got a rover down to Eve to find out Eve has changed so much, the fun is gone. Rovers slide all over the place. If you can't stop, you can't save the game. If you run out of power on the way up to a peak, you get to slide all the way down to the base. You can no longer make it to the top of the mountains. Gravity is supposed to be high, I suppose that is why rovers slide instead of coming to a stop? Then why is it I can click on a command chair 4' off the ground and gravity doesn't even affect that "jump" of 4'??? Kerbals hop up there regardless of the heavy gravity. Eve used to be the hardest planet to work on. Honestly, it seems so broken to me now, I put the game away.
  15. I was sending off crash report fairly frequently.
  16. Happy BD bro. Ubuntu 14+ Today's 1.1.1 update and MechJeb x.x.5.7 1) Dang! I still have this yellow mask over the navball when a maneuver node is being executed.The mask is a parallelogram. One corner is the center of the nav ball. The next two are at d/v max and d/v min on the "blue burn gauge". The last corner is "out in space" but makes a mirror angle of the opposite side. Don't know how to describe that better. 2) The ship selector container LIST (file open) in the VAB still goes outside the container. 3) Feels Smooth - I don't remember fighting the maneuver node. 4) MechJeb goes directly into Advance Transfer after leaving KSO and begins computing. Being too impatient to wait on calculating 0% I used Hohmann, fine tuned, told warp helper to go to (Eve) SOI and it blew past EVE never turning time warp off. 5) The day night transition during timewarp at the launchpad is a lot easier on the eyes. 6) Rover wheels are crazy has something to do with symmetry. Two diagonal wheels turn the same direction, and those two wheels are turning a different direction from the other two. I added wheels with 2x symmetry. They seem opposed to each other.
  17. I was going to quit playing for a while due to exploding landing gear. Thanks to the hard work at Squad, I am flying back to get a piece of Eve.
  18. great tip - downloaded it It used to be in the VAB when you had 6 radial decouplers in the staging bar, you could select just one of them and move it away from the others. I can only seem to grab all six. I need to grab them individually. How is this accomplished now? Thanks
  19. Looks like you were correct. But why the inconsistency? Board one way in the seat and another in a capsule? And I should be able to load a pilot in the Assembly Building.
  20. It used to give the B option before v1 IIRC. I'll try your suggestion. In 1.0.5 I had to edit a file to make the MOD key RT SFHT. I hadn't got far enough in 1.1 to see that it is apparently setup already. Many thanks.
  21. I am running KSP 1.1 in Steam. Previously, I was running 1.0.5 from the desktop, both in Ubuntu. 1) I can never load a pilot into the command seat. The only option I have is F. B for board is never an option. I haven't seen anyone else mention this. Is this a known issue? I've seen Scott Manley use this "lawn chair" without issue.. 2) What are folks using for their new MOD key on linux? Guess that's it for now. Thanks.
  22. I use the same method I use at Tylo to land. Altitudes are a bit different, but otherwise exactly the same. I figure out where I want to land. Eve's vacuum starts at 90k so I put my PE at 90-95k over the area of the landing site. Then set a maneuver node at the PE and use retrograde until you have a bell curve and the leading blue line is adjusted in time to be on the landing site. The speed is what kills. You have two components of your speed. What we are doing here is almost completely negating our horizontal velocity leaving only the vertical velocity to deal with. My engines run at 20 - 30% throughout most of the upper third of the atmosphere. They never burn up and neither does anything else. Once the red flames disappear just turn off your engines. You won't need them again until about 100m (assuming your brought parachutes with you).
  23. I didn't need any extra parts for the heat and I landed a massive rover to find the highest peak. Just keep your speed down to 800-950m/s and live through the upper one third of the atmosphere and you'll do just fine. Almost feels like I've cheated the game.
  24. How do I make the ascentmodule appear at the start of career? I've done this: MechJebModuleAscentGuidance { unlockTechs = Start } and lowercase start. Do I need the toolbar for this?
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