chd
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Everything posted by chd
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I'm sure that's true in this case. When I was landing part one of the base, that requirement was checked as complete; later, after landing part two, it became un-checked for some reason... Interestingly, when I'm focused on the lander, the contracts window there shows all the requirements complete except the first one, "build a new ..." But when I look at that contract from mission control, none of the requirements are complete. It's really confused.
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Yes, I have this installed now, and it was installed in the context of my most recent crash. Thanks!
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Thanks - yeah, I don't know Windows internals at all really; I haven't dug into stack traces in any detail since VAX/VMS (yes I'm that old :-) ).
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I have a base building contract that I think I've completed, but KSP doesn't agree. Boo. I'm wondering if KSP's contract system doesn't play well (enough) with KAS/KIS. I built part of the requirements for a base and and landed it; then I built the rest of the requirements and landed them close by. Then I fiddled with figuring out KAS for awhile, but eventually got the two pieces connected into one vessel. Now it shows all requirements met, *except* the first one - "build a new outpost that has an antenna, docking port, [...]". Now, when I landed part one of the base, that requirement was met; it was missing "have xxx fuel" and "support n Kerbals" but everything else was good. What makes a base "new" from a contract point of view? It feels like the game doesn't think this is a new construction. Each of the various has its own probe core; does it make a difference where I control from? Any suggestions welcome...
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Resurrecting this thread since I had another crash today, this time with TCA not installed, and no MiniAVC dlls anywhere. (There is MiniAVC-V2, but I assume that's fixed and is mostly why a V2 exists.) This typically seems to happen when switching focus; in this case it was when I was at space center and crashed when I clicked on the VAB. I *think* the previous crashes were also when switching to one of the SC buildings, switching from a ship back to the SC, and similar. One I definitely remember was when I was in the VAB and crashed when I clicked the launch button. 1.10.1, installed mod list same as above except without TCA. Player.log Thanks!
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
chd replied to TriggerAu's topic in KSP1 Mod Releases
Sounds good - thanks! No more crashes since deleting MiniAVC, but only a couple hours of run time since then, so we'll see - hopefully that was it. -
I don't think I have a good idea about what the best TWR should be at launch; I've done a fair bit of Googling, and I'm finding conflicting answers (maybe because things changed back when the aerodynamics were changed?). On one hand, "high TWR is best, because drag is largely irrelavent compared with gravity losses." On the the other, "too high a TWR ratio -- more than somewhere in the 1.5 - 2.0-ish range -- is bad because you get too fast before you get high enough and the drag kills you." So, what's the real story? :-)
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I gather this is the culprit and I should delete it? :-) CKAN lists ZeroMiniAVC as not compatible, just FYI (max game version 1.10.0) though I imagine it will work.
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I've been getting occasional and random crashes, and wondering if anyone has any suggestions. Two of the mods I have haven't been officially approved for 1.10.1 yet, though anecdotal evidence from others seems to indicate that other folks are not having any problems with them; these are Kerbal Alarm Clock and Throttle Controlled Avionics; I'll be uninstalling them as a first thing to try (full mod list below), though I'm pretty sure I've seen the crash without KAC installed. Link to player.log file. The stack trace at the end looks like it's trying to access an invalid memory location, if I read it right. Player.log Mod list: Thanks for any suggestions!
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
chd replied to TriggerAu's topic in KSP1 Mod Releases
I've seen one comment from someone saying that KAC works ok in 1.10.1, but has anyone had any issues with it? I'm wondering because I'm getting occasional random crashes, and though the KSP.log file doesn't log an error, the last lines in it are from KAC, which as far as I know hasn't officially been vetted for 1.10.1. [LOG 16:07:46.588] [AddonLoader]: Instantiating addon 'KACFlight' from assembly 'KerbalAlarmClock' [LOG 16:07:46.588] 8/28/2020 4:07:46 PM,KerbalAlarmClock,Awakening the KerbalAlarmClock-KACFlight [LOG 16:07:46.588] 8/28/2020 4:07:46 PM,KerbalAlarmClock,Loading Settings [LOG 16:07:46.590] 8/28/2020 4:07:46 PM,KerbalAlarmClock,Loading Transfer Modelling Data [LOG 16:07:46.616] 8/28/2020 4:07:46 PM,KerbalAlarmClock,Transfer Modelling Data Load Complete [LOG 16:07:46.616] 8/28/2020 4:07:46 PM,KerbalAlarmClock,Loading Sounds [End of file] This is from a relatively new game and I have not actually set any alarms yet, and the crash seems to happen at random. -
Are there any changes you're aware of between KSP 1.10.0 (which TCA lists as being currently for) and 1.10.1? I ask because I've tried it with 1.10.1 and seen some twitchy behavior. For example (and I apologize for not having a save game where I can demonstrate this), I was using it to auto-land on minmus with a ship using 4 radially mounted Thud engines, and all seemed to be going well until just a moment before touchdown; then *blam* something goes totally wacky and the ship starts spinning as fast as possible and I can't get control back until running out of fuel. My design was a bit sketchy in the first place, and it's possible that I created a situation where extending the landing gear destroyed one of the engines (happened too fast to be sure), but I'm guessing TCA would adjust to that and compensate? I definitely didn't lose more than one. Anyway, I don't expect you to spend much time on this since I can't give you much hard data to work with at this point, but mostly just FYI and to ask about any known issues running it under 1.10.1. I'll try to save more info in the future if I see more oddness. Thanks!
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Very cool. I don't see a way to automate Hohmann transfers either, so I won't be dropping MJ at this point, but it looks like they compliment each other pretty well. Correct me if I'm wrong, but it also seems that because of the way this works, you'll generally have more control authority with rocket designs using multiple radially-placed engines rather than a singe on-axis engine, since you can then steer with differential thrust, yes?
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This looks excellent, thank you! Just discovering it, obviously. It doesn't look like this has a docking autopilot similar to MJs, but if they coexist peacefully (as long as they both don't try to run things at the same time) that's fine. Thanks!
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I'm not sure I get the point of the various antenna choices, other than pure looks ('cause dishes are cool). In terms of performance, the cheapest one also seems to have the best bandwidth and the lowest power cost, and is the most compact, so why would you ever use anything else?
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I think this guy has been re-purposed as an orbital refueling station, after further consideration. :-) If you're curious, its TWR is 0.08 and its max acceleration is 0.75 m/s/s. I think I definitely need to try building lighter.
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I just switched from MechJeb to KER, and I have to admit a lot of things are much more difficult... but, I think I'll work with it for awhile anyway, just for grins.
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I'll try some different tweaks and see how it goes... and yeah, it will handle like a cruise ship, I'm sure. In general I'm still struggling with the fuel problem for longer trips; I can consistently reach a number of the other planets, but never with enough juice to get back. Maybe I need to start trying "bring less weight" rather than "bring more fuel."
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Ah, it looks like the LV-N not requiring oxidizer is a change in 1.0---that explains (partly) why I wasn't thinking in those terms.
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Doh! That never occurred to me.... jeez. Definitely still in noob-land. :-) Thanks!
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Yeah, I definitely have to work on efficiency---all suggestions welcome. Ion engines are just too slow though. No mods other than MechJeb. I launched it with the orange tanks empty; it took about four trips to fill them up after it was in orbit. I didn't attach anything under the nuclear engines; the launch stages all attached to the center column. Total launch weight was around 1280 t I think.
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I've returned Kerbals from Mun and Minmus, and I've gotten them to Duna (landed), Eve (orbit), and a couple of the attendant moons, without returning from there. I just built what is hopefully a good long-range ship that can get there and come back (posted a picture in another thread)... we'll see. I still consider myself a fairly noob player. I have docked a few times by hand, but it's really a pain in the butt, so now I let MechJeb do it. Similarly, calculating transfer windows is too much like work for me, so MechJeb does that too (but it is interesting to do it yourself a couple of times). :-)
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Here's my latest creation... probably could stand lots of improvement since I'm still a bit new at this, but here it is. Long range interplanetary explorer and cargo hauler; six nuclear engines, lots of fuel, can accommodate a crew of 13. Six spots to add on landers, extra fuel, or whatever, at the front of each tank stack, and one more port at the bottom of the center column. And, I launched this in one piece! :-)
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Oh yeah, I also play with revert turned off, because doing otherwise seems to make it pointless have respawn off. If I actually strand someone in orbit around the sun, I make it a goal to eventually rescue them. They might be 60 years older then, but I'll get them. If I start playing with TAC life support I'll have to be more careful...