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lipatden

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    Rocketry Enthusiast
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  1. https://drive.google.com/file/d/1oa5bVdkxleAiYUZXjIO4_Nuojutzygc_/view?usp=sharing Zip contains complete KSP.log, and a list of installed mods. Note the last line in the log is generated when the application is closed, so it essentially sat there for 12 minutes doing nothing (except looping loading art).
  2. When I first installed this mod, ALT-Right-click did nothing. then something changed, and I at least got to see the file after adding a few parts so I could do manual stuff because... ALT-Right-Click no longer brings up the menu. Any hints on how to troubleshoot this, or do I need to go the whole submit a log route...? Appreciate the work in this mod.
  3. I've come up with a proposal to include configurable min and max limits for throttle in autopilot and opened a GitHub issue (feature request) including a UI mock and the logic in pseudocode. Apologies, I don't have the VS-fu to get a dev environment working, I hope this is helpful? https://github.com/MuMech/MechJeb2/issues/1472
  4. It seems throttle limits - max and minimum - are not being applied while using autopilot. Is this correct, or am I missing something? I've built a testbed jet-powered aeroplane for small rocket engines, and set the rockets to use their own throttle (ie not linked to main). Turning the rockets on makes the plane go over the autothrottle speed (expected), so mechjeb commands zero throttle, turning off all engines (no matter if they are linked to main throttle or not). I'd like to set a minimum of 5%, so the "turn off engines" command doesn't propagate everywhere as zero thrust is commanded by the autopilot, but none of the settings in the "Utilities" window seem to have any effect. For reference, I'm using DEV release (RO/RP-1 playthrough).
  5. Just opened an issue on GitHub: All my existing station tourist missions from Tourism Plus can't find the vessel, so tested with a brand new contract. I'm offered a contract, but immediately on accepting it immediately can't find the target vessel, showing "No vessel currently matching parameters". Note this is while I'm still in Mission control, so the vessel has not changed (no docking, renaming etc). Checked the savefile and the contract's targetVessel Guid matches the pid of the contract target vessel (after converting the pid to guid format, savefile attached in issue). Offer: After accepting:
  6. Hello all. I use a tool to manage my mods - apparently it's taboo to mention a name? Anyhoo, about a month ago I launched it and it did its' job, updating my stuff to the newest version for more features and bugfixes. I didn't make a note of what changes happened. Unfortunately my KSP started crashing, right at the end of the ~7 minute load time for my 60-mods extended Galileo-based scenario. The log files aren't halpful as there is zero diagnostic info just before the crash entry, and I can't read crash dumps. After an hour of bisecting the enabled mods, I landed at ResearchBodies v1.9.6. Rolling back to v1.9.5 gives me a fully-functional game that actually launches. How to proceed? At least it's working for me now, the prospect of having to ditch this part of the game would have gutted me. I suggested basically the premise of this mod to Squad several years ago, as without this it's just a building game. ResearchBodies turns it into a genuine exploration game. Mod list:
  7. Hi there Tried to recompile, but a reference to KSPUtil.dll eludes me - there is no such file in the 1.2 ZIP - not in x86 or x64. If you have Kerbal Alarm Clock (KAC) you can create a placeholder node, but since your orbit could place you anywhere around the source body actually making a node that is correct for your orbital situation is not trivial. I use KAC to create a roughly correct node, then PreciseNode to edit it to more correctly reflect TWP's suggestion (angles etc).
  8. Yep, that makes the most sense, but at least the option to spam my alarm list would be nice +1
  9. And we're now entering bizarro-world... 1. From KSC select the pad, choose vehicle that fails on launch 2. SAS on, launch (throttle irrelevant, first stage is SRBs) 3. Kaboom! 4. Revert to launch 5. SAS on, launch (throttle irrelevant, first stage is SRBs) 6. What a nice orbit (no failures) 7. Go to KSC, jump to step 1. Basically, any first launch directly from KSC exhibits the failure, launch without going back to KSC first is fine (haven't tested quickload). Never found this before as I'm on Hard mode so revert is not an option.
  10. I'm getting similar problems, in two types: 2.1) Stock parts to make a small satellite (Stayputnik, FL-T100 tank) inside a 1,25m expended fairing (no side, just the cone) overheats and explodes - inside the fairing. This is with DRE. all other patrts have <200deg temps. this is somewhere not far above 5km, and it has no heat-generating parts attached, so the fairing isn't keeping this tank from DRE consideration. 2.2) Mid-launch my SA1-LFT (on top of a LV-909, below a 1,25m expanded base) simply disappears, though the Reflectron DP-10 stuck on its side is still there. Right-click does nothing, but when the stage is eventually activated the fuel is available. It blipped back into place a few seconds after stage acrtivation. First launch of that sat it then overheated (in space) after 30 seconds of the LV-909 burning, the second one didn't quite disassemble, but when I returned focus from Space Center the parts were spread out over ten meters though still considered a single craft. I'm almost certain this is part alignment issues with the patch published earlier, though I can't afford to do much testing as I'm on Hard mode and my budget is stretched as it is...
  11. I respect your dedication. Holy mackerel that's a lot of steps! It does unfortunately break the ingame experience, and as Squad pointed out in the 0.25 notes even Return to Space Center should be in-game (as opposed to ESC). I'll track down the issue list on Github, thanks!
  12. Hello all Is there any plan to provide for commands in the Flight Computer that survive vessel switches? I am thinking of a more advanced scenario where a vessel hibernates and wakes up once per hour to receive commands to save power, but before that happens RT would need to implement: Queued commands that are remembered between active vessel switches; and a generic "sleep" and "wake" function (turn on/off antennae) that doesn't necessarily depend on action groups (though this is how I'm doing active-vessel power management now). I often find I need to execute a mid-orbit correction while out of range, and while I can happily schedule a burn for e.g. 2 days past going out of contact range, if I have something else that needs attention in the meantime I'm done for. Any thoughts?
  13. Good point - is in v3 Beta 3 - out later todayHold on a second. I purposefully ditch my debris once on a collision course during transfers, and follow the debris to the surface after the SOI change (which is also useful for seismographic impactor experiments I don't use, but others might) to ensure warp doesn't mess their orbits up to a non-collision or warp them through the target body. Besides the SOI alarm only appears when you transfer craft focus, random debris (and other objects) are ignored if not focused. Does this default to present behaviour?
  14. I agree it's not very useful. My hope has been that biomes get added to other planets to make it more useful. I considered taking it out, but I figured some might like it. I might add a contract that uses it, though. On the contrary, I'm more than happy to send these guys and the spectro off to distant worlds, transmit the science back and use it to unlock the parts needed to actually build a return vehicle and send it to them post-haste
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