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Hallofo

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Everything posted by Hallofo

  1. I don't think so, as I've had 3 versions of the file in my GameData folder at a time before. I didn't notice any problems, but it's best to just have the most up to date version. If I'm not mistaken, the MM dll is backwards compatible with mods that were made with previous versions. For example, if a mod was made using 2.2.1 it will work with 2.2.5. Please note, I just pulled these numbers out of thin air - I don't know what the current version is off the top of my head.
  2. Issue resolved. The problem was twofold: FAR was the mod causing the phantom thrust issue. This is exceptionally odd since the issue was noticed in space as well as in atmosphere! The other problem was a massive derp on my part, I was running KSP 1.0.2 with mods made for 1.0.4.... no wonder I had problems! Of the list of mods, FAR was the only one that caused a noticeable problem. However, I had an issue with Raster Prop Monitor as well that I didn't catch: many of the values in the MFDs were "NaN". I had originally attributed this to not having a specific module installed or a missing mod (the "Engine Igniter" mod for instance). After patching to 1.0.4 all the displays worked, I'll also be trying FAR again to make sure it was a version mismatch. Since the cause of the error is known and there is a workaround in place, I'll call this problem "resolved". Thank you for your input innomin8, I gave trim resetting a try as soon as possible. Even if it wasn't the solution, I appreciate the input.
  3. Hello everyone, I've been over the forums with the search tool and my Mk.1 eyeball and haven't found a similar issue. Please forgive me if I missed something obvious. I have a few steps I'll be taking once I'm off work, but I wanted to check to see if this was a known issue. Also, this is my first bug report so any feedback on the formatting or presentation of the issue would be greatly appreciated. The Issue: I'm getting "phantom" thrust forces, even when all engines are off and RCS is disabled. My speed increases and orbit changes as if I were thrusting, but my fuel load and Delta-V statistics stay the same. Test cases: Case 1: (initial discovery): I launched a small "rescue" craft to pick up 2 Kerbals that somehow found themselves in orbit. The first stage burn went well, but I overshot the target apoapsis. I killed the engines with X to coast and circularize/ correct. When I went to the map to time-warp, I got the message "you cannot time warp while the ship is under acceleration". I then exited map view, hit X again and confirmed that I didn't have RCS or SAS enabled. I then disabled the main engine via the right-click menu and went back into the map. Once in the map view, I saw that my orbit had radically changed and was continuing to change as if I was firing the engine. I reverted the flight back to launch. Case 2: I duplicated the error as described in Case 1 with the same results. Case 3: I reverted to the VAB and checked my staging, action groups and overall setup - everything looked good. Re-launched and had the same error. Case 4: I reverted and exited the game. I restarted the game and launched again, same result. The Environment: OS: Windows 7 x64, fully updated KSP: 32-bit 1.0.4 Notes: This problem is new behavior, as I've been able to run the game fine before my last batch of mods. Ship Setup A basic ship, to say the least. Everything is stock except the Kerbal Engineer and MJ modules - this thing is meant only to ferry tourists and rescue kerbals. The active engine is a skipper stacked on top of a Rockomax X200-32 tank. The upper stage is a poodle under a X200-8, some RCS packs, PV panels, reaction wheels and assorted lights/ modules. Mods: * denotes a mod that's been added since the last successful mission ** Denotes that this has worked in previous installations/ versions of KSP, but is new to this save. - New-to-this-save Mods - FAR** MechJeb* (so sue me, I've launched a few hundred rockets and have gotten bored putting things in LKO) MK2 Essentials* MarkIV System 2* EVA Enhancements* Docking Port Alignment Indicator** Vessel Viewer (Complete version)* Raster Prop Monitor** Ship Manifest* Hull Camera VDS** Asteroid Day* RCS Build Aid* Infernal Robotics** - Mods that were installed and working before the issue - KAS KAX KIS Stage Recovery DMagic Orbital Science Kerbal Alarm Clock SCANSat Tweakscale Toolbar Firespitter Chatterer Kerbal Engineer Part Wizard Broken Aerospace flag pack Performance with these mods is quite acceptable. I'll get some stuttering while launching or when new ships load, but overall it's very playable. Most of what I add is "behind the scenes" to make the game more realistic (FAR), easier to manage (Kerbal Engineer, Alarm Clock, etc) or just more fun (everything else). My Theory: Since it's the only "new" mod that has an effect on my rescue ship, I think that MechJeb is the cause. However, I'd like to see if it's the mod itself or an interaction with another mod that's causing the problem. I'm well past the "n00b" phase of needing MJ, I just want it to take some of the tedium out of getting ships to orbit or long-range flying for contracts. Next Steps: - Load a different ship to see if the behavior persists - Load a different save, test - Uninstall MJ, test - Start the fun game of "take out one new mod, test, take out another mod, test" until the symptoms go away. Thank you all for your input!
  4. Looks nice! You should consider putting up the rest of the KSC and using a plane/space mod to get the "Whole MineKerbal" experience.
  5. To start, good job on getting a probe to Minimus seaces! The solar panels will charge a ship/battery from 0 - you can completely drain your charge but still get more. An easy way to see how well a panel is working is to highlight it an right-click; you should get statistics on how much electricity is coming in and if it's blocked by anything. As you discovered, the tumbling during reentry must have put at least 1 panel in the right spot. Side note: how many is "lots" of 1x1 panels?
  6. Nice replies all, I didn't know Scott Manley was such a polarizing figure! It certainly seems like there are as many paths to KSP as there are players - I myself feel that I'm around 5 or so. Maybe I should have split this up more?
  7. Ok... I think the "Arrogant Greasy Secretary" wins the naming contest for now. For me, I'll normally have a few naming conventions in use: - A "test" series for farming contracts. Something liked "aaaManned test" and "aaaRobotest" that I'll tweak for specific contracts without cluttering up my ship list. - Names based on the ship's design, i.e. the "Trifecta" series that's based on having 3 engine nacelles coming off the core of the ship. - Epic-sounding names for major developments or mission types. Think "Constellation Class". - One-off exploration ships that I'm only using for scouting or whatnot usually get named after explorers such as "Lewis and Clark" or "Magellan". - Ships I'll be using for several missions get a class name based on function ("mun resupply) or ("minumus base") that are individually renamed for the mission. - Updates to ship classes get a roman numeral "mark" name. So If I update the Trifecta class a few times, the class name will be "Trifecta mk. III", with a new name for the ship after launch (maybe). Maybe I think about it too much though.
  8. I understand where you're coming from, this was more aimed at "tongue in cheek" style laughs than anything else. I have a bad habit of zoning out/ fast forwarding through YT vids to get to the interesting parts - I very well could have missed those admissions.
  9. Hallofo's KSP leveling chart. Hi all, I was puttering about and noticed that I had fallen into a few very deeply ingrained "ruts" in how I play KSP. I know that term has a negative connotation, but I enjoy how my obsession with KSP has evolved over the years and versions. I had made up my mind to play .90 "vanilla stock" until release, but I found that my playstyle had changed to the point where stock play was just not fun. After discovering this, I thought it might induce a chuckle or three if I wrote down a few observations I've made. Think of this as a companion to the famous "You know you play too much KSP when"¦" thought flow. This is not an all-inclusive list, I think it would be funny/great if we could build up this list a bit. Without further ado, I present the "Kerbal player leveling system": Level 1: You might have bought the game. If not, you're frustrated that you can't do the cool things you read on the forums"¦ if you know there ARE forums. If you were introduced to KSP by a friend, you're a little concerned that you might start spouting odd words like "retrograde" and "Delta-V". You think "retrograde" is how students performed in the mid 50's and "periapsis" sounds a bit like a skin condition. You can possibly get a craft into orbit, if you try really hard and/or download someone else's craft files. The spaceplane hanger is a scary place full of hot explodey death. You think "Scott Manley" is a golfer or something. Level 2: You've been to orbit and probably landed on both of Kerbin's moons. Barely. With a ton of RCS to kill that pesky horizontal doom-slide. You've made a few spaceplanes, several of which made it far enough to kill a kerbal by drowning instead of fire. You've seen a few Scott Manley videos on YouTube. You are intimidated and feeling somewhat inadequate. You're aware that people mod KSP, but are still a bit overwhelmed with the stock game. You have a forum account and have posted in the "ohithere" thread. You spend about as much time on the "Gameplay Questions and Tutorials" section of the forum as you do in-game. You know what "Delta-V" is, or at least you think you do. You still play other games; KSP is just another thing to do. Level 3: You've made it to another planet! This is a major turning point in your KSP lifestyle; the solar system seems a little smaller and less scary. You've probably maxed out the research tree on at least one save. You can now get a basic SSTO into space and back, usually with the same number of parts. You've tried out a few mods. This is really where the KSP player tree branches "€œ some will go with mods, others not. You have started figuring out which you like best (I happen to be very mod-centered). You have subscribed to Scott Manley's YouTube channel and might be thinking about catching up on his "Interstellar Quest" series. You still feel intimidated and inadequate. Level 4: You now have more successful (boring) launches than"¦ "energetic" ones. Going to the Mun is in the same ballpark as tying your shoes in terms of difficulty. Your spacecraft designs are starting to look and perform very well. You may have uploaded a few to the spacecraft exchange with positive feedback. You spend quite a bit of time on the forum, only now you're starting to answer questions as well as ask them. You're starting to think with ambition; you have done or at least planned a mission to Jool or other distant planted. You now converse in KSPeese "€œ you pity the poor folk that don't know what an orbital plane is or how to do a Hoffman transfer. You've watched most of Scott Manley's videos and have a bit of a crush on him, regardless of how many X chromosomes you have. You still feel intimidated and inadequate. If you've gone down the path to modded play, you start to feel that stock play is missing something. You will wait the extra week or two to play a new version of KSP so you can jump in with your "core" mods. If you're a stock player, you laugh at the moddy types because you get to play ASAP. You've been to most or all of the planets and can put a lander on a specific point within a few kilometers. KSP has begun infiltrating your life "€œ other games are played less or ignored altogether. You now look at the moon and think "I could totally fly there". Mars no longer exists in your vocabulary, you only think of it as Duna. Most space-based movies are ruined to you since you know how orbital physics work now. Your significant other is tired of you nitpicking SciFi shows by shouting "that's not how it works!" at the screen. Level 5: Things are getting interesting now. You're an active participant on the forums and start helping new players much more. If you're a mod player, you've possibly created a simple mod of your own, or contributed to one in some way. Mod players just won't play now without their favorites. Stock players are now intimately familiar with all the stock parts. Your ship designs are as creative as they are functional and you know precisely how to make your ships do what you want. You've probably made a few YouTube videos. You have converted, or are considering a conversion to the Churck of Manley. You still feel intimidated and inadequate. Level 6: You are now "the man/woman". People seek you out for answers. Other games don't exist, there is only KSP. You might get pulled kicking and screaming into a few rounds of Left for Dead or something else, but you suck since you're planning your Grand Tour mission. If you're a mod player, you have made or support a mod or few. You see where KSP can be made more fun (for you) and seek to customize your play. Stock players Might get bored a little at this point. You're aware of how awesome this game is and hope for several features to be implemented. You've officially reached "guru" status. People around you now think you're smart because you say big spacey-sounding words. Scott Manley is now your main source of KSP inspiration and wish he'd not waste his time on lesser games. You still feel intimidated and inadequate. Level eleventy-billion: Hi, Scott!
  10. An excellent Vid series, keep 'em coming!
  11. Lets See... - I Finally put together a modded KSP configuration* that I'm happy** with - Started on a Duna "There and Back Again" cruiser - Started testing a science rover for the Mun/ Minumus *Based around FAR, Kethane, DREC, Kerbal Engineer, KAS and a few others ** "Happy" is a strong word. "Somewhat realistically pissed off that I need to worry about deep-fried and mach-broken Kerbals" is closer.
  12. AWESOME! I love to see these new and interesting ways to use the game to... I dunno... "Game the game"?
  13. Excellent job! Now you brought back fond memories of my First Time around the Mun. I think one of the more "fun" things to do is to see how low you can orbit without lithobraking - doing several km/s 1000 meters up is pretty cool.
  14. That is an outstanding ship. In the spirit of "cooperative knowledge sharing" I'll be using it (or a variant thereof) for a lit of my IP builds.
  15. Nice looking warship you got there! What are the over all stats for partcount, etc? Also, does it have the ability to transit to other planets or is it Kerbal-only?
  16. That's a cool little ship! How stable is the "emergency abort" part? As in, is it stable enough to glide on its own?
  17. That's remarkably cool! Even more cool that you took the time to launch it (even with mods) instead of hyperedit.
  18. My Career mode Executive Committee On Planning Space Stuff and Long Run On Names (ECOPSSLRON) passed the "No Space Crap Left Behind" Act to prevent Kessler Syndrome and to keep my laptop form melting. As such, I don't have too much floating about, most of which is spent interplanetary transfer stages in highly elliptical orbits so they don't effect my normal operations (and are WAAAAY too far out to warrant "cleanup" missions). My workhorse heavy and mid-range lift rockets are staged so the last asparagus stage drops into Kerbin and the core stage works as kind of a "transfer kicker".
  19. Those are some good looking planes! I enjoy the smaller builds - I find it take a certain skill to make planes that are both simple an elegant (a certain skill that I lack!).
  20. Awesome job on that, I'll be printing one out for my desk!
  21. This sounds like a great idea! However, there might be compatibility issues coming from career mode unlocks. Perhaps sub-exchanges?
  22. That is one good looking bird! Awesome job!
  23. Dex, I'm sorry that you're having so many issues - could you attach a screenshot (F1 in game) and post it? That being said, about %70 of KSP is "things exploding", followed by refinements to make the explosions less likely.
  24. Here are a few recent things for me: - The "click on the x-apsis on the map screen to make it stay" thing. - Holding shift in the VAB with WASD to make fine adjustments. - Engine clustering (GREAT for the early career mode heavy-lift stages).
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