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KerBob

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Everything posted by KerBob

  1. Will try this if the crash happens again. I did another clean install, wiped the mods, and DL'ed everything fresh, as I had noticed that my mods are outdated by about a week. For example transfer window planner is in 1.2.3.0 instead of 1.1.3. Also curious to know if anyone experiences problems running the high and lo-def map-sats at the same time.
  2. KSP: 0.90 (32 bit), Win 7 (64 bit) Problem: Random crash while piloting craft. I can launch 2 dozen satellites, or have one manned mission. Doesn't matter, eventually the game CTD's in-flight. Upon restarting KSP, every craft behaves the same way. I will load a mission from the tracking station and the vehicle essentially krakens itself to pieces. Then the camera goes flying at extremely high speed out of the solar system. Mods: Kerbal Joint Reinforcement 2.4.5 Engineer Redux 0.6.2.1.2 TweakScale 1.48 Karbonite - master SCANsat_v10 Aviation Lights 3.7 Procedural Fairings 3.11 Final Frontier 0.5.16-317 Kronal Vessel Viewer 0.0.4 Active Struts 1.1 Toolbar 1.7.8 Transfer Window Planner 1.1.3.0 Remote Tech 1.5.2 RealChite 1.2.6.1 Raster Prop Monitor (KSP-0.90) Tweak Scale 1.48 Reproduction is improbable - This happens after I've been playing for a short time. I can have different vessels in orbit already. Sometimes the crash occurs while in atmosphere. The only consistency is that the crash always occurs while piloting a vessel, never at KSP. Output log file here: https://www.dropbox.com/s/m2uv47voviqu1x7/output_log.txt?dl=0
  3. You have to have an antenna that does not break under dynamic load. Meaning one of the dish antennas. The 3000 km limit is the antenna on the probe core. Also, you will probably want to launch a satellite network using a manned mission so that way you can maintain contact with your unmanned craft on the far side of Kerbin (away from mission control). Try the Reflectron KR-7, activate before launch and set Mission Control as the target.
  4. Watch, when I open it today it won't do it. I'll send up a rocket or two and try to get some screenshots. If it happens again today I'll prolly just nuke this install and start again.
  5. Weird, did I break my KSP (Again???!!!) Is this a dumb question because there is something I missed in the readme or a radio button somewhere. Did my daughter accidentally hit something while we were building stuff. Anyhow, I installed Fustek then was trying to land a Mun mission. Completely over-sot KSP-1 by a quarter of a rotation, so I tried again with a test mission. Same thing, no drag in atmosphere, no flame effects even at 2500 m/s @ 35K m. Anyone else experience this?
  6. You were right. Copied and pasted to remake the new bay and entirely missed it. Solves the problem with things not attaching properly. Yeah, I placed an extra row of panels on this one (x-direction) and noticed that things were attaching to the original configuration. So you saved me twice on this one. Thank you for your help, saved me some frustration after the initial kerbal-style learning curve of figuring out how to weld.
  7. The nodes are showing up on top and bottom, like I would expect. I think I have attachment issues (heh). Sorry edited post after I noticed that I had the wrong name for the parts in the .cfg files. I'll check when I get home tonight and post a reply to see if it is solved. Thanks for the lead, I have a sneaky suspicion you might be correct about naming.
  8. The parts are uniquely named as "PodBay" and "PodBay-2". The link at the end of the original post will take you to the links for both the code and a screenshot of the original pod-bay. I'll check that I didn't accidentally "save-as" over my edited .cfg file as I had to start over after accidentally deleting a few lines. Thanks for the reply.
  9. So I've been working on welding some parts to get my space station part count down. Placing items in the cfg file and getting them to look right is a fairly trivial exercise at this point so long as I've measured and calculated my trig values correctly. I am now in need of advice for getting attachment node configurations correct. Placing regular nodes is fine, once again a matter of measure/calculate. However getting things to stay attached to a complex part is vexing. For example, I have a bay made of many 1x1 panels and when i try to attach something to the edge such as a moveable door, the part disappears when I exit the VAB. How can i get items to truly attach and stay that way. Items attached to the standard to and bottom nodes do not disappear. I am including a link to my earlier forum post, and apologize for the long form. http://forum.kerbalspaceprogram.com/showthread.php/49944-Welding-from-craft-files-and-nodes-on-complex-structures
  10. Alright, so the original questions still stand. Just figured I'd brush of some basic trigonometry that I haven't used in a decade. The part looks great so far. http://i.imgur.com/vsRuh7E.jpg The only thing I'd like to do is add some nodes to either side of the bay so you could link them horizontal as well as vertical. I'm fairly sure I understand the node system as far as x,y,z and on/off (1/0) by looking at things like the multihub connector. I cannot seem to get a node placed though. Code is as follows, anyone got a second to take a look at this and see if I'm making a crazy error? http://tny.cz/671cdafb
  11. So i had this great idea of building the part that I wanted in the VAB, opening the .craft file in notepad, and using the position and rotation values to make .cfg files for parts. So the idea half works, except the .craft files have two different rotation values; rot and attRot and to top it off both of these values have four values. These values do not correspond to the usual angle measurements used when you weld parts by normal means. The cool thing is that all of the components are in the correct relative positions and if a work-around can be found for the angle conversion it will take about one quarter of the time for me to make new welded parts. Does anyone have any idea how to translate these values into normal degree rotations? The second question is this, I have a large plate made up of many smaller plates and would like to be able to "snap" parts to the center of each plate. Is it possible to keep individual nodes on the plates as though it were a normal assembly of parts? Do I lose that option through hubris in my attempts to play "part God"?
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