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psyper

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Everything posted by psyper

  1. Well not intentionally .... -.-
  2. I've done a fair amount of satellite launches now and space is getting rather crowded. I'm thinking of doing a satellite retrieval mission where I send a ship out to defunct satellites (probably in the order they were launched) and drain their fuel and bring them back down to kerbin for retrofitting ready to be used again. Or use the remaining fuel to decommission them in to a fiery grave on kerbin itself. I'm wondering what other people do?
  3. Forgive me Kraken for I have sinned. I had a ksp bug with a ship so had to replace it with a new one - the bug was because of ksp not how I designed or used it so I felt fully justified creating a new one launching it and then copy and pasting it over every version of the bugged craft that I had in use. What I really sinned on though was a build issue for a crane I built to move my munbase modules around - it worked perfectly fine on the ksc front yard but I didn't account for the fact that the lack of gravity on mun would change the shape of the cranes frame thus making it too high to get a lock on the docking port. I tweaked the design and normally (as it was my fault) I would launch a mission to send the replacement to mun. but with my new found knowledge on replacing craft files I replaced it in the persistence file and now the new crane is on the mun. I feel quite awful doing that!
  4. sounds like your install has become corrupted - move the saves folder and any mods you have to another location delete and then reinstall ksp. If you're using Steam I believe there is a setting somewhere to verify your install which will check all the game files and repair/redownload all the ones that are damaged or missing.
  5. I had this problem too and after a lot of posts to the thread including the link you posted it turned out that just replacing every "State = Acquired" to "State = Ready" resolves the issue. It occurs when you save and reload (or crash) while in the process of docking. Now when I get that error I just F5, find and replace in notepad, F9 and it docks straightaway - its been tested by a few people on reddit too and has worked. I just thought you might want what I think is a better solution to the issue then working out docked and dockee pairs..
  6. I just stumbled across this post cos of boredom and just learned that I don't have to a) create a copy of the game without mods installed and have to recreate my ships from scratch just to post them as stock. I have TAC LifeSupport, Fuel Balancer and Mechjeb modulemanager script that Pecan posted - all of which modifies the command modules and fuel tanks. Now I know I can still post them as stock (I might still load and resave them in a vanilla game to reduce the amount of config lines though) Many thanks for this tip!!
  7. Theres nothing fundamental to our universe that states Gravity has to be as strong as it is - it just is - and on top of that its a very very weak force (consider you can pick up a set of keys with a small magnet which counteracts the gravity from the whole earth). Theres also a theory that there are other universes out there and our gravity might have 'bleed' from another universe which has a higher amount of gravity so kerbals universe could technically be in another universe where the universal constants are slightly different giving gravity a higher strength than in ours. Also their kg might be different to ours - just so happens by a strange coincidence that they use the same name as a portion of earth's - their 1 kg might not equal 1 earth kg the same as a US and Canadian Dollar are different values for example. Also what's to say their they have 1000 kg in their tonnes?
  8. I read somewhere that there are plans in place to create another gas giant which has rings and eeloo will be moved to be one of its moons.
  9. have you tried changing the resolution settings or switching from windowed to full screen and visa versa?
  10. I have a mun and minus base solely for flag planting and also sending science for the fineprint mod I believe. When planting a flag I do the same as OP and name it after the sponsor but go one step further and then edit the persistence file to change the flag to the sponsors flag - I see it as kinda advertising - they will fund your space project if you put a little advert banner on mun or duna and take a photo with your astronaut standing by it.
  11. okay how daring are you with editing your quicksave file? Create the craft as it is now back in the VAB (you can tweak the fuel if you don't want to cheat or just estimate it) and launch it - hit f5 to quicksave - make a backup (always make a backup) and then open up the quicksave.sfs in your game folder. From there locate the name of the ship you just launched - it should be the last craft on the list so you can scroll down to the bottom and do a find going up the page instead of down (theres a toggle in notepad). Find VESSEL. You want to copy from the first PART { to the } above DISCOVERY. - there will be a LOT of lines between the two - even for a simple craft like this one so its always best to use notepad++ or edit++ for this stuff and make a note of the line numbers these things are on. Find the craft above Duna (search by VESSEL or if you know the name search for that. Delete the bits from the first PART { to the } above DISCOVERY and replace it with the details you copied. Save the file go back in to KSP and hold F9 to reload. The new craft should be in its place above Duna where you left it - if no explosions happen then see if it starts spinning - if explosions the replace the quicksave with a copy of the backup and try again.
  12. I tend to make a rover with a docking port on its rear and a docking port on its top at its center of mass. If you don't have the root selector mod go in to the sph and start with a small probe (the hex one) and build the rover from the rear going forward - attach a docking port to the probe pointing so its facing the probe itself then create the body, cockpit and wheels - empty any fuel you don't need. Once created click on the center of mass icon and place a docking port on the top where its located - its a bit fiddley but you can always launch it and zoom the camera down from the top view and it will always center on mass - then revert back to sph to adjust. Once done click on the subassembilies icon at the top and then click on the docking port after the probe and you should be able to drag the whole rover in to the subassembilies. exit out of the sph and in to the vab. Build your lifter and then attach the craft from the subassembilies to a docking port at the top - this will get it in to space - you then need a craft that can transport the rover from the rear docking port and then prior to landing switch over to the top docking port and bring it down to land. - either that or build some rockets in to the rover itself which can either stay on it so it can lift off of the surface or can be ejected off it once it lands.
  13. Okay I'm gonna appologise right off the bat on this as I'm flying blind - my work don't allow Imgur through our gateway so I dont see any imgur pictures (not even a gap where they would be) think about how vanilla the forums are for me at this precise moment. Anyway - therefore, I haven't seen the photo of your craft so I'm having to guess here. And yes I understand that your craft isn't rotating in relation to space and I got the blue danube reference too - smacking a kerbal away gave the game away somewhat too!! Do you have any parts connected by docking ports? - I've had this problem a few versions ago and it was because I had a large space station with several docked elements - it shouldve been resolved since the update but i don't think it has. If you undock all of your parts do you still get a rotation - and if so does it remain on one part or several. IIRC it was phantom forces due to SAS being on while a part docks. It might be worth redocking everything together but switch SAS off just as you're about to dock. Also is it stock? is there anywhere you can upload your persistence file so I can see if it spins on my game setup too - at least we can rule that out.
  14. I use the Docking Port Alignment Indicator - its a godsend and I never leave home without it!
  15. That would work. I had a similar experience to merendel. Had no docking port to match my payload on the surface of minmus so winched it up instead - it was too big to lock with the crane so I had it dangling there - it basically became a rotating mess with the center of gravity half way along the line - everytime the lifter was in the right direction I would hit the thrusters to eventually pull it up in to a circular orbit. Releasing the payload like a hot potato and sending it in to a higher orbit to collect later. If you meet the kraken just right you'll send your sat clear across the kerbin system - is eeloo a high enough orbit for you ??
  16. Okay still not sure why this would help but I'd bite. Another ship is now having problems - it has radial mounted engines like the OP but the fuel lines are connected to the side of the tanks not the top. I switched to chase view, put the engine thrust to maximum and took pictures. I really hope this helps because its getting really really annoying now
  17. I'm not being condescending here but have you made sure your mouse is over the staging column on the right of the screen when you use the scroll wheel? the pointer needs to be over the icons themselves.
  18. Added: The IMC Cambridge The IMC Greenwich The IMC Exeter Improvements made: The IMC Bedford - had problems with the fuel connectors and struts not connecting when loaded. Fixed.
  19. yeah changing all 6 intakes from Ram to shock really really changes the center of mass and pretty much turned my sleek ssto into something that like to fly backwards. The design doesn't lend too much in the way of a design tweak to counteract that so I might just turn two rams in to shock intakes and make up for the loss with radial intakes. Thanks everyone for your help in this
  20. Not sure what that is going to do really? you want a screenshot of the craft spinning around? I strongly suspect its a bug too - don't think its part of the gaming experience unless squad put in random failing parts in to the 3rd from last version without telling everyone - and no I don't have that particular mod installed! Yes I've come out of the game fully and back in and still getting the problem.
  21. okay I managed to transplant the new version of the craft on to the old ones location in the quicksave file and its successfully put the new craft in place. I suspect that this hasn't cured the problem so I might be back. In the meantime if someone wants to work out what is causing this problem heres the craft file that I've extracted from my persist file insitu https://drive.google.com/file/d/0B8S2KVucoU9ceW9wakxkcXRodlk/view?usp=sharing
  22. lol All the small tanks are still full and are being fed from the main tanks which has about 0% and 40%ish fuel in them. (the 4 other radial tanks are separate for fuel transporting when required - they are empty). I'm thinking mod too but I would've expected this to have turned up in one of their forums but I've been unable to locate anything. see above regarding engines yaw indicator is off center as I took the photo while it was starting to spin - its the thrust imbalance not a fuel imbalance that is causing the spinning. If I set its twin to 50% the ship flys straight. Nope you're quite right I didn't give much in the way of info - Sorry about that. Heres the ship (mod list below) if I set the thrust any higher the ship just spins out of control and I cant take a screenshot off it. Get the same issue at full thrust. I have to confess that I have 'upgraded' this design since its launch and therefore don't have the .craft file. I'm wondering if I could post the ship portion of my persist file that way you can see it with the same conditions as it falls past minmus!? Throttle is low because if I put it any higher the ship spins out of control and I cant get a screenshot If I thrust limit its twin to 50% it balances out the imbalance and the ship flies straight with no problems but thats not a solution I'm looking for - especially if the pattern holds true on my old game where I limited its twin and one from the other set starts to have this problem! Mods are: Name Version Toolbar 1.7.7 Citylights and clouds - Kerbonite 0.4.2 Distant Objects - Environmental Visual Enhancement - FinePrint 0.59 Goodspeed Fuel Pump 2.14.1 Kerbal Attachment System 0.4.9 Lacuna Space Systems Greenhouse MechJeb 2 2.4.0 NavyFish Docking Alignment Tool 4.0 RCS Build Aid 0.5.1 Research Them All - Select Root Jul18 Stage Recovery 1.5.1 TAC LifeSupport 0.10.1.13 TriggerTech Kerbal Alarm Clock 3.0.0.4 TriggerTech Alternate Resource Panel 2.6.0.0 ModuleManager 2.5.1 Station Parts Expansion 0.2.0 Final Frontier 0.5.6b Many thanks to all of you that have replied to help me out - sorry I'm not being very helpful with the craft file I honestly thought I had the old craft file kicking around somewhere when I posted this :/
  23. I had a previous problem where a jet plane of mine kept having one of its jets cutting out. After ruling out flameout it wasn't really solved. I ended up recreating the plane from scratch and living with the fact that at any point my jet will just randomly tumble to the ground - problem is that its a rare event so I can go a whole mission and recover the craft with no ill effects happening. Anyway I upgraded twice and have switched from 64bit to 32bit versions of the game. I'm getting stuck in to a new career game and now all of a sudden one of my craft is getting the same issue. This time however it a nuke engine which is having the problem!! The ship has managed to make various manouvers in LKO. Then transported itself all the way to minmus - its been alive and well and performing perfectly for over 9 days. Now in minmus soi - circularising my orbit one of the engines suddenly start to cut its thrust. Reducing its twin to about 50% thrust balances it out but thats hardly a solution to the issue. Its really random as I would've thought that if there were problems with the craft it would have this issue straight out of the VAB. If I monitor the engine it seems to flicker between these two points: (as you can see its twin is working perfectly so it just spins like crazy! My previous problem with my old 64bit version of the game: http://forum.kerbalspaceprogram.com/threads/91673-Jet-engine-cuts-out
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