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Fadamor

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  1. https://www.dropbox.com/t/cxXEcf5P2OH3YvUw I've messed up my budget. I cannot do anymore integrating because of this "NaN <0%>" thing. Can someone point me in the direction on how to get out of this status? SOLVED: Procedural Wings used as tail fins were causing the issue. Now ALL my procedural wings and control surfaces are bugged, but I was able to use stock Delta-Deluxe fins to get the rocket built.
  2. I see. Thanks for your answers! I'll give it a try.
  3. OK, so how do I keep it from burning up in Kerbin's atmosphere? It's too big to stow in a storage container, right? I don't have anything like a Space Shuttle ginned-up.
  4. I received this mission the other day. I'm not sure if it was a stock mission or added from a mod, but I am having issues. https://www.dropbox.com/s/7dqy8fzp7jvwx9f/Travis and Debris.png Rescuing the Travis isn't an issue, but recovering the debris is. The debris is the Mk. 1 Lander Can Travis is riding in. There's nothing else attached to the Lander Can. When I tried to get a docking port attached to the lander can in build mode with an Engineer, it wouldn't even try. Any suggestions on how to a.) grab the derelict lander can, and b.) make sure it doesn't burn up on re-entry back at Kerbin?
  5. I was trying to use Ascent Guidance (Primer Vector Guidance model) for a high-altitude probe mission around Kerbin and the following error popped up as soon as I enabled the autopilot and while Guidance Status was still INITIALIZING: LAST FAILURE: Uncaught exception (ArgumentOutOfRangeException): Index was out of range. Must be non-negative and less than the size of the collection. Parameter Name: Index. Here are my inputs: Periapsis: 46211.055 km Apoapsis: 56938.156 km Attach Altitude (checked): 90 km Orbit Inclination: 113° Booster Pitch Start: 100 m/s Force Roll (checked): Climb: 113° Turn: 113° Alt: 75m Stop at Stage #: 3 Auto-Deploy Solar Panels unchecked Auto-Deploy Antennas unchecked This mission had a LAN specification as well and I originally tried using a Launch to LAN setting of 229.2° when I got the error message above. I then tried the same settings without using Launch to LAN and the result was identical so I don't think Launch to LAN is involved with the error.
  6. Figured it out. The Remote Tech mod was locking "EnableCommNet" to FALSE. Uninstalling Remote Tech solved the problem.
  7. I'm giving up for the night. No matter how I try different sequences, actually going into the Tracking Station loses the Comm Network setting. I've even saved, then restarted the game. No joy.
  8. OK, I'm stumped again. I've set the radio button, applied the change, accepted the changes, and saved the settings, but when I go into the Tracking Station nothing has changed. When I go back into settings I'm right back to the way it was before: The "Enable Comm Network" radio button is unchecked.
  9. That could very well be! Thanks! Ugh. The entire CommNet section of the settings were turned off. That should fix it. Thanks again!
  10. I somehow regressed. At one time, I had no problems controlling unmanned craft out of visual sight of KSC because there were stations all around Kerbin for the probe to communicate with. I restarted and now I only can talk with KSC. "No problem," says I. "I'll set up a relay network around Kerbin." But I get blocked during launches, and when trying to circularize relay satellites because KSC has zipped around the other side of the planet. How do I get back all the comms stations around Kerbin?
  11. I had a weird one today. Contract Mission to "Explore Kerbin" but was actually a rendezvous mission over Kerbin. But that's not the weird part: Note: both ships had a boot file designated on their scriptable modules. I launch a satellite with a docking port and a scriptable module so that I can use my kOS script for launch/circularization. Launch goes as planned and once firmly established in a 120km circularized orbit, the kOS prints its little "script complete" message and I close the kOS terminal. I put the satellite in a retrograde attitude and... I jump back to the VAB and put together a second vehicle - manned this time - but also with a docking port and a scriptable module. Again launch perfectly follows the script (90km orbit this time) and I close the kOS terminal after the "script complete" message appears. Over what seemed like 100 hours later, I finally wrestle my active ship to within sight of the satellite, but the satellite's kOS terminal comes within range of my ship, pops up its terminal on my ship and tries to run its script on my vessel, and that's when things went to hell in a handbasket. When I approached the satellite to within 1km, the supposedly dormant satellite suddenly performs a full power retrograde burn, making me shoot so far past that by the time I realized what was happening the target was at 50km and opening. It seems that the satellite kOS reactivated the launch/circularize script when it detected my ship was in range. This would explain the full power retro burn. Was there some setting I missed that allowed the satellite kOS to rise from the dead and run again?
  12. For me, launches were handled quite ably by kOS. MechJeb was a godsend when I found out about it. As my dad likes to say when he sees me struggling with KSP, "REAL space programs have hundreds, if not thousands, of engineers working on the flight. It's unreasonable to expect one person to handle all the minutiae involved with putting a vehicle into space. The first patch for KSP2 has been distributed and while I'm not experiencing the Rapid Unplanned Disassembly I was running into prior to the patch, I find the lack of even manual maneuver tools to be discouraging.
  13. I'm wanting to launch a 3-satellite set in a single launch vehicle. I have a suitable satellite saved. I have a suitable platform figured out and saved. What I can't figure out is how to have 3 of the satellites and the platform in the VAB at the same time. It won't let me save the satellite as a sub-assembly because there's a command module (the Probodobodyne HECS) on the satellite. Is there a way to save a build that includes a command module as a sub-assembly? EDIT: I hate it when I find the answer shortly after asking the question. I changed the root to the stack separator and it now looks like I successfully saved the satellite as a sub-assembly.
  14. Nothing with HyperEdit. I finally gave up and restarted the mission from the VAB (ouch). Just gave up and re-ran the mission from scratch. Thanks for the replies, folks!
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