MaverickSawyer Posted July 7, 2017 Share Posted July 7, 2017 (edited) No, no pics. Was too busy going at the tumble and bounce to take a screenshot. Yes, stock sized solar system. The insufficient deceleration was due to the control difficulties while performing the burn. I was up to 45* off axis at points in the burn, so the suicide burn was... aptly named. I thought I had adjusted the placement of parts and engines to compensate for the changed CoM, but apparently not enough. Going to take a more in-depth look at that. (RCS Build Aid is a wonderful tool that should be stock, imo.) I remember that the bounce was more sideways than up... so not very high. EDIT: Hmm... According to RCSBA, average CoM offset causes a torque of only 0.001 kNm, and 0.008kNm at full fuel. Well within the reaction wheel capacity of the lander, even without engine gimbal. Must have been related to my having to shut the engines down manually via right click after a staging error... Edited July 7, 2017 by MaverickSawyer Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 9, 2017 Share Posted July 9, 2017 (edited) Hmmm... Ongoing tumble issues while in powered deceleration. It steers a little off, then it starts hunting around trying to catch the off-axis attitude and overcorrects. I know this strategy works, as I've successfully used it before... Going to try and see if it's related to a particular part I'm using for the first time. EDIT: Nope, no dice. Still hunting badly. Hmmm... Wonder if this is related to Mechjeb... Edited July 9, 2017 by MaverickSawyer Quote Link to comment Share on other sites More sharing options...
akron Posted July 9, 2017 Author Share Posted July 9, 2017 8 hours ago, MaverickSawyer said: Hmmm... Ongoing tumble issues while in powered deceleration. It steers a little off, then it starts hunting around trying to catch the off-axis attitude and overcorrects. I know this strategy works, as I've successfully used it before... Going to try and see if it's related to a particular part I'm using for the first time. EDIT: Nope, no dice. Still hunting badly. Hmmm... Wonder if this is related to Mechjeb... Thank you for checking. Let me know if you figure it out Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 9, 2017 Share Posted July 9, 2017 6 hours ago, akron said: Thank you for checking. Let me know if you figure it out There's still a few other parts that are "new" to this mission... But the majority of the parts I've added to the lander are ones I've used in previous, similar missions, so the hunting while under power is probably related to them. I'll let you know what the culprit is, so others can avoid that combo in the future. Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 10, 2017 Share Posted July 10, 2017 I'm getting some exception spam in the log when using antennas with range upgrades applied (I think...), in KSP 1.3, which has broken my entire commet, probes on the launchpad don't even get control: [EXC 19:06:54.518] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[System.String].get_Item (Int32 index) PartModule.ApplyUpgradeNode (System.Collections.Generic.List`1 appliedUps, .ConfigNode node, Boolean doLoad) ModuleDataTransmitter.CommPowerUnloaded (.ProtoPartModuleSnapshot mSnap) CommNet.CommNetVessel.UpdateComm () CommNet.CommNetVessel.OnNetworkPreUpdate () CommNet.CommNode.NetworkPreUpdate () CommNet.Network.Net`4[_Net,_Data,_Link,_Path].PreUpdateNodes () CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () CommNet.CommNetwork.Rebuild () CommNet.CommNetNetwork.Update () My only clue pointing to it maybe being Coatl is the antenna upgrade. However I'm not sure what actually triggered it, as it was working one launch, then broken the next without buying any tech or upgrades etc... Log: https://www.dropbox.com/s/clq8hxlf7v14fh4/KSP.log.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
akron Posted July 10, 2017 Author Share Posted July 10, 2017 2 hours ago, Rodger said: I'm getting some exception spam in the log when using antennas with range upgrades applied (I think...), in KSP 1.3, which has broken my entire commet, probes on the launchpad don't even get control: *snipception* Weird. All I can say. I'll try and take a look this evening. Anyone else had this issue? Since this is the first I've heard of it, I would say this is a mod conflict and not and issue with the antenna upgrades because then everyone should be having the same problem. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 10, 2017 Share Posted July 10, 2017 7 minutes ago, akron said: Weird. All I can say. I'll try and take a look this evening. Anyone else had this issue? Since this is the first I've heard of it, I would say this is a mod conflict and not and issue with the antenna upgrades because then everyone should be having the same problem. I hadn't tracked it down to a cause, but I was seeing *something* causing me to not be able to control ships even on the launchpad with nothing but stock antennas. I just went in and disabled commnet... Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 10, 2017 Share Posted July 10, 2017 Yeah, I've just had to disable commnet. Here's my game data, anything looks like it might have something to do with it? Spoiler Folders and files in GameData: 000_AT_Utils 000_Toolbar 000_USITools AquilaEnterprises B9PartSwitch B9_Aerospace_ProceduralWings BahaSP BetterBurnTime BetterTimeWarp Bluedog_DB BonVoyage CTTP Coatl Aerospace CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers ContractConfigurator ContractPacks CryoEngines CryoTanks CustomAsteroids CustomBarnKit DMagicOrbitalScience DMagicScienceAnimate DMagicUtilities DefaultActionGroups DeployableEngines DistantObject DropAManeuverNode DynamicBatteryStorage EVAEnhancementsContinued EasyBoard EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements Explainer Firespitter FlexoDocking GroundConstruction Hangar HeatControl HideEmptyTechTreeNodes IndicatorLights IndicatorLightsCommunityExtensions InterstellarFuelSwitch JX2AntennaKASKIS KPBStoMKS KSP-AVC KSPRescuePodFix KSPWheel KerbalAtomics KerbalEngineer KerbalFoundries KerbalHacks KerbalReusabilityExpansion Kerbaltek KerbetrotterLtd KerboKatz Kopernicus MagicSmokeIndustries MechJeb2 MiningExpansion Mk1CargoBay Mk2Expansion Mk3Expansion ModularFlightIntegrator NSS NavyFish NearFutureConstruction NearFutureElectrical NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft OPM Olympic1ARPIcons PartWizard PersistentDynamicPodNames PersistentRotation PlanetaryBaseInc PoodsOPMVO PortraitStats PreciseManeuver ProceduralFairings ProceduralParts RCSBuildAid REPOSoftTech ReCoupler RealChute RealPlume RealPlume-Stock ReentryParticleEffect RetractableLiftingSurface Rodgertweeks SCANsat SHED SVT SelectableDataTransmitter Sigma SmokeScreen Stock folder: Squad StageRecovery StationPartsExpansion StockVisualEnhancements Strategia TacFuelBalancer TakeCommand TextureReplacerReplaced Trajectories TriggerTech TweakScale UmbraSpaceIndustries VenStockRevamp WaypointManager [x] Science! KSPModFileLocalizer.dll ModuleManager.2.8.1.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree planetwiki_opm.ksp toolbar-settings.dat Quote Link to comment Share on other sites More sharing options...
Pappystein Posted July 10, 2017 Share Posted July 10, 2017 21 hours ago, MaverickSawyer said: There's still a few other parts that are "new" to this mission... But the majority of the parts I've added to the lander are ones I've used in previous, similar missions, so the hunting while under power is probably related to them. I'll let you know what the culprit is, so others can avoid that combo in the future. I have had this problem before with single bell engines, including stock, in addition to on the Landvermisser . It seems the Landvermisser is more susceptible than others. Possibly do to the odd shape/placement of the engines. I WILL not use CKAN (because I don't want all the extra "artifacts" that CKAN leaves behind when you remove/update a mod) So the ultimate solution in my case was time-consuming. DELETE KSP and start over with a whole new install of the game! (obviously back up your save first!) THIS has often times solved the above issue for me... BUT I will admit I have not tried the Landvermisser in 1.3 yet (Just re-downloaded the master file a few minutes ago.) IF you use your STEAM install as your MOD install for KSP you can try to validate your files first. Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 10, 2017 Share Posted July 10, 2017 2 hours ago, DStaal said: I hadn't tracked it down to a cause, but I was seeing *something* causing me to not be able to control ships even on the launchpad with nothing but stock antennas. I just went in and disabled commnet... Well I just managed to fix it somehow, by editing the upgrade unlocks in my save file. If you search for: SCENARIO { name = PartUpgradeManager And then set "ca-upgrade-antenna1" to False, and load the save, probes worked again with commnet enabled, and continued to work after I bought the upgrade again. So yeah. Weird. lol Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 10, 2017 Share Posted July 10, 2017 (edited) On 7/8/2017 at 6:11 PM, MaverickSawyer said: Hmmm... Ongoing tumble issues while in powered deceleration. It steers a little off, then it starts hunting around trying to catch the off-axis attitude and overcorrects. I know this strategy works, as I've successfully used it before... Going to try and see if it's related to a particular part I'm using for the first time. Well, locking out the gimbals fixed much of the instability under power. I suspect that the engine may have somehow wound up above the CoM plane, and that's throwing everything wonky. With the gimbals locked out, only a little pitch wobble occurred, and even that was at a manageable level. Edited July 10, 2017 by MaverickSawyer Quote Link to comment Share on other sites More sharing options...
ChickenBot448 Posted July 12, 2017 Share Posted July 12, 2017 HI, i have a question about ProbesPlus. Even though this question is ask a lot on this forum, will ProbesPlus work with version 1.3, since Ksp version 1.3 does tend to crash with mods, especially ones from previous versions of Ksp Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 12, 2017 Share Posted July 12, 2017 (edited) I've been using it, works pretty well. only possibility I've found for problems is playing with commnet and buying the antenna upgrade. BTW @akron after I fixed the commnet bug last time by undoing the antenna upgrade in my save file, I tried re-buying the upgrade, and it broke commnet again after playing for a bit without problems. It seems to happen when changing from the VAB to the space center scene, or just leaving an editor scene. Anyway after the 2nd time it broke, I reverted the antenna range upgrade again in my save, which fixed it again. *Edit* also, I have OPM and JX2 antennas, which both have patches which mess with antenna strength. OPM boosts power, and JX2 reduces power if OPM is installed to counteract it (lol). For me, OPM's patch has always been disabled, but I only just disabled the JX2 patch (I was wondering why my antennas all had shorter range than normal). So I'll try the coatl antenna upgrade again now that I've disabled both the patches and see how it goes. Edited July 12, 2017 by Rodger Quote Link to comment Share on other sites More sharing options...
akron Posted July 12, 2017 Author Share Posted July 12, 2017 I really appreciate all of you guys testing and giving some feedback. This is one is a strange issue but we can keep digging. I am going to take a look through the configs again. It is possible that it is a game bug. As far as I know, stock parts do not use the upgrade mechanic so maybe they broke it in 1.3 Quote Link to comment Share on other sites More sharing options...
helaeon Posted July 12, 2017 Share Posted July 12, 2017 I've been noticing on craft with multiple antennas the game making what seem like silly choices about which antenna to use and determining signal based on a weak antenna that uses less power, rather than a stronger antenna or... the combined power of all antennas (like you'd think it would). Or it will use a far-away relay with a powerful antenna on the craft, rather than a near by relay. If you retract that more powerful antenna suddenly you have more signal. I'm leaning towards game bug. Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 13, 2017 Share Posted July 13, 2017 Well it happened again after disabling all the antenna power patches. Still can't pinpoint a trigger to reproduce though, just happens after playing for a while. But just avoiding that one upgrade seems to work for preventing it. Also unrelatedly, I've been having problems with the surface exposure and landing site image experiments when using automated science sampler. The cam got into a state where it wouldn't even run after a scientist reset it manually on EVA... But I'm guessing this is mostly to do with automated science sampler and DMscianimategeneric. But would you consider enabling data collection from the surface exposure experiment? Is it meant to be a photo of the scraped surface, not a sample experiment? Quote Link to comment Share on other sites More sharing options...
akron Posted July 13, 2017 Author Share Posted July 13, 2017 10 hours ago, Rodger said: Well it happened again after disabling all the antenna power patches. Still can't pinpoint a trigger to reproduce though, just happens after playing for a while. But just avoiding that one upgrade seems to work for preventing it. If this continues and I am unable to track it down, I may just disable the power upgrade in the next release. Quote Also unrelatedly, I've been having problems with the surface exposure and landing site image experiments when using automated science sampler. The cam got into a state where it wouldn't even run after a scientist reset it manually on EVA... But I'm guessing this is mostly to do with automated science sampler and DMscianimategeneric. I have heard this bug happen before and it is, as you said, related to the way DM science animate does things. Auto science mods are written more towards the stock science module so they do weird things. I though the problem where it does reset with a scientist was fixed though. Quote But would you consider enabling data collection from the surface exposure experiment? Is it meant to be a photo of the scraped surface, not a sample experiment? Correct, that experiment does no sample collection at all, though one could argue some regolith would surely stick to the manipulator. The way it works is that the arm disturbs the surface regolith to expose subsurface material. Then the survey cameras image the ground to capture physical properties. The purpose of Surveyor was to determine how to land men on the moon, so they wanted to learn about surface features to help determine how to plan the Apollo landing mission. This is just a case where KSP has a video-game science system so there is no way to accurately portray the experiment more realistically. I am open to discussion but this is why this and the dust sampler cannot have specimens collected. For balancing reasons, you do not get full science return but you will eventually get another soil scoop with 100% data return. I don't have my notes right now, and I don't remember what mission it is based on. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 13, 2017 Share Posted July 13, 2017 On the ScanSat parts - Your patch adds the scansat *scanning* but not the scansat *experiment*, making your parts strictly worse than the scansat parts as they can't collect science once the scan is done. Is this intentional? Quote Link to comment Share on other sites More sharing options...
akron Posted July 13, 2017 Author Share Posted July 13, 2017 11 minutes ago, DStaal said: On the ScanSat parts - Your patch adds the scansat *scanning* but not the scansat *experiment*, making your parts strictly worse than the scansat parts as they can't collect science once the scan is done. Is this intentional? It is not. I don't remember if I ran into issues or anything. I can follow up Quote Link to comment Share on other sites More sharing options...
Mihara Posted July 13, 2017 Share Posted July 13, 2017 (edited) I have also encountered the problem of CommNet breaking entirely upon getting a part upgrade for the antennas, every time I have loaded a vessel with an upgraded antenna. Removing the upgrade blocks in part configs solved it for me. Edited July 13, 2017 by Mihara Ack. Sorry, the rich editor here is totally braindead. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 13, 2017 Share Posted July 13, 2017 1 minute ago, akron said: It is not. I don't remember if I ran into issues or anything. I can follow up My guess was that it's just an oversight - it's a different module, so it's not 'default', and I wouldn't have thought about it either until I noticed that I couldn't collect the data from these parts. Quote Link to comment Share on other sites More sharing options...
akron Posted July 13, 2017 Author Share Posted July 13, 2017 1 minute ago, DStaal said: My guess was that it's just an oversight - it's a different module, so it's not 'default', and I wouldn't have thought about it either until I noticed that I couldn't collect the data from these parts. Good chance. You guys are my quality control so, thank you. @Mihara what do you mean? Quote Link to comment Share on other sites More sharing options...
Mihara Posted July 13, 2017 Share Posted July 13, 2017 Just now, akron said: @Mihara what do you mean? I have been getting the same kind of log spam as listed above, which coincides with CommNet giving out entirely. It typically remains dormant for some time until I switch a vessel, whereupon CommNet abruptly is not working anymore -- all probes report they are disconnected and cannot be controlled -- and nothing will fix it short of quitting KSP entirely. This happened in the career mode, and it started happening after installing Community Tech Tree, but I'm not sure if these events are connected or not. Removing UPGRADE blocks in antenna configurations fixed this problem. It sounds like a stock bug that this upgrade configuration triggers in certain circumstances, though the exact reproduction steps remain elusive. Quote Link to comment Share on other sites More sharing options...
akron Posted July 13, 2017 Author Share Posted July 13, 2017 Far too many people have been having issues. I am not going to wait to get parts done, I'll get a patch out in a day or two to disable power upgrades along with the other little fixes Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted July 14, 2017 Share Posted July 14, 2017 (edited) The Landvermesser parts are causing a crash. using beta 0.15r in 1.3. Edit: all the Probes Plus parts were causing the crash, removing them fixed it. Unfortunately Probes Plus is the basis for 90% of all of my space program, so this is save breaking. Update soon! Edited July 14, 2017 by DarthVader Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.