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Kerbal rescue mission going insane


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I've just started a new career game with a fairly modded installed - I have community tech tree, Dmagic Science, KAS/KIS, MJ, KER and a few other utilities - none of which have given me problems before - though I'm sure I've never ran them all at once.

Everything is fine, except when I tried to do a rescue mission - I'm one a normal launch into an elliptical orbit, with a ship made of two empty Mk1 Command pods. Everything seems to be fine till I approach the target Kerbal to be rescued and get within a couple of km range whereupon the following happens:

1) The game automatically switches to the kerbal without me pushing any buttons
2) The kerbal is spinning, very fast, and sitting in a command seat. I have to right click on him to get him to 'eva'
3) When I switch back to my ship, it's Pe has changed from 80Km circular orbit to a -500km highly eliptical, suicidal re-entry, without using any fuel

I've managed to do these occasionally by not warping when I approach the Kerbal - in which case the above 1 and 2 still happen but my orbit doesn't change and I'm able to rescue the Kerbal. - Anyone got a clue as to what might be causing this? I'm finding it mighty suspect that all four of my rescue missions so far have ended up going after Kerbals stuck in command seats, rather than pods or cockpits.

Wemb

 

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On 29. února 2016 at 11:35 AM, Wemb said:

I'm finding it mighty suspect that all four of my rescue missions so far have ended up going after Kerbals stuck in command seats, rather than pods or cockpits.

That one is easy. Kinda. When you get a new rescue contract, look into save file. Do text-find of kerbal's name, you will get contract details, craft and kerbals personal info (I always get them in this order). Now, comprehending craft data is usually not easy, but stranded kerbals are always in single part. Part name should be right there.

Hard to tell more, but sounds like it goes south the moment you enter physics bubble. Therefore I'd go with something physics related rather then b0rked contracts. KIS/KAS is known to meddle in physics heavily and would be my primary suspect (until you elaborate on those "few other utilities").

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My mods list is as follows.  I've had KIS/KAS installed forever, without problems - the only thing I've recently added is KER, I think.

 

Active Texture Management - X86 - Aggressive (ActiveTextureManagement-x86-Aggressive 5-0)
Chatterer (Chatterer 0.9.7)
Community Resource Pack (CommunityResourcePack 0.4.9.0)
Community Tech Tree (CommunityTechTree 2.3)
Contract Configurator (ContractConfigurator 1.9.6)
Crowd Sourced Science (CrowdSourcedScience v3.0.2)
Custom Barn Kit (CustomBarnKit 1.1.3.0)
DMagic Orbital Science (DMagicOrbitalScience 1.1)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2.0)
Kerbal Alarm Clock (KerbalAlarmClock v3.5.0.0)
Kerbal Attachment System (KAS 0.5.5)
Kerbal Engineer Redux (KerbalEngineerRedux 1.0.19.4)
Kerbal Inventory System (KIS 1.2.5)
KSP AVC (KSP-AVC 1.1.5.0)
MechJeb 2 (MechJeb2 2.5.6.0)
MechJeb and Engineer for all! (MechJebForAll 1.2.0.0)
Module Manager (ModuleManager 2.6.20)
SETI-CommunityTechTree (SETI-CommunityTechTree 0.9.6.5)
SETI-Contracts (SETI-Contracts 0.9.6)
Take Command (TakeCommand 1.3)
Toolbar (Toolbar 1.7.10)
Universal Storage (UniversalStorage 1.1.0.8)
Ven's Stock Part Revamp (VenStockRevamp v1.9.1)
 

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