Qwarkk Posted January 28, 2018 Share Posted January 28, 2018 24 minutes ago, linuxgurugamer said: I need the entire log file, not just the end of it. Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Sorry about that, uploaded the wrong file. Here's the output_log. Quote Link to comment Share on other sites More sharing options...
Abpilot Posted January 29, 2018 Share Posted January 29, 2018 I have posted this a long time ago but here is a classic example of how helpful this mod is Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted February 1, 2018 Share Posted February 1, 2018 I re-installed FMRS with CKAN and most of the problems are gone, but the *problem that still remains is that when I go back to a separated stage, my main mission craft is still a few meters away from my stage I a going to land. Could anybody help me? *I'm not sure if this is even a problem. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted February 2, 2018 Share Posted February 2, 2018 On 2/1/2018 at 10:32 AM, JEB'S DESTINY said: I re-installed FMRS with CKAN and most of the problems are gone, but the *problem that still remains is that when I go back to a separated stage, my main mission craft is still a few meters away from my stage I a going to land. Could anybody help me? *I'm not sure if this is even a problem. If I understand you correctly, it's not a problem. When you use FMRS, you are going back in time (in the game, anyways). So, it's like this: T-0 - Launch of ship with Main Stage (controlled by Jeb) and Stage 3 controlled by a probe. 1:00 FMRS active, Point-of-view (POV) Jeb 5:00 Stage 3, controlled by a probe, separates. POV is still Jeb. FMRS logs the separation and Stage 3 shows up on the FMRS list. Keep going! 7:00 Main stage makes orbit, is fine, Jeb is eating Snacks. Click on your separated stage. Your POV now changes... 5:00 (again), Stage 3, controlled by a probe, separates. POV is NOW the Probe, and you watch Jeb fly away. He might even explode, but DON'T WORRY! 7:00 (again) Probe safely lands. Click on "Return to Main Mission" 7:00 (again, again) Back to Jeb, safely in orbit. You should receive a message that you have recovered your landed probe. Enjoy the rest of your mission! I admit this is simplified, but I think this is what you are seeing happening. Don't worry about it, and always us the buttons on the FMRS dialog to jump back to the main mission--don't just recover the ship from the KSP button, otherwise sometimes weirdness follows. Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted February 2, 2018 Share Posted February 2, 2018 Okay, thanks, so it isn't a problem. But how come in the video the whole probe was gone when Scott went to land the plane? Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted February 2, 2018 Share Posted February 2, 2018 1 hour ago, JEB'S DESTINY said: Okay, thanks, so it isn't a problem. But how come in the video the whole probe was gone when Scott went to land the plane? If you watch the video, you can see the probe is there for 1 frame, and then disappears. Why is that? I don't know, but Scott Manley made that video for a much earlier version of FMRS and a much earlier (.90) version of KSP. I can think of very good reasons why you would not want the probe to disappear; for example, if the probe also had a comms antenna and had become your link to the KSP. But in any case, the current version takes you back to an earlier point in the save game, but from a different vessel's point of view, and then merges your changes back into the main game. Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted February 3, 2018 Share Posted February 3, 2018 OK, thanks! Quote Link to comment Share on other sites More sharing options...
tshakah Posted February 12, 2018 Share Posted February 12, 2018 The latest version (1.2.6) is pretty reliably losing all my contracts, but only when I click "revert to plugin start" - anything else keeps them (tried swapping back and forth between lots of different stages) Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 21, 2018 Share Posted February 21, 2018 On 12.2.2018 at 9:48 PM, tshakah said: The latest version (1.2.6) is pretty reliably losing all my contracts, but only when I click "revert to plugin start" - anything else keeps them (tried swapping back and forth between lots of different stages) Same here, but to me it happened when I clicked "revert to launch". Not sure if they yet existed after that, or if they disappeared afterwards, when I recovered the vehicle from the launchpad. You can find the log file here: https://www.dropbox.com/s/it9pwisee62b0p0/KSP.log?dl=0 . Starting at 16:54:45.308, "Loading All Contracts..." seems to do nothing. Quote Link to comment Share on other sites More sharing options...
Grzewik Posted February 23, 2018 Share Posted February 23, 2018 Is there a 1.3 version ? Quote Link to comment Share on other sites More sharing options...
monstah Posted February 23, 2018 Share Posted February 23, 2018 6 minutes ago, Grzewik said: Is there a 1.3 version ? https://github.com/linuxgurugamer/FMRS/releases Quote Link to comment Share on other sites More sharing options...
Not Sure Posted February 24, 2018 Share Posted February 24, 2018 (edited) Im getting a pretty devastating bug and i've been hunting down how to reproduce it all day. Uninstalled all mods except for FMRS and still found this. When building a FH type craft (all stock) it will work the first few times perfectly, but as soon as you restart the game, it will no longer work. The stages are not registered even when Recovery Controller is set to "FMRS". And also, before restarting the game and rebuilding the craft you want, Recovery Controller has 4 options, FMRS, Stage Recovery, Auto, and None. When you restart it goes to 2 options, FMRS and Stage Recovery. Perhaps this has something to do with the newest ModuleManager as that is what im using (3.0.4) The craft that I experience this with:https://kerbalx.com/Pyro_Fire/BX9-IV-Heavy-lifter-WIP Its seemingly craft specific? I'm trying to find a pattern now, i've rebuilt the booster above about 4 times and each time i get the same result. However I rebuilt it as a 1.25m booster with all the same elements (just to test what's making things screwy) it works flawlessly. Oh and also, even without stage recovery and recovery controller, the stages still do not show up on FMRS. Edited February 27, 2018 by Not Sure moar testing Quote Link to comment Share on other sites More sharing options...
njbrown09 Posted March 6, 2018 Share Posted March 6, 2018 it doesnt work with dmp Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2018 Author Share Posted March 6, 2018 8 hours ago, njbrown09 said: it doesnt work with dmp Ummm, how could it? It is making and reverting saves. Quote Link to comment Share on other sites More sharing options...
njbrown09 Posted March 6, 2018 Share Posted March 6, 2018 7 hours ago, linuxgurugamer said: Ummm, how could it? It is making and reverting saves. It works, but it shows other players vehicles. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2018 Author Share Posted March 6, 2018 DMP is never going to be supported by this mod,sorry Quote Link to comment Share on other sites More sharing options...
Fearmazter Posted March 10, 2018 Share Posted March 10, 2018 Will it support 1.4 or 1.4.1? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 10, 2018 Author Share Posted March 10, 2018 22 minutes ago, BishopBolado said: Will it support 1.4 or 1.4.1? eventually Quote Link to comment Share on other sites More sharing options...
Technical Ben Posted March 14, 2018 Share Posted March 14, 2018 (edited) On 10/03/2018 at 7:51 PM, linuxgurugamer said: eventually Thanks! Already got a working* BFG design in stock, I just want to test the landing/launching more. *It can launch... no idea if it can land. Edited March 14, 2018 by Technical Ben Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 18, 2018 Share Posted March 18, 2018 On 10.3.2018 at 8:51 PM, linuxgurugamer said: On 10.3.2018 at 8:28 PM, BishopBolado said: Will it support 1.4 or 1.4.1? On 10.3.2018 at 8:51 PM, linuxgurugamer said: eventually I didn't notice any problem in 1.4. Do I risk screwing up my missions by using it? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 18, 2018 Author Share Posted March 18, 2018 2 hours ago, infinite_monkey said: I didn't notice any problem in 1.4. Do I risk screwing up my missions by using it? I really have no idea Quote Link to comment Share on other sites More sharing options...
pisti525 Posted March 19, 2018 Share Posted March 19, 2018 We want this to 1.4.1. I'm working on a BFR project.. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 19, 2018 Author Share Posted March 19, 2018 36 minutes ago, pisti525 said: We want this to 1.4.1. I'm working on a BFR project.. So do I, but I only have so many hours in a day, and I do have a life outside KSP Be patient, it will be done eventually. Feel free to contribute, would definitely get my attention Quote Link to comment Share on other sites More sharing options...
pisti525 Posted March 19, 2018 Share Posted March 19, 2018 Alright! My game version 1.4.1, I tried the mod, YES! It's working perfect in 1.4.1. Quote Link to comment Share on other sites More sharing options...
Shalfar Posted March 20, 2018 Share Posted March 20, 2018 On 3/19/2018 at 12:45 PM, linuxgurugamer said: So do I, but I only have so many hours in a day, and I do have a life outside KSP Be patient, it will be done eventually. Feel free to contribute, would definitely get my attention With the number of mods you're maintaining, I'm not sure you really have a life outside of KSP. Either that or your day has more hours in it than mine. Thank you for all of the hard work Quote Link to comment Share on other sites More sharing options...
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