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1.4.x Exploding Kerbals... (and other things!)


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Right. I'm cross now.

I've several years of career mode built up to the point of extensive mining operations on Minmus and Ike that use quite straightforward procedures to refuel tankers for transfer to orbiting stations for visiting ships. On landing, the tankers have been grabbed by Klaw-equipped rovers ("bowsers"), dragged to the edge of the moonbase and connected up using KAS port connectors for direct fuel transfer. Easy stuff... 100's of successful operations and the added advantage that Kerbals could be transported using an External Command Seat attached to the underside of the bowser (yes, the Kerbal is upside-down, but they're on astronaut pay, so they can take it...)

Until 1.4.x...

So the first tanker after the upgrade imperiously sets itself down on the flats close to the Minmus base and the bowser heads across to grab it with its Klaw travelling at 0.2m/s and... KA-BOOM! Even the slightest nudge of the tanker (standing on its rocket nozzles - never a problem previously) triggers the whole thing to explode!

Worse than that, now, when the Kerbal leaves the bowser seat and drops on their helmet from less than 2m they explode in a cloud of dust!

Okay, so I can accept that dragging a 200t tanker around on its engines might have had its day, so I ship out an even bigger bowser that will refuel it (via port connectors) with just a couple of runs and equip it with ladders and a command seat on the top - only, now, the Kerbal explodes when they leave the seat which is the right-way-up!

So all of this happens with both 1.4.3 and 1.4.4. It used to be that you could bounce Kerbals 100's of metres across the surface of Minmus with no ill effect... Anyone know why/when this changed?

(Configuration: PC/Windows 7 - KSP 1.4.3/1.4.4 via Steam. KIS/KAS, Mechjeb +others as add-ons)

TIA

Kev

 

Edited by BirchBirch
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On 6/26/2018 at 8:30 AM, BirchBirch said:

+others as add-ons)

While the Klaw is/was notorious for randomly detonating things, it has been toned down some.  But apparently one of your mods is changing something. 

Post up a mod list. 

But maybe I'm old school, but I have always tried to never use a Klaw in place of a docking port, too much bad history of exploding ships. 

Side note.  Kerbals are the little green men, Kerbol is the unofficial name of the Sun.

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@Xd the great - Have used MechJev autolanding since the early days, but have never achieved the precision of landing in the same place twice!

@Gargamel - thanks - typo corrected! ;-)

Never had a Klaw problem before, but now it's fraught with issues... I like to use Clamp-O-Trons as the targets for docking, but that's now 50:50 as to whether everything explodes or not.

And the full mod list is below... (Lifted from the SFS)
        MiniAVC v1.0.3.1 = True
        KAS = True
        KIS = True
        MechJeb2 = True
        CommunityCategoryKit = True
        EasyVesselSwitch = True
        WhoAmI = True
        WaypointManager v1.0.0.0 / v2.6.2 = True
        WaypointManager = True
        ShipListMod v1.0.6212.30353 = True
        Kiwa = True
        TacFuelBalancer = True
        TacPartLister v1.4.1.0 / v1.4.1.6 = True
        TacPartLister = True
        KIS.fun_parts_pack = True
        WhoAmI v1.0.4.0 = True
        kOS = True
        MiniAVC v1.0.3.2 = True
        ModuleManager v3.0.6.0 = True
        CCK v2.0.2.0 / v2.0.2.0 for KSP 1.3 = True
        EasyVesselSwitch v1.6.6640.41793 / v1.6 for KSP v1.4+ = True
        KAS v0.6.4.0 / v0.6.4 for KSP 1.4+ = True
        KIS v1.12.6700.37736 / v1.12 for KSP 1.4 = True
        KSPDev_Utils.0.33 v0.33.6700.37148 / v0.33 for KSP v1.4+ = True
        MechJeb2 v2.5.1.0 / v / v2.7.3.0 = True
        TacFuelBalancer v2.18.6694.19837 = True
        ModuleManager.3.0.6.dll = True
        KerbalJointReinforcement v3.4.0.0 = True
        KerbalAlarmClock v3.9.1.0 = True

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