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Engines will not fire...


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If a probe core IS the answer... that sucks... because now I have 3 Kerbals to rescue and a ship to again Terminate and start all over. I would think my plan should have worked. The "Frustration Kraken" strikes again. :(

Thanks all. Mod, I'm going to leave this as unanswered until a firm definitive answer is found.

You don't need to terminate the whole ship. Just undock the back fuel tank (the one attached directly to the engine) and terminate that. The rest of the ship is probably fine.

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You don't need to terminate the whole ship. Just undock the back fuel tank (the one attached directly to the engine) and terminate that. The rest of the ship is probably fine.

Umm... I still need engines to go anywhere though. lol ;)

I suppose I could send up another engine section, and the 2nd fuel section with it (empty tanks)... but I don't have an auxiliary docking port to dock to fill the tanks of the 2nd section. I'll have to mull this one over.

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Umm... I still need engines to go anywhere though. lol ;)

Obviously, but at least you wouldn't have to re-launch the other two bits :P

I suppose I could send up another engine section, and the 2nd fuel section with it (empty tanks)... but I don't have an auxiliary docking port to dock to fill the tanks of the 2nd section. I'll have to mull this one over.

Wait.... you launched that empty and filled it? You could totally build a reasonable launcher that could just launch it full - I did that once for a station that had the huge kerbodyne tank as its fuel storage (just one though - yours is a tiny bit heavier).

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On line 17482 of your persistence file, one of the docked ports says that it is attached to K-one-nip, with the root part ID of 803483826. That ID doesn't appear anywhere else in the persistence file, whereas it should be listed in the vessel information and the root part for that vessel. I imagine that this is causing problems. If you'd like to undock the problem parts, find each the docked ports with the following information:

Undock

{

active = False

guiActive = True

guiIcon = Undock

guiName = Undock

category = Undock

}

and change the first line inside the brackets to active = True -- that should allow you to detach the problem sections. Unfortunately, I think you will need to put probe cores on each section so that when you decouple the docking ports they have a root part to reference. This is the only way I could find to solve the problem when I had similar issues.

Edit: thought to add that unfortunately, armagheddonsgw's solution of ditching the problem sections seems like the only way out without more extensive editing of your save file (you could try changing the root part of those issue ports to the root part of Voyager).

Edited by Mesons
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Obviously, but at least you wouldn't have to re-launch the other two bits :P

Wait.... you launched that empty and filled it? You could totally build a reasonable launcher that could just launch it full - I did that once for a station that had the huge kerbodyne tank as its fuel storage (just one though - yours is a tiny bit heavier).

I've built some pretty heavy lifters, on the order of 60 to 100 tons payload... small I'm sure in the eyes of some. I found it easier to launch empty and then send a few fuel 'tugs' up.

On line 17482 of your persistence file, one of the docked ports says that it is attached to K-one-nip, with the root part ID of 803483826. That ID doesn't appear anywhere else in the persistence file, whereas it should be listed in the vessel information and the root part for that vessel. I imagine that this is causing problems. If you'd like to undock the problem parts, find each the docked ports with the following information:

Undock

{

active = False

guiActive = True

guiIcon = Undock

guiName = Undock

category = Undock

}

and change the first line inside the brackets to active = True -- that should allow you to detach the problem sections. Unfortunately, I think you will need to put probe cores on each section so that when you decouple the docking ports they have a root part to reference. This is the only way I could find to solve the problem when I had similar issues.

Edit: thought to add that unfortunately, armagheddonsgw's solution of ditching the problem sections seems like the only way out without more extensive editing of your save file (you could try changing the root part of those issue ports to the root part of Voyager).

Thanks, Mesons, I'm going to go take a look at that. I've got a save, so just for giggles I'll try both your and armagheddonsgw's suggestions. It will make for good practice/exercise.

Changing status to Answered.

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