![]() Load(Assembly): ContractConfigurator/ContractConfigurator AssemblyLoader: KSPAssemblyDependency 'RemoteTech' V1.6 AssemblyLoader: KSPAssemblyDependency 'ContractConfigurator' V1.0 AssemblyLoader: KSPAssembly 'CC_RemoteTech' V1.0 AssemblyLoader: Loading assembly at /home/quarrion/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/ContractConfigurator/CC_RemoteTech.dll Load(Assembly): ContractConfigurator/CC_RemoteTech AssemblyLoader: Loading assembly at /home/quarrion/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/ConnectedLivingSpace/Plugins/ConnectedLivingSpace.dll Load(Assembly): ConnectedLivingSpace/Plugins/ConnectedLivingSpace AssemblyLoader: Loading assembly at /home/quarrion/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/ConnectedLivingSpace/Plugins/CLSInterfaces.dll Load(Assembly): ConnectedLivingSpace/Plugins/CLSInterfaces AssemblyLoader: Loading assembly at /home/quarrion/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/BetterBurnTime/BetterBurnTime.dll Load(Assembly): BetterBurnTime/BetterBurnTime AssemblyLoader: Loading assembly at /home/quarrion/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/000_USITools/USITools.dll AssemblyLoader: KSPAssembly 'ModuleManager' V2.5 AssemblyLoader: Loading assembly at /home/quarrion/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/ModuleManager.2.6.22.dll ******* Log Initiated for Kerbal Space Program - 1. RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 PSystemSetup.OnLevelWasLoaded (Int32 level) NullReferenceExceptionįtOffset (Vector3d refPos)įloatingOrigin.SetOffset (Vector3d refPos) RemoteTech.UI.FocusOverlay.OnVDestroy (.Vessel v) NullReferenceException: Object reference not set to an instance of an object : = Scene Change : From SPACECENTER to TRACKSTATION = ![]() I habe some more mods installed, so it can be a issue that only occurs in a combination. When I remove RemoteTech the problem does not occur. There is not the test satellite loaded anymore, it only shows a "Space Station One" which is unjoinable and obviously bugged. When I have Remote Tech installed, loading the game, tracking station, then to the sat, focussing kerbin, go back to the space center and then into the tracking station breaks the tracking station. I have a modded install, a fresh career and a test satellite in a orbit. I'll use the Orbital Decay mod to lock things down.ĭoes anybody know the problem / a solution / workaround, that RemoteTech breaks the Tracking Station? At least at my install/mod combination. Which I suppose would have worked if I had not then made the craft active, which according to Zhetaan took it off the rails and messed the SMA /Orbital period up ever so slightly. Mechjeb, then HyperEdit (per craft) and ultimately in frustration screwing with the save file itself. (In the 1.1 pre-release I was seeing some orbital shenanigans that I couldn't explain which was moving some of the ships around. I don't have KSP open right now.)Īs long as nothing perturbs the satellite's orbit, they should stay in the correct configuration. If you have HyperEdit installed, it actually has an option to do this for you - you just select all the satellites you want to align, and click the "Execute" button (I think it's actually called "Align SMA", or something like that. SMA is a field in the save file, so all you need to do is copy and paste the SMA value from one of the satellites in a constellation to the other satellites. One way to make the orbital configuration permanent is to edit the save file so that the SMA (semi-major axis) is identical in all of the satellites. Is there a way to put craft on rails maybe? Is there a trick I'm missing? Because while I love the building of networks, I simply cannot imagine maintaining them without going mad. I could hardly timewarp without having to clean up decayed orbits and that was with TWO planetary systems covered. ![]() Naturally I can fix it manually, but during my last playthrough where i had the Kerbin system fully covered and later Duna as well it was a chore. Crafts get eaten up by their client bodies, synced craft catch up to each other. ![]() The result is that eventually all the orbits start going to hell. With hyperedit I can get even closer, but it is never perfect as the numbers start fluctuating immediately. I can use mechjeb to get super close to the perfect orbits, both synchronous and ones that chase or lead bodies in their orbits while remaining out of their SOI. I need some help with keeping my craft in their orbits over longer periods. ![]()
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