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Starwaster

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  1. MJ does not add the MJ module to command pods by itself. That requires a separate patch. If you had it being added before then you had another mod installed that was patching the command pods. It sounds like that mod is no longer present. Think back to mods you recently uninstalled. You could also just patch it yourself. I maintain my own tweak folder for portability that contains MM patches. One of them is this patch: (Note that commented line: the docking guidance module was changed to be available at start. You may want to switch it back. Or not.) MJ_for_all.cfg @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore eduMode = true MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = advFlightControl } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } }
  2. What matters for Restock is whether or not they changed to a different model for the decouplers which would affect its exposure and possibly also how it interacts with the thermal shockwave. (shape matters)
  3. @not-a-cylon I haven't seen a problem with decouplers specifically and they should survive an ascent to orbit. But you haven't given me enough information about your play environment. For instance whether you're playing with stock sized Kerbin or scaled up. In stock, convective heating from supersonic/hypersonic speeds is scaled up. That by itself isn't enough, but FAR changes how exposed surfaces are calculated and how parts are occluded so the part is probably picking up more convective heating than it normally would. Other mods that can change how much of the part is exposed is Restock and Stock Revamp and I haven't tested with either of those mods. FAR I have tested with but mainly in scaled up systems. FAR + stock, not so much.
  4. @RedSh0t Look in your GameData folder. Delete Custom_FARAeroData.cfg That probably is enough to fix the problem but I'm still looking at what else is being done to the OPT wing/control surface parts. (basically, something is applying FAR config data to your parts, The file I'm telling you to delete is written in a way that Module Manager will interpret as 'FAR is installed' due to a horrible MM design philosophy) Edit: OPT Reconfig is what is actually patching your wings/control surfaces but it's not really at 'fault'. It thinks FAR is installed because of that file I said to delete. Edit: Have you ever had FAR installed before? I'm assuming that's where Custom_FARAeroData.cfg actually comes from. But that means it is saving that file in the GameData root. So if you uninstall FAR, then that file will be left behind unless you actually go looking for it.
  5. I'll take a look at them tonight. In the meantime, here is a pro Dropbox tip! Look at the end of the URLs. If you change &dl=0 to &dl=1 then those become one click links! One click and they insta-download. (this is another reason why I prefer Dropbox over other file sharing services) Edit: Ooops, that log file... 418 MB. In the future, please zip up huge files like that. They're text files so they'll compress nicely.
  6. If you don't have a menu option for different tank types then it might not be a Real Fuels tank. Are you using the same tank for H2 as you are for hydrolox? Or are they two different parts? Asking because in Real Fuels, you change how much of a resource the tank has based on what needs it. For instance, if you have a nuclear engine, you go into the tank GUI and add all hydrogen. (or all ammonia, methane, water if the engine allows changing between those types) So if it's two different tank types that you're choosing between then doesn't sound like it's an RF tank.
  7. I recommend a Dropbox account, upload it there (or download the Dropbox software and drop the files in the Dropbox folder, that's easiest) then post the link for the file. Don't forget ModuleManager.ConfigCache, it's as important as the log file and together, the two files paint a complete picture of your KSP installation and what is modifying what.
  8. If you post your KSP.log (from the root KSP folder) and ModuleManager.ConfigCache file (from GameData folder) I'll take a look at them.
  9. That makes for a pretty confusing read. The only information or detail is in the first post but then you say to disregard the first post so that means there's really not enough information at all. What tank are you having problems with? If it allows changing the tank type, make sure the type isn't set to inappropriate type. For example, you wouldn't want it set to Service Module if it's meant to be a large integrated type. SM has a higher base mass and if that's what you're using for your H2 tank then you can really screw yourself over. With appropriate tank types (Default, Cryogenic, Balloon, etc) you won't run into abnormal dry mass situations. (all this assumes it's not a mod part with inappropriate configuration for that part)
  10. The settings are Min Pressure = pre-deployment. The chutes are reefed. (that is, they are not fully inflated) Deploy Altitude = This is the altitude at which the chutes go from reefed to full deployment. The pressure setting is at 0.01 kPa by default. This is not a very safe setting. Set it at 0.5 or higher. That will redeploy at around 4400 meters.
  11. [snip] I don't know if you saw what I posted earlier, but when the parachute bug happens (and yes, it IS as bug and it DOES happen so just ignore anyone who says it's you) then that specific part on that craft is bugged and it needs to be fixed in the VAB. Happens a lot to me, usually when the part was radially placed and possibly in symmetry. Unfortunately, that won't help if it's already in flight and en route to landing.
  12. You're not understanding what the problem is. There's an issue where the chutes on a craft will not open that has nothing to do with whether it is safe or not. Save/Reload doesn't work either. The only fix is to replace the chute part in the VAB because it's the craft that is affected and the problem is saved to the craft file so once it occurs, that particular craft is bugged. The problem is real whether you've experienced it or not.
  13. I think I have that mod installed. I'll take a pass at those parts. 1000 is pretty low, not sure why it would be. (in theory it shouldn't go lower than 1523.15, but there's some extra math in there that could drive it lower) maxSkinTemp is the most important one but if it's not defined then it equals maxTemp. If it's supposed to be an aerodynamic part then I might just bump up its skin max.
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