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Astraph

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  1. Yeah, I am fully aware of this note, but the mod compatibility page has not been updated since 2022 (at least if I can read GitHub's GUI correctly - I always have issues with that) and it references IE version 1.22.1, while according to CKAN we now have 1.29.6... So I was hoping that maybe, somehow those compatibility issues got worked out one way or another, as both mods are very popular and I find it hard to believe I'm the only one who'd love to get them combined in their build... ^^'
  2. I guess the list of all mods is the point where anyone working on Kerbalism will bonk my head and say they're not even touching it, but welp, 'ere we go: https://imgur.com/a/MJ5Khqb The exact name of the engine I'm using is CANDLE Travelling Wave Reactor Engine from Interstellar Extended. I completely forgot IE comes with its own set of stand-along nuclear engines, not just nozzles you need to attach to a Thermal Generator... I apologize for confusion here. Since I'm also running KTC, launchpad tests would be a hassle, with all the rollout/editing times... I fully admit I might've borked myself with my modding, but after all those years (and KSP2 being the thing I don't wanna talk about) I really wanted a KSP run that'd give a big system for exploration, realistic mechanics and interstellar lategame... So JNSQ, Kerbalism and KSP Interstellar sounded like a way to go. I do realize the devs explicitly said IS might not be fully compatible with Kerbalism, but I'm not sure if there's another mod that adds such nice beam power system and complex ISRU.
  3. Yeah, this ship has an RTG nuclear engine from (IIRC) Kerbal Atomics - it should be producing some miniscule amount power, so I was not surprised by the "converter" thing - I assumed it's just it's electric output.
  4. I'm encountering an issue with my ScanSat satellite. I made a simple ScanSat thingy with 3 scanners and 3 OX-10L solar panels. In both VAB and in-flight, they work fine; a solar panel produces ~7.7 EC/s, while the scanners combined consume around 4.3 EC/s: Yet as soon as I switch away from the satellite, it starts running out of EC real fast, regardless of whether it's in shadow or full sunlight. As soon as I switch back to the probe it all starts working again, but it obviously kinda screws up my scanning operation (which I wanna do in the background while I do stuff with other craft) and ruins the point of running any cryogenics (as my fuel boils off real fast)... Looking at the readout in Tracking Center, it seems that the game simply forgets the panels are there in the first place: Is this some unsolveable compatibility issue, or is thare any workaround it? EDIT: Welp, it seems OX-10Ls are stock panels, so dunno if that's even a compatibility issue... I'm honestly at a loss here. EDIT2: I do admit I'm running a hefty package of mods, but I don't think any parts included here (other than maybe JNSQ planet pack, which is listed as compatible) would be at play here...
  5. One question about training - what is the best way to train Kerbals for longer missions? I am prepping an Eve mission, wanted to first make a 200-days long high Kerbin orbit mission for the crew to gain experience... But due to health issues, I had to deorbit after just 30, with the crew barely getting 6% training. I tried using the KSC training option, but I find it confusing to track how long does the training take, what is the current progress and how long do I have to wait before I can launch the mission... Plus sometimes it seems that Kerbals just stop their training midway and I have to hop into VAB and start the whole thing anew...
  6. Just checked, it works! Thanks a lot!!!
  7. I've run into a problem with Radiation Storms in my (admittedly, very heavily modded) game. Basically, when a RadStorm happens, my game gets essentially bricked - I am unable to launch new ships, switch scenes, pretty much anything. I am able to open various windows and enter Research Centre, but Flight Tracking, VAB/SPH or even quitting the game are out of the question. That's what I get from the Console - I sadly have absolutely no coding experience, so I can't make any heads or tails outta it other than "something's wrong with the RadStorm". Looking at the log, the exact report seems to be: Is there any workaround for this? I tried waiting for 10 in-game days, but the error just kept repeating, and I can't really wait any longer (I have a ship in LKO that needs crew evacuated, I can't launch a shuttle because of this bug and in 11 days the first Kerbal will die to HP loss)... If needed, I can provide the complete log. I guess I can always just remove Kerbal Health from this run, but I really wanted it to spice up my interplanetary missions...
  8. Now that's a good question... I did the most reasonable thing ever and just went into CKAN, ticked GU, MKS, USI, GPP and a total of 120 mods, installed them and then booted up the game. The last ones I meddled with were MSI/USI and Firespitter, I guess I could make a fresh install the proper way, going a few mods at a time and seeing when the error shows up. I have absolutely no coding experience whatsoever (apart from VBA, but I already learnt that it's not something I should mention around people doing actual coding), but from what you're writing I assume my case is some pretty werid one... So, as much as I feel bad to take so much of your time already, I also hope that at least something good comes out of it in the form for fixing some weird issue other people might have in the future ^^'
  9. By the Twin-Tailed Comet... I swear that this build was, for once, made only using CKAN, without manually adding anything (the only stuff I did was overriding CKAN's version compatibility to install USI and MKS - the app says they should be compatible with 1.12, so I didn't think this would cause any problems...) Either way, I removed both folders (as in, manually moved them from GameData to an outside folder. Uninstalling them in CKAN would also uninstall Galaxies Unbound, FAR and a bunch of other mods - as you asked to remove only those two, I understood that would go against your testing plan. ^^' Anyway, here's the new ksp.log: https://drive.google.com/file/d/1NmOIwTlX1SEK9lQ7MksriE6kpuuBRT15/view?usp=sharing I'm very, very grateful for your time, I hope we can find the culprit... ^^'
  10. Thanks a lot! And while Contract Configurator did solve that issue, I got a completely different one now... This time it also drops an error about Kopernicus, which I assume to be possibly related to the fact I installed Galaxies Unbound on top of GPP (which should be OK, from what I read in their thread) and GEP (which might not be)... ^^' Ksp.log again -> https://drive.google.com/file/d/1NmOIwTlX1SEK9lQ7MksriE6kpuuBRT15/view?usp=sharing This time I let the game load completely (I used the OK button from the error message and closed it mid-loading the previous time, maybe that's why it got cut off), so hopefully this log is going to be ok... Sorry about last time.
  11. I decided to come back to KSP after a year... and I got hit with the missing .dll issue as well. KSP.log -> https://drive.google.com/file/d/1NmOIwTlX1SEK9lQ7MksriE6kpuuBRT15/view?usp=sharing This is a semi-fresh install (I removed all mods using CKAN, purged GameData of all files other than Squad folder and used CKAN to reinstall mods from cache), so I'm kinda surprised to see this happen... Especially since this is the first time I made build only with CKAN, without manually adding some other mods. I also see some other warnings in the loading screen, but to be absolutely frank, I always had at least some and my game never broke up... So I just decided to ignore them in the true Kerbal fashion ^^'
  12. Hey there Just in case - is your star pack compatible with Sigma Dimensions? I seem to be getting some error messages on startup, but upon getting into a bunch of errors related to Dimensions... But upon startup, I don't see any issues - planets in Tracking Station look ok-ish and there seem to be no issues with how the atmospheres/surfaces are displayed... Actually, just had another thought... How exactly are stars spaced in your pack? Are the distances real-life (so ~3.4 ly to Kiribani, etc), or are they compressed to KSP's regular 0.1x? I kinda want the increased challenge from the 3.5x scale system I usually use, but I also don't want to get truly 30 ly spacing between closest stars ^^'
  13. Ok, so this is an issue that's really making my head spin. I tried playing BH - every time I start the game up, all loads fine, all planets look the way they should, KSC works fine... But after 10-15 minutes, the game just randomly crashes. It doesn't just crash to desktop, I get the whole Unity crash reported thing turn on, mull something and then the whole game promptly closes. I've been trying to replicate this with several KSP builds, finally made a fresh install with only BH + Parallax + Kopernicus and the thing keeps happening - so at least I hope it got narrowed down to these three mods. So, first of all, the log (please let me know if that's the right file - it's been a while since I last had issues and back in those ancient 1.7.3 times the file was still named output_log ^^'): https://gofile.io/d/ndfitn Second, system specs: Windows 10 64 bit i5-4460 @ 3.20 GHz 16 GB RAM Radeon RX560 Series Third, mod list: KSP 1.10.1 Kopernicus Bleeding Edge Release 45 Beyond Home 1.5.2 Parallax 1.0.1 I initially suspected Discord (after every crash, Discord popped up a "New Audio Device Found" notification), but the crash appears regardless of me having Discord open or not. It usually happens when the game is tabbed away (I have two screens, so I often browse Reddit/chat/watch YT while playing), but it also happens when actually playing the game. I tried making a fresh KSP reinstall (as in, Uninstall on Steam + Ctrl-Del the game folder before reinstalling), updating GPU drivers and monitoring the PC during the crash (sadly I didn't use any specialist software, only Task Manager - but it didn't show any spike in GPU temperature / RAM usage around the moment the game crashes - temperature is stable at ~73 C, drops to 53 C one game crashes), so I excluded overheating or memory leak as potential reasons. One observation, possibly irrelevant but no harm in mentioning it - the game usually crashes when I'm scrolling or clicking on something, either in-game or when tabbed out. I tried going through this thread and some other discussions, but I failed to find anyone having the same issue as I do, sadly...
  14. Hey there I appear to be encountering the same problem as one used two years ago - game startup freezes at loading Space Crane. I tried troubleshooting the issue the same way you advised back then (making sure GameData/ConfigurableContainers/TankTypes.cfg is present among the game files), but to no avail. I tried reinstalling GC and CC, as well as manual download - nothing helped. There goes the output log: As mentioned above - I tried reinstalling both GC and CC, both manually and via CKAN, to no success. I double checked the contents against manually downloaded pack. I also tried booting with only GC installed (re-adding the CC folder from the manually downloaded GC pack)... It still freezes, though the log changes a bit each time (attached above is the latest iteration). I really want to try this mod out and don't wanna return to EL...
  15. XVI Laying the Path With technical solutions worked out and prototypes tested, construction of final components for the Niven mission was authorized. Following the final revision, the stationary part of the Sidonia complex was to consist of three modules: Sidonia Cygnus - a refined version of Cygnus refinery, with upgraded heat management modules, optimized for atmospheric cooling. The vessel took its name from Cygnus - a minor goddess of Gaelian pantheon, known for her excellent technical and mechanical skills. Sidonia Moriya - named after a sacred temple of ancient Gaelian faith, the lander was to provide habitat and supplies during extended stay on planet's surface. Sidonia Anna - named after Cygnus' mistress and legendary warrioress, Anna was designed to deliver all components and devices required for proper assembly of Moriya and Cygnus' facilities. All three components have been launched on the same day - the biggest and most complex operation ever conducted by the Agency. Sidonia complex launch [Y5 D116] Ferrum booster, as powerful as it was, lacked the capability to put a fully fueled Heart of Kerbold into orbit; due to this, an orbital propellant depot had to be included in mission architecture. Fully automated, the depot was to operate two robotic landers, collecting water and ore from Iota's surface and delivering it for processing in moon's low orbit. Orbital Propellant Depot (OPD) assembly With the depot in place, and all three landers en route, the Agency's crews returned to patient waiting. Should all three landers touch down successfully, the next transfer window two years later would signal the beginning of the main, crewed phase…
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