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9bananas

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Everything posted by 9bananas

  1. that's really cool! i haven't had the time to test out more advanced features yet: just came back to the game after ~1 year. so glad to see most mods i used to have still being maintained! just started a new career mode, will try out the background feature when i build my jool relay network
  2. oh, i'm just glad to help! ...and that my game works again! honestly, persistent thrust is pretty much a must-have mod for me! ion engines are painful when they need babysitting!
  3. the newest version from this thread is working! tested on a new career save, so no patched conics, and working as expected! about your questions regarding the log: this line: Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe -single-instance, ckan install Foo=1.6.1 is from CKAN. just the start-up parameters showing up in the log. guess they get logged when launching from CKAN! this one: [ERR 19:45:53.378] <color=orange><b>[KSPSteamController]:</b> Failed to initialize Steam API!</color> ...no idea. steams working fine. don't know where that error's coming from, but it doesn't seem to be causing issues. thanks for the quick fix!^^
  4. oh, right! that makes sense! I'll test it out and report back in about 4-5h, have some stuff i need to finish around the house...
  5. nice work, I'll try it later! i never would have guessed it had to do with patched conics! how did you figure that one out? and what does persistent thrust need the patched conics for?
  6. @TaintedLion: that's actually exactly what's happening in my game also: engines think they don't have fuel, even when they're fully fueled/SRBs, so it's not crossfeed or anything either. @FreeThinker: sure, here are some logs and my save file! Google Drive Link i had no issue in 1.10.0, only happened after one of the recent updates (either the mod, or KSP itself). it literally cannot be anything else. see screenshots : there's absolutely nothing else installed, and vanilla doesn't have this issue. if i delete persistent thrust, everything goes back to normal instantly. edit: i noticed you changed something about how you address engines in one of the recent updates, right? well, since this issue is in essence "engines don't get fuel", maybe it's related? just a wild guess, don't really know much about Unity... edit2: it also seems to affect every engine, regardless of fuel type, or engine type, including jet engines, etc. seems like a problem in the patching process somewhere!
  7. hi @FreeThinker! afraid i have a bug to report for KSP v1.10.1: when installing from CKAN, no engines can produce thrust, because they think their fuel requirement isn't being met. on windows 10, no other mods, fresh install, game files verified through steam. steps to reproduce: install persistent thrust from CKAN (including the module manager as a dependency), launch a game, launch a vessel, crash into the ground. i can send you logs, if you need them, but i didn't actually get an error in-game. please tell me which logs you need. i'm not used to reporting bugs for ksp! cheers!
  8. QuickGoTo Fix: i thought i should mention this in case somebody else has this problem: you can fix this behaviour in the in-game console of ksp: press alt+f12 and there's a button to clear control locks
  9. okay, so i've hit a bit of a snare trying to figure out the volume ratio of the LH2/LOX fule mixture for the cryogenic engines engines mod...the tanks that come with the mod have a 1(LOX):15(LH2) unit ratio. i've been trying to reconfigure a tank (from talisar's spherical and toroidal tanks mod), SP-L-1, to hold LH2/LOX using your fantastic mod. now it's easy to figure out the unit ratio (1:15) by looking at the tanks provided by cryogenic engines, but i've found that this doesn't correspond at all to the volume ratio...which makes it reeeaaallly hard to configure a custom tank. through trial and error i came up with an absurdly hard to achieve 1:1.3651683 ratio (--> this is the point at which the game displays a nice zero for the first decimal place (zeros are nice, i like zeros) of the LH2 tank in reference to a 100m3 LOX tank, e.g. a 1:15 unit ratio[<- all within the SP-L-1 fuel tank]) so what i have now is a fuel tank in following configuration: ~266.6m3 divided into 100m3 LOX and 136.51683m3 LH2...kinda suboptimal... now i realise this might be because real world tank volume for LH2 might be somewhere in that area (haven't looked into that), but it's making the tanks of the cryogenic engines mod a must have on a spacecraft that uses that mods engines...which is...limiting. see, now i have all these great tanks i can set up with your great mod, but can't use cryogenic engines with them, because the fuel ratio is really hard to achieve using the volume ratio...but it'd super easy using the unit ratio! soo...i was wondering: could we possibly get a third option for the little button that lets us switch between volume and percentage, which allows for units? (maybe an extra one to switch between volume and unit mode, to allow use of the amount and percentage functions?) even if that means i'll waste some volume, it'd be really handy to have, not just for cryogenic engines, but in general! (well...i imagine at least) don't get me wrong, i absolutely love the mod, use it a lot! it's pretty much a must have for me to play the game! this stuff would just be super handy thanks for all of your great mods, btw! using ground construction and cc atm, both are awesome!
  10. probably...but due to it's nature (altering pretty much all parts) KRnD doesn't always play well with other plugins...since i'm at ~130 mods, i'm better off just not using KRnD
  11. thanks for the compliment^^ well...what can i say? derp...i shoud have thought of that...i'm not even using it anymore, but seriously...that mod causes CONFLICTS! ok, this is it...no more K R'n'D for me! thank you sooo much for replying, it'd have taken forever to figure this one out XD
  12. having the same issue...no intakeATM on kerbin at least, gonna test other planets. engines and ducted fans get no intakeATM...pretty bad, since those are pretty much the reason i'm using the modpack
  13. this is awesome! suggestion: since you're already improving the save system (a lot ) could you add an option to save the crafts independent of the save? so it's easier to copy crafts from save to save? i imagine this would be an incredibly useful thing to have in an all-in-one craft-manager^^
  14. so i'm playing around with super compact (super clipped) VTOL in the editor, try to launch, it loads the craft and...physics sets in and weirdness happens --> crash -.-' now i'm trying to figure out what caused the crash; the compact form of the VTOL, a modded part, something else all together? pretty pls help me with this...it's an awesome looking craft KSP: 1.1.3 Windows 64bit Problem: Game Crash on Launch Mods used: see craft below Reproduction steps: launch craft, watch the world end Every time i load this one specific craft, it appears on the launchpad, then the altimeter goes blank, i see the end of the world, then ksp crashes... Craft: https://kerbalx.com/9bananas/Test-Mk-III-- Log: https://www.dropbox.com/sh/nnqlwye29ihvcfk/AABrF8uVpFstgETVv-hQVFXka?dl=0
  15. yeah, right? i'm like...whatever...i still miss a couple mods, but nothing i can't live without also, i'm using the 32bit version for. i was too lazy to install all the graphics mods, so i don't really need 64bit for now^^
  16. UPDATE: got it working with a bunch of mods, strictly using mods that are definitely 1.0.5 compatible (via ckan). was using quite some 1.0.4 mods before, although i read the devs blog before the update and i remember them stating, that the update shouldn't break stuff. i'm not going to disable my mods one by one to see which one is causing the issue...the install in question has 55+ mods...it takes like full 5min to even get to the main menu...not gonna do that all day long -.- i'm on a new install now with fewer mods, and it's working just fine. soooo.....oh well...i'll just wait for the updates...
  17. got the same issue, also since 1.0.5 update. i'm running 64-bit version, but i've been searching around for a while and am 70%+ sure that it's not related to 64-bit unity (it's pretty damn stable for me, haven't had a crash for a month or so). when checking the dbug console i found out that i'm getting null reference exception errors. i have no craft files, happens immediatley when i start the game. glad to see i'm not the only one -.-'
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