thunder175

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About thunder175

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  1. Just wanted to say that I'm absolutely thrilled with Kerbalism 3.1-dev. I started a new stockalike playthru with JNSQ and am currently on dev build 7211.
  2. @Galileo Just did as directed and still getting it. I moved my JNSQ folder back into GameData, deleted JebShop.cfg and JebShop.mu and still getting the physx error at the same point on launch. Here's a snippet of the log file showing the spam on my system. [ERR 09:50:32.834] [Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices! [ERR 09:50:32.893] [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 09:50:32.951] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.010] [Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices! [ERR 09:50:33.069] [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 09:50:33.130] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.187] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.244] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.302] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.361] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.419] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.475] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.533] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.591] [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 09:50:33.655] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. [ERR 09:50:33.713] [Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices! [ERR 09:50:33.770] [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 09:50:33.827] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.
  3. Getting the same issue as @MOPC. I noticed it last night when using the latest dev build (pre 0.8) on a heavily modded 1.7.3 install. On launch after climbing just a bit the log spam begins with a massive drop in performance to the point where it will cause an app hang. I removed JNSQ from the GameData folder and everything returns to normal. Conflict somewhere?
  4. Coming back to KSP after a long hiatus, glad to see RT still going strong. I have to admit however that I keep going back and forth with the current RT version and the stock CommNet with the constellation mod given the ability for spectrum allocations to differentiate the networks. Hoping RT2.x comes in the not too distant future. One of the issues I'm currently having is when running MandatoryRCS. Instead of tweaking the PID's further, can you allow a user configurable value for inertia and RCS burn much like MechJeb? In the MechJeb attitude settings I have use inertia and stop time set to 0.2 to greatly reduce the RCS usage at the cost of slower slewing. The current version of the flight computer burns the RCS thrusters expecting a stockish torque wheel (I'm guessing) to slow it down and it blows right past the commanded position, and burns thru hydrazine freakishly fast. I guess I can always reduce the RCS thrust down to a minimal thrust limiter level, but I'd rather the system be smart enough to pulse the RCS to get the craft spinning, then pulse again to stop, thus minimizing the RCS usage when running MandatoryRCS even if I have to sit there and wait a minute or two.
  5. Using the experimental build #20181103.6 on a 1.5.1 modded install, I'm getting the following log spam and and the VAB build list isn't working. Interesting enough, it does display the SPH and R&D menus.
  6. @Beale Any updates to the problems reported by the last two posts? I'm having the same issues with the most current version and 1.3.1. Interestingly enough, if I remember where I left off and edit the file manually after closing KSP, the sequencing starts again as would be expected. It appears that the plug in is not writing any new data to the file, although it is updating the last modified time stamp.
  7. I've seen some odd behavior in my current save. For some reason the VAB assembly queues is only showing two rates, instead of multiple. Apparently its lost the additional queues. On the upgrades tab in KCT, it looks like I should be seeing the additional rates listed but they are blank. Is this an after effect of CustomBarnKit meddling?
  8. Was RemoteTech compatibility ever integrated into the baseline? If not, any chance to add a requirement for a valid connection to mission control via RT?
  9. Just following up from an earlier post. I love this mod with KCT on a new career save. It's really helping keeping the clutter down in the craft files since I'm using a block buy mentality in my spacecraft design. Definitely recommend using the name outside the brackets to differentiate between craft in the KCT construction queue. I know there was a desire to keep this mod lightweight and simple, but I offer a suggestion to expand the mod with a GUI for true program management. Would be great to have a log per program showing all vehicles, with launch date, cost, etc. That would finally eliminate the need for a separate Excel spreadsheet for the truly OCD.
  10. A feature enhancement I'd like to see if possible would be an option to disable the circularization burn after reaching the programmed Ap. Alternatively, how about at least be able to set the coasting time before executing the next node? Very annoying that the craft immediately turns to the circularization burn node and burns up monopropellant if I am not quick enough to shut down the RCS or puts solar panels out of position or optimal charging. Even more elegant solution and feature enhancement I'd like to see for RT users would be to automatically add the circularization burn node to the RemoteTech Flight Computer.
  11. I just tested this with KCT and indeed it does work with a catch. Since KCT basically saves the spacecraft in the persistence file until its ready to launch, the name is still bracketed in the KCT assembly queue. In other words, if you have [ComSat] and click build a couple times, you'll have multiple [ComSat] being built in the construction queue with no numbering. When you roll out to the pad and then hit the KCT launch button, the vehicle is then name appropriately as ComSat 1, ComSat 2, etc. I think this will be especially useful for block production when the design changes slightly. The one thing I would ask is that for those of us adding to existing saves, there doesn't appear a way to get ProjectManager caught up with our current numbering scheme. Does the plugin store the current sequence number somewhere? Or asking another way, is there a way to manually increment the number sequence to start at a higher number? I track everything manually in my own Excel file and would like to utilize this in my ongoing save.
  12. Then remove it if you don't want all the Saturn parts rescaled to 6.375m/4.25m. The current iteration of the rescale patch only applies to the Saturn components, not Skylab. If you want to use the rescale patch, then I recommend using Procedural Fairings to create an interstage to interface the S-IVB 4.25m to Skylab's 3.75m base. Only other option is to wait for someone to add the Skylab components to the saturn_rescale.cfg file. I'm looking at it now and I'm not brave good enough with the MM patches to try to make it work, so I'll defer to the design team.
  13. @Rory Yammomoto By chance you didn't install Saturn_rescale.cfg in your Game Data folder somewhere did you? This looks like the Saturn parts have been rescaled to 4.25m in accordance with the patch in the extras folder.