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Crixomix

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Everything posted by Crixomix

  1. I don't know if it's asking a lot or not... Would it be possible to get this mod to be able to upgrade remotetechs antennas with "more range"? So more omni range on the omni antennas, and more range on the single target antennas as well?
  2. So I'm posting here mainly because I am not sure where else to post about this issue. There's a chance it's not this mod causing the problem. Or even a mod at all, as I remember a similar issue being in KSP vanilla a long time ago. But I can't seem to find much support via googling things so I figured I'd start here and see if anyone has knowledge that can help and if not, that's fine, I can keep troubleshooting on my own. It's the problem where, after a certain amount of time (uncertain how long or what conditions cause it), I can no longer click on anything in map view with left click. I can't click on orbit lines to create manuevers. I can't click on planets/other ships to hit the "set as target" or "focus view" buttons. I can't double click things to focus view on them. Save/loading doesn't work. Going to main menu and back doesn't work. I have to fully restart the game to be able to click on things in the map view again. The even weirder part is I didn't experience this bug at all until a day or two ago. And none of the new mods that I had downloaded had anything to do with the map view, at least from my perspective.. I think all I got was the gravity turn mod, and some of the near future mods by nertea. As far as mods that impact map view, I've got Click Through Blocker, KAC, Precise Maneuver (I am suspect about this, but have no idea how it could cause the bug) Here's a full list of my mods (is image form bad? I didn't know of another way to get a list of them without writing each one out by hand) https://imgur.com/a/MULx5 Here's my KSP log file. https://www.dropbox.com/s/wz7tt5sbmdqonr2/KSP.log?dl=0 Although I will say that during the last play session, I had removed precise maneuver, downloaded precise node, and didn't experience the bug (though I didn't play for that long, so who knows). But man was that annoying, because every time I would click on the buttons to change stuff in precise node, it was "clicking through" to the map, so it was constantly untargeting whatever planet I had targeted because it thought I was double clicking on nothing. I will say that I've gotten used to the functionality on precise maneuver. The main reason I'm posting here is that the bug has to do with mouse clicks not happening. And so I wondered if it had to do with click through blocker somehow blocking all the clicks on the map. But like I said, this is a new bug. I've been playing ksp for two weeks since 1.4.1 and the bug just started a day or two ago. And I've had pretty much all of those mods the whole time.
  3. So I've got this super weird bug. When I'm in the map view flying a ship, I can't click on the orbit lines to create a node, nor can I double click on things to get the "focus view" or "set as target" menu. When I first load up KSP, it all works fine. After a few minutes of messing around with nodes in the map view, all of a sudden I can't make nodes anymore. Saving & Loading does not fix it, neither does returning to main menu and coming back. I literally have to restart the game, which, essentially makes it unplayable as we all know how long it takes to restart KSP, and you just can't do that every 10 mins. I've got half a million mods. Precise Manuever being the only one that messes with nodes, and then Kerbal Alarm Clock. Has anyone else had this issue or know how to fix it?
  4. So I've run into a strange bug. Whenever I dock two ships, procedural batteries on both ships stop having any electric charge. It's not like they're both at 0/1500 or something. If I go up to the resources button in the top right and hit electric charge, they don't even get highlighted. So now my space station has no electric charge nevermind. Got it figured out. It was kerbal R&D messing with procedural parts stuff.
  5. is there a way to force the mod to "work" in 1.4.2? I didn't know how much I relied on this mod to make every single craft until I didn't have it
  6. I have a question on how the omni antenna additive mode works. I get that 0 means it will use the largest omni antennas range. I get that 1.0 means that it will add them all together. I don't get exactly what .5 would do. There's two solutions that both make sense to me, and I'm leaning towards the first but I want to double check before I build satellites incorrectly. Option 1: 0.5 setting means it's exactly halfway (average) between the largest omni and the total of the omnis. For example, I have 4x communotron 16s, the 2.5Mm range ones. If it was set to zero additive, then I'd have 2.5Mm omni range. If it was set to 1 additive, I'd have 10Mm omni range. But since it's set to .5, I would have 2.5 + (.5 * 7.5), which ends up being 6.25Mm. Essentially you get ALL of the first (biggest) omni antenna, and then 50% of each one added after that. OR option 2. I don't think this is it, but it's possible, and it would change how I build my ships. This is where .5 additive means that you literally just take half of the sum of all the omnis. So in the example above, 4x of the 2.5Mm ones would be 5Mm range. Which method is actually how it works? Thanks.
  7. Figured it out. Looks like SETI rebalance messes with the procedural parts stuff, and it makes them all work perfectly except someone must have added an extra zero or something on the battery one. I will make a post in the SETI thread about it.
  8. Question. The batteries have way too much charge for their size. I can't figure out how to change the settings. Currently the price to mass to electric charge RATIO is fine. But there's about 3k electric charge in the same size as the stock 200 charge. So the amount of charge per volume needs to be reduced by a factor of 15. I tried changing the battery.cfg "unitsperT" setting, which seemed like what I should change. And then I saved it, restarted KSP, and nothing changed. Also changing the dry density did nothing either. So I can't figure out exactly what to do.
  9. Okay it's confirmed. KAC was doing it. I have no idea why, and I will see if I can change it. Because it's really bothersome. Figured it out. It's Kerbal Alarm Clock, and you can turn it off by going into your gamedata folder, finding the KAC settings.cfg file (it's in triggertech) and changing this line: KillWarpOnThrottleCutOffKeystroke = True change the true to false.
  10. I'm talking about the 1-4x timewarp. Physics warp. Where you totally can throttle up or down. if you hit X, it'll kill your 4x physics warp which is really annoying. Oh my gosh. Really? Going to check this right now!
  11. Hello. I am wondering if anyone else has had this issue and if I can fix it. Whenever I hit X, it kills timewarp. This is not the timewarp kill button (which is /) I even tried changing the cut throttle button to another key to see if somehow a mod had been cutting the timewarp. Nope. It still kills timewarp whenever I hit the new button. So either I have a mod which is somehow always cutting timewarp whenever I cut throttle (it even cuts the timewarp down to 1x in the KSC screen if I'm not even flying a vessel). Or the game is cutting timewarp by default whenever the key is hit. I would imagine it's a mod because I don't remember this happening before, but I can't figure out which one. Here's the list: https://imgur.com/a/MByVX
  12. I have no idea how to do this and really would prefer not to get all the programs and stuff just to recompile one mod. Hopefully somehow we can get a recompiled version legit
  13. So I don't want to say this and be wrong, but according to my calculations (which maybe I'm wrong?) your dark side transit numbers are wrong. For example, I've plugged in the classic 100km orbit above kerbin, and it gives me darkside time of 12:48. But according to my personal calculations, it's actually 10:42. And at an orbit of 2,863,333 (keosync), your calculator says 12:13. But personal calculations claim it's actually 19:54. And this calculator agrees with my numbers as well: http://www.prism.gatech.edu/~bnichols8/projects/kspdarkness/main.shtml So how are you calculating dark side times? Because I used your numbers and anecdotally had a satellite run out of juice. Something about your calculations just isn't right. Even at an orbit of 40,000 Okay the problem isn't your calculations. It's the little (Km) next to the numbers... It should actually say (m) because you have to plug in the orbits in METERS, not in kilometers. Small issue, but kinda also a big issue haha.
  14. Seti probe parts monoprop engines (the awesome tiny ones) are all shooting their little plumes backwards.... Anyone have an idea how to fix this?
  15. So is this the kind of mod I can plop into my 1.4.1 and it will work? Or do I need to wait for an update for this?
  16. Can anyone help me understand the possible/impossible interactions between things like rotatrons and docking ports? Or really any ir part and docking ports? Is there any way to make it so I can have movable docking ports?
  17. Thanks so much Nertea. Sorry to keep bothering, but I just can't find any documentation or help on how to work these atomic engines. I would consider myself decent at figuring things out. But I can't seem to figure out the NFE reactor control panel buttons, and what they do. So I hit the on button (I think get what that one does :P). After a bit of spool up time, it shoots up to the regular temp. Then there's a power setting. This makes sense for reactors, but I don't understand what this does for engines. with the nerv, it doesn't seem to do anything. Is this because it's an atomic engine that has a nuclear reactor, that just happens to generate no electricity? And what are the two advanced settings? Once seems to be auto shutoff at temp. Is the other auto shutoff at a certain warp speed? What is reactor power/available power? This is measure in kilowatts, but it seems unrelated to the "internal flux" number in my heat management readout in kerbal engineer. Is this because the "core" of a nuclear reactor can heat up without actually heating the part? Is this a number that relates to how much thermal dissipation I need on my craft? Does it matter where I put the thermal dissipation? i.e. do I need radiators ON the part, or somewhere else? Do I need radiators both for the internal heat of the reactor (1100kw on a nerv) AND the internal flux I see when I actually use the engine to produce thrust? Why do 3 small radiator panels (they say rated for 50kw each) keep the nerv reactore core (1100kw) from heating up? it just sits happily at it's 3600 or whatever. But then if I timewarp, it shoots up past critical? So sorry for all the questions, but I really want to understand how all this works so I can build a kickass spacecraft
  18. Ohhhh. So all of those costs are the cost of the uranium being added? I'm still learning how to best use your mods. Thanks. Is there an easy way to disable boiloff?
  19. Nertea, could you help me understand why your Kerbal Atomics Mod, coupled with your NFE mod, make the basic LV-N nuclear engine cost over 50k funds? As far as I could tell (I could be wrong, I don't know much) it looked like a patch in your "extras" folder in your Kerbal Atomics mod says "MM config to set fancy nuclear engines if NFE is around". and then a few lines down, there's an @cost += and then a huge number. This seems to be true for all of your nuclear engines. Why they get so expensive yo? I don't have those kinds of funds! If I don't like it should I just change those costs to something I like better? Could you help me understand why you make them so expensive?
  20. So I have PP and also Nertea's near future propulsion, which changes nuclear engines to need LH2. My normal fuel tanks (all the fixed size ones) can "switch" fuels to LH2, but my procedural liquid tank can't. Is there any way to fix this? Thanks, Crix
  21. Hello. Can anyone help with this issue? RealPlume seems to be killing the sound on some of my engines. It seems to be all the engines that are designed for space flight rather than atmospheric flight, i.e. the terrier, vens stock revamp thunder, etc. The plume (on the launchpad) is the wimpy blue flames, and there's zero sound. It messes with both stock engines and vens stock revamp engines. Any ideas on how to fix this? If I remove realplume then the parts go back to making sound, but they look way worse I really like this mod but I won't lie, not having your engines make sound is really sad. EDIT: Okay I did some poking around in the files. Not really sure what I'm doing, but I looked at which plume the engines that were causing no sound used. It was the hypergolic OMS white. So I went into that plume and then saw which sound clip it was using, sound_spsloop. Well I changed that to sound_altloop2, which is the one the basic engines use (reliant, swivel, etc). Now they make sound! I have no idea why that would make any difference though, because sound_spsloop file is in the KW_Sounds folder and sounds fine when I play it. So I can't imagine why it's not able to play in the game... EDIT2: Upon further research, putting sound_spsloop back in, it seems it makes sound, it's just VERY quiet. For example, the Thunder engine, in Ven's Stock Revamp, is barely audible even at full thrust in a vacuum. This is obviously not good. How do I make these louder? Looking at the cfg file, the audio part for the OMS-White engines looks like this. Is there any way to mess with this to increase the volume of the engines which use Hypergolic-OMS-WHITE? AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_spsloop volume = 0.0 0.0 volume = #$../../../PLUME[Hypergolic-OMS-White]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } Alternately, could I mess with the individual engines themselves? The Thunder engine looks like this in the cfg: @PART[liquidEngineMiniTurbo]:FOR[RealPlume]:NEEDS[SmokeScreen] //Rockomax 105-7P "Thunder" Liquid Fuel Engine { PLUME { name = Hypergolic-OMS-White transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,-0.82 plumePosition = 0,0,0.1 fixedScale = 0.1 energy = 1.1 speed = 1.5 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-OMS-White } } I feel like changing the fixedScale would change the volume, but I also feel like it would also change the size of the plume, which I don't really want.
  22. Hi all. Having issues with the "Pomeranian" engine added by this mod. It's not making any noises whatsoever, in atmosphere or vacuum, when throttled up. It still produces thrust. But it's producing no plume and no noise. I had vens & realplume installed, I uninstalled realplume, and then uninstalled and reinstalled vens, and it's still not making any noise/plume. Just realised this part is added by seti probe parts. Sorry peeps.
  23. Okay, so that makes the calculations simpler because you could find the hyperbolic excess without needing to know the injection dv. And I think in most cases your velocity vector is fairly close to the planets at the intercept point, or at least that's always my goal. Obviously with the highly eccentric or the very inclined orbits this may not be possible. I'll always use the transfer window planner mod. But it's fun to be able to do all these calculations myself too.
  24. I might be wrong here, wouldn't excess hyperbolic velocity be, roughly, equal to the difference in speed between your vessel and the body that you're encountering? I.e. if you go to duna, your velocity at apoaps (around kerbol) versus Duna's velocity. Relative to your target, duna, it's going about 800m/s. Since you encounter the SOI of duna far away, isn't your velocity at that exact moment roughly equal to your "velocity at infinity"? Like if you were already at duna, and you accelerated to exactly escape velocity, your velocity at the edge of the SOI would be close to zero (since the SOI isn't infinite, it would be greater than zero, but probably still close). So since your velocity at infinity is zero, your velocity at the edge of SOI is (almost) zero. Is this making any sense? It seems to me like for the most part, hyperbolic excess velocity is going to be pretty much the same as whatever your relative target speed (orbital speed) is when you leave the SOI
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