Jump to content

Bluebottle

Members
  • Posts

    156
  • Joined

  • Last visited

Everything posted by Bluebottle

  1. Love the BSOD! I've been using the Ironworks to make RocketParts (ELP is installed), and I've noticed an unlimited-metal loop, like a perpetual motion machine. In the Ironworks, making RPs from 1 Metal will create ~15.4 ScrapMetal. But then we recycle the SM into Metal, which has a ratio of ~0.1 M from 1 SM. So, recycling those ~15.4 SM will produce 1.5 M, and I have unlimited metal for life, along with RPs. I had a look in the MM configs for ELP and Pathfinder, and you have copied the exact same ratios as Taniwha put into ELP. So I tested an ELP big blue workshop and a tiny smelter, but the infinite-metal loop doesn't exist there - it's a lossy cycle. With an ELP workshop, 1 M produces 2.9 SM when making RPs, despite the ratios given in the MM config. This is caused (from my reading of Taniwha's plugin code), by the whole idea of productivity, which you've included via the ExWorkshop module for the Hacienda, but that lossiness isn't being applied, at least in my game. Could it be something to do with the reconfiguration of the Hacienda module? Incidentally, I find the ELP workshop to be about 10 times faster than the Ironworks when making RPs, with the same number of workers.
  2. Great mod, one niggle. For me, I get an additional toggle button on the stock app launcher with every re-load of a PWB-enabled vessel. So, eventually I just have, for argument's sake, 10 PWB buttons in a block and have to scroll all the way past them. I remember another mod that had the same issue in the VAB view (Ubio welding, maybe?) and it was because the mod wasn't calling some "Destroy" method for its app launcher button when the scene got unloaded.
  3. Well, I made those changes, but there's no improvement. FI still thinks my MSEV is almost as hot as the surface of the sun. Immediately before that "analytic temperature", KSP applies some "procedural drag", but only for the crew cab and an antenna. Here's the log all the way from the end of the asset load. "Pad 1" is just a flag. Edit: ah, something interesting. I edited the save file and experimented with the CoreThermalEnergy values in ModuleCoreHeat. Any non-zero value causes annihilation. Zero lets me keep my base. It is still overheated at about 532K per part, because of an "analytic temperature" of 625, but this shows that ModuleCoreHeat is a big part of the FI equation when it evaluates the temperature as if a vessel were coming out of time warp. For comparison, my Gold Diggers had CoreThermalEnergy of ~30,600, and the Hot Springs was ~1,807,000. Are those around the expected values? In any case, I accept this is likely nothing to do with Pathfinder parts, and all to do with FlightIntegrator weirdness. Sorry to gum up the thread.
  4. Thanks. I've done more troubleshooting, and it turns out that I have to retract the Gold Diggers, deflate the Hot Springs (i.e. deactivate everything, letting them cool down below 500K), then detach them and put them in a KIS inventory or destroy them. If I just deactivate them, but leave them attached to something (anything, doesn't matter what it is): kaboom. If I just get rid of either the Gold DIggers or the Hot Springs (not both): kaboom. I'll try the template mods and re-test, although I wouldn't be surprised if it's some overflow or wild over-reaction in FlightIntegrator resulting from the core temps being over their limits. Do you use FI? I had no idea it even looked at thermals. Edit: oops. It's the stock FI causing problems, not the ModularFlightIntegrator plugin that FAR and AJE need. Uninstalling MFI/FAR/AJE causes a crash-to-desktop instead.
  5. Nothing yet. Radiators are in the ship I was landing at the base: the Gold Diggers are only operating at 3% thermal efficiency, so I was about to fix that. But none of the other parts are noticeably heated up when I load through the TS, and turning off the heat sources (drills, Hot Springs) doesn't prevent the problem otherwise. Edit: and I turned off conduction when I was working out the problem, and it makes no difference.
  6. Wow, those IVAs look great, following on from the MSEV one. Please forgive any errors in this first post. I'm not yet familiar with this forum interface. Anyway, I've hit what looks like a thermal bug with a simple outpost on the Mun, near the Armstrong monument. I have an MSEV connected to a Ponderosa, Doc lab, Casa, and Hacienda. If I load the scene from the tracking station, everything works OK except for some cosmetic one-meter-above-the-ground hovering on scene load. But, when I try to land a resupply ship, I get an "Overheating - shutting down" message as soon as the base loads at the 2.3km limit (when I'm piloting the landing ship), followed 1-2 seconds later by a complete explosion of the base. No debris. It's just annihilated. With the F12 menu and max temps ignored, I can land the ship, and the 9000+K temps go away with a 1000x time warp, but not with a reload of the scene. Everything in the base still stays around 500-600K, including poor old Bill when I EVA him from the base. The Hacienda even gets hotter than that. The last shot in this album is probably the most interesting: In the log, it looks like FlightIntegrator gets annoyed on an unload (??): [LOG 02:14:20.398] [FlightIntegrator]: Vessel 03 - MSEV 1 has been unloaded 133.420000124257, applying analytic temperature 10818.1847637942 I have NREs, but they are related to a missing animation on AIES landing legs. That MSEV in that log message is linked to the base by KAS pipe. Just to check it wasn't KAS, I disconnected the KAS pipe between the base and the MSEV, and even tried retracting the Gold Diggers and turning off the Hacienda. The problem doesn't go away. Again, it's only when the base loads as I bring another ship close to it that this occurs. Normal tracking-station loads are not affected, but if I KAS-connect my landing ship, disconnect, and then reload the scene, my ship disappears and the crew are listed as KIA. Probably not related to the heat problem though. Edit: this is on KSP v1.0.5, 64-bit Linux build. I have many mods, all up to date according to CKAN. Pathfinder 0.9.5, Buffalo 0.2.4
×
×
  • Create New...