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Wyzard

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About Wyzard

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  1. I'm not sure how much of this is stock behavior vs. SystemHeat code, but I've noticed that having the SystemHeat heat exchanger on a craft causes the craft's EC to be reduced during timewarp. It's weird, though: not like a normal EC drain. Instead, EC goes down to a particular number and then stays there, and the number is lower at higher timewarp levels. Example craft to reproduce: stock 2.5m probe core and 2.5m battery, H250-64 cryo tank in LH2/Ox mode, four XR-500 radiators, and Garnet reactor. With just those parts, there's no weird behavior, but add a heat exchanger, go to the lau
  2. That's a Squad part, from the Breaking Ground expansion. It's plausible that there could be some sort of stock bug causing that, though it's more likely something caused by a mod (maybe one that does things with science parts). It's unlikely to be caused by CTT, though. CTT is just a ModuleManager patch that adds nodes to the tech tree; it doesn't contain any executable code and doesn't change the behavior of any parts.
  3. I doubt it was a specific decision that the part shouldn't have KIS inventory; it's more like a KIS limitation. The part in question (MKS Ranger mini-hab) is inflatable and has no crew capacity in its default state. When crew seats are added by inflating the part, KIS seat inventories ought to be added too, but KIS doesn't support dynamically varying the number of seats like that. It just uses the base number from the part config, which is zero.
  4. FWIW, the mechanics you described sound pretty reasonable to me. Seems like there are issues with unclear UI, but I don't see anything "missing" mechanics-wise. (And the "unclear UI" thing is halfway just that the documentation is unfinished.)
  5. I'm familiar with multi-mode engines, but was just surprised to see a mode that burns both fuels at the same time. But multi-mode engines in general require some tweaking to find the right combination of tanks, and I guess it doesn't really make things any more complicated if one of the modes needs that kind of tweaking all by itself. And thanks — I wasn't familiar with the RD-701/704. Pretty cool.
  6. I'm curious about the LH2/LF/O mix — I've never seen multiple fuels used together like that before. Is it inspired by a real-world engine? The CryoTanks switcher doesn't have a setting for it; is there a recommended way to use multiple tanks? (When I first noticed that setting on the engines in the VAB, I assumed it was a mistake, and was halfway through writing a bug report on GitHub before I realized it's by design. Oops! Just hadn't read carefully enough when I installed the patch.)
  7. Aha! And that explains why it didn't happen on my space station (I get the expected -1600 there). I was looking at the "Total Rejection" line in the SH toolbar panel, rather than the PAW. As a suggestion for making it more clear in the UI, maybe put a pair of indented lines below that one saying "Radiation -1600 kW" and "Convection -729 kW" — perhaps controlled by a checkbox in the lower part of that panel, hidden by default.
  8. I'm trying this out for the first time today, and seeing a quirk that might be a bug, or might be that I'm misunderstanding something, but I'm not sure which: I have a test spacecraft with a Garnet reactor and four of the XR-500 high-temp radiators from Heat Control. When I extend the radiators, the SH summary shows a total rejection of -575 kW. Then when I start the reactor, total rejection immediately changes to zero while the reactor heats up. When the reactor reaches operating temperature (800 K), the total rejection jumps from zero to -2329 kW, and the reactor is stable at 800 K.
  9. I noticed an oddity yesterday. I have a space hotel, and I completed a contract to bring some tourists to it, which generated the follow-on contract to bring the tourists back home. So I brought the tourists home, but after landing and recovering two of the three spacecraft they were in, I realized I'd forgotten to actually accept that second contract. The contract was still available, and when I accepted it, all its "recover kerbal" objectives showed as "incomplete" even though most of the tourists were sitting on Kerbin, available for another launch. I fixed the situation by putting thos
  10. I wouldn't necessarily blame Arch, though; it's just as likely to be a Unity bug that a glibc upgrade has exposed. That sort of thing happens sometimes — I remember a prominent instance years ago where a glibc change broke a bunch of programs (notably, the Adobe Flash player) that were inadvertently relying on an implementation quirk in the "memcpy" function that wasn't guaranteed by the C standard. The change in glibc was entirely legitimate and not a bug, and the programs that broke had really been buggy all along; they just happened to work anyway until glibc changed the thing they'd been
  11. I play KSP in Debian and I haven't had any problems with AVC. The stack trace in your log indicates that the crash occurred in glibc while trying to do a DNS lookup, which means it's not an AVC bug, and probably not even a KSP bug; it's either a glibc bug, or a Unity bug in how it calls glibc's getaddrinfo function. AVC is just the thing trying to make network connections that necessitate DNS lookups. I tried to reproduce your problem by running KSP (with AVC installed) with my computer disconnected from the network, and with it connected to the network but with an empty /etc/resolv
  12. It looks like the stock feature will replicate what KIS does for small-ish parts, but it's less clear whether it'll be usable for large ones. KIS allows multiple kerbals to work together to lift heavy things, and I've assembled surface bases that way (using MKS Ranger parts). I'm hoping stock has the same capability. @IgorZ, weren't you already working on a rewrite that integrates better with the stock inventory system? I hope the 1.11 news doesn't mean you've wasted your time on that.
  13. No rush — I know it's very minor. Anyway, main point was that satellite bus parts are cool. Thanks for making those. :-)
  14. Have I mentioned that I like the NFEx bus parts? They make for nice-looking satellites: I noticed a small cosmetic thing, though: the material's ambient parameter seems to vary between parts. The CYL probecore is lighter than the other two parts, and although it's not as obvious, the ADPT bus is slightly lighter than the CYL bus. (Hardly counts as a bug since it doesn't really affect anything, but I noticed so I figured I might as well point it out.)
  15. I'm pretty sure I've discovered this in the past too, so I think you're right. All of Squad's deprecated parts have "entryCost = 0" (in addition to "TechHidden = True"), presumably for this reason. Deprecated mod parts ought to be doing the same thing. @Nertea, I checked and MH+ has "entryCost = 0" for the deprecated Mallet, Striker, and Anvil SRBs, but not for the 1.875m nosecone, mini claw, or MakingHistoryPartHiding patch. It's a pretty simple fix, so I'll submit a pull request.
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