NermNermNerm

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Everything posted by NermNermNerm

  1. [1.3.1] Ground Construction

    I did a comparison of the hunks of the save files related to the two ships I called out, "Minmus basebuider" and "Gilly basebuilder", and found something that looks like the crux of it: Minmus Basebuilder has a section "VESSELMODULES { WorkshopManager { Workshops {...}}}" and Gilly Basebuilder has that section as well, except that the "Workshops" block is empty. I suspect several of the ships in my fleet suffer from this. With some fuddling I could reconstruct the sections in the afflicted ships in my save file. It's pretty certain that the log files aren't going to contain anything really interesting, as whatever broke this happened a while ago. If you wanted to tell me the bug likely wasn't in Ground Construction, I'd totally be willing to believe that too.
  2. [1.3.1] Ground Construction

    Kinda late to the party here, but here's how I go about it: I use the "Ore Smelter" option of the stock Resource Converter to make the initial batch of Material kits. This craft can be some stock drills, a couple of large ore storage tanks and 50k worth of matkit storage. Or you can scrimp on the matkit storage and bring up a Logistics module. That's a pretty minimal craft and it's not hard to throw that up into orbit on a rocket, even if you embellish it with some crew support. It makes matkits very slowly - but interplanetary travel takes a while too. Be aware that if you leave a facility alone for a long time, the catch-up algorithm works in kerbal-day-long increments. That is, it first looks at how much ore your drill can extract in a full day, then it looks at how much ore storage you've got. It takes the lower of those two numbers as the amount of ore you'll have to play with. Then it looks at the converter and sees how much ore it would consume in a full day and compares that with the amount of ore that got stored in a day and takes the lower of those two numbers. Then it divides that number by the ratio of ore:matkits and that's how many matkits it produces in a day. (Other constraints, like power and heat, work roughly along the same lines.) With the MatKits you build at that place, you can build a more serious material kit factory out of Tundra parts. Like I said, this is a starter facility. In order to make a complete breakfast, you'll also want a scanner satellite, a relay satellite or two, and a surveyor rover.
  3. [1.3.1] Ground Construction

    output.log: https://1drv.ms/t/s!ArmF2ajumPvrhKVNQIyI4Pj5R6isTA ksp.log: https://1drv.ms/u/s!ArmF2ajumPvrhKVOd5eeO2CQJIX7Hg I poked through it, but didn't see any obvious treasure. No angry words said near "GroundConstruction" and searching for "Exception" just turned up a lot of noise around EVE. In the session, I switched around my vessels on Gilly using the GC window. Never had the option to do anything and the construction choice on the ship never turned on. The ship is "Gilly Basebuilder" starting at line 509656 of the save.
  4. [1.3.1] Ground Construction

    Which logs would be most helpful?
  5. [1.3.1] Ground Construction

    Yes I have, but I don't understand what I'm seeing at all. On Gilly, when I'm at the builder ship, it just gives me a list of the ships on Gilly, aside from the ship I'm on. It shows me a tiny little ship I left there from missions past, which happens to have a lander can. That's a legit GC ship, even so, right? When I hop over to that ship, it doesn't give me a construction window choice. The toolbar button shows me the other ship landed on Gilly as another workshop. Also confusing me is that on Minmus, I happen to have a similar little science ship landed there too. It shows up on the list of workshops, but when I go to that ship, I don't get the "Construction" menu item either.
  6. [1.3.1] Ground Construction

    Ground Construction doesn't need SP's. Extraplanetary Launchpads does.
  7. [1.3.1] Ground Construction

    I've used this mod quite a bit, and have built quite a few craft with it, but I just can't figure out what's going on in my Gilly expedition. The "Construction Window" menu item doesn't show up in my construction ship like it usually does. I've got: 1) An "Orca" command pod 2) Two 5 star engineers in the pod 3) Matkits, Electric Charge 4) A DIY box landed within 300m (though I find that the menu option should be there even if there's no box nearby) 5) 1x time acceleration 6) Landed on Gilly with ground-tether on (also tried off, just in case - and I inspected the save file just to be sure it says "sit = LANDED" -- this is Gilly, afterall...) I've used a basically identical ship on Minmus. In fact, if I pop over to that craft on Minmus, there I get a 'Construction Window' selection even though the poor thing's lying there derelict. I must just be holding it wrong, but I'm out of ideas as to how. Builder ship's craft file: https://1drv.ms/u/s!ArmF2ajumPvrhKVLO5JatMYJhYNkHg Save file (.sfs) (but there's so many mods it's not worth trying to load): https://1drv.ms/u/s!ArmF2ajumPvrhKVMERE_l90VxyYphQ I'm still running ksp 1.3.0.1804 and GC 1.2.0
  8. [1.3] Freight Transport Technologies [v0.6.0]

    https://1drv.ms/u/s!ArmF2ajumPvrhKVKgF4Ns1GaYXw8Vw But I suspect it'd be easier to repro it without bothering to download: 1) Go To VAB 2) Grab a Honeybadger Command Pod 3) Glue on a Honeybadger Nuclear Reactor 4) Glue on a Large Ducted Fan Engine 5) Glue on a 'Honeybadger' VTOL Atmospheric Engine 6) Hyperedit it to Duna 7) Activate the reactor 8) Try and make it do anything To the other posters, these are both electric engines.
  9. [1.3] Freight Transport Technologies [v0.6.0]

    I gave the Ducted Fan engines a try today (e.g. "Large Ducted Fan Engine", "Honeybadger VTOL Atomospheric Engine") and was surprised to find that they don't work on Duna. They work on Kerban and Laythe, but not on Duna. Given the opening video for this thread, that's surprising and probably not right. I just want to make sure I'm not doing it wrong. The craft consists of a Honeybadger command pod, Honeybadger nuclear reactor, and the engines. The engine shows "Thrust: 0.0 kN / Specific Impulse: 150.0m/s / Status: Flame-Out! / Cause: Air combustion failed". "IntakeAtm reads 4.5". It's not a faulty craft; like I said, if I haul the same thing onto Laythe, the engines fire right up.
  10. [1.3] USI Core (Reactors and Kontainers)

    Try transferring on EVA with an engineer. You wanna be careful with that stuff. How? Right clicking on the tank doesn't do anything special... OIC, Perform Maintenance on the reactor pulls it from storage. But if you have a facility that produces the stuff on one side of the planet, and you need to fuel a reactor on the other, how would you go about it? I guess use KIS/KIS to move the fuel container from ship to ship?
  11. [1.3] USI Core (Reactors and Kontainers)

    Warning: Newbs at play. Or has it just plain gone missing? I don't see an entry here: https://github.com/UmbraSpaceIndustries/USI_Core/tree/master/FOR_RELEASE/GameData/CommunityResourcePack/ResourceConfigs Edit: Nope. Wrong. It's line 608, here: https://github.com/UmbraSpaceIndustries/USI_Core/blob/master/FOR_RELEASE/GameData/CommunityResourcePack/CommonResources.cfg But it looks very much like an intentional choice, not a mistake.
  12. [1.3] USI Core (Reactors and Kontainers)

    I can't figure out how to transfer Enriched Uranium around. I've got a vessel that's got a mess of Enriched Uranium on-board, but there seems to be no way to directly transfer it. Local Logistics doesn't show the resource in the list (even though I've got two ships with "Nuclear Fuel Containers" in range of each other. So I tried docking the two together, but no joy there either - if I alt-click the two tanks, it won't show me the UI to transfer resources between tanks. Also, if I switch on "Planetary Warehouse", it doesn't behave properly for that either - the tank is full and flipping the bit doesn't put it in planetary storage. (Yes, I've got the Logistics Module on-board and the planetary resources is working fine for LFOX etc.) Wild-ass guess - "Enriched Uranium" is missing some setting somewhere that tells it it's a resource?
  13. [1.3] Aviation Lights v3.14 by MOARdV

    Is there perchance a PAPI light mod for the KSC runway?
  14. [1.3] - Modular Kolonization System (MKS)

    This isn't a unique problem to the USI parts - anything that generates its own heat can get wonky in KSP. Case in point, I have a ship that I've used for a long time with no problem, but I brought it out of a timewarp and a Hitchhiker module exploded due to excess heat - nevermind that the ship's (stock) drills had been shut down all night because of lack of solar power. Fortunately, there's F5/F9. The only answer I know of is spamming much more coolant than you should really need. MKS drills make this a bit tough because, if I understand it correctly, heat is proportional to how much it drills, which varies depending on Engineers/Miners onboard and the Kolony's Geology rating, which can go up to 3x. So a drill that posed no problems at the start of a colony is problematic after the colony matures.
  15. [1.3] - Modular Kolonization System (MKS)

    I'm having a problem with Drills with the latest update (USI core 0.4.2.0). The framerate for ships with any of the USI drills drops really badly; the drop seems to be proportional to the number of drills * the number of individual drill heads that the drill supports. Stock drills are not affected by this at all and I have not found any other parts that are either. In response to another post, you suggested a bad interaction with Kopernicus might be at the root of it and that deleting the settings.cfg might jar it loose. I don't have Kopernicus installed and deleting the settings.cfg didn't help. The problem is really easy to reproduce - go to the VAB, create a large fuel tank, then hang 8x Industrial Strip Miners off of the fuel tank and the framerate is crushed.
  16. [1.3] - Modular Kolonization System (MKS)

    No joy for me - I've never installed Kopernicus. I have these: 000_AT_Utils 000_USITools BonVoyage Chatterer CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers Diazo EasyBoard EasyVesselSwitch EnvironmentalVisualEnhancements Firespitter GPOSpeedFuelPump GroundConstruction KAS KerbalEngineer KIS KSP-AVC KSPRescuePodFix LightsOut MechJeb2 NavyFish PlanetaryDomes PreciseManeuver QuickMods REPOSoftTech SCANsat scatterer Squad StockVisualEnhancements SurfaceLights TakeCommand TextureReplacer Trajectories TriggerTech TweakScale UmbraSpaceIndustries UnmannedBeforeManned [x] Science!
  17. [1.3] - Modular Kolonization System (MKS)

    I just observed that adding any of the MKS drills with multiple separators seems to crater the framerate in the VAB and outside. E.g. "Automated Industrial Strip Miner" takes it from 60 to 11. Adding another one takes it to 6. Adding a MEU-500-A takes it from 60 to 23 and another one drops it to 14. A single MEU-100 doesn't do anything to the framerate, but 6 of them drop it to 33. Stock drills don't suffer from this. Anybody else seeing this? I'm running with USI Core 0.4.2.0, and I don't recall seeing this issue before this release.
  18. I just discovered this mod after pining for this functionality for a long time. It's great that I can now turn lights on in the VAB, but I wish the building could be made a lot darker - to more closely match what night looks like when you're actually out there. Is there a config setting I'm not seeing or is this just as good as we can get? If there's no way to make it darker, it's not that huge; I can get things very close with the mod as it is and then use Set-Orbit cheats to see how it looks in actual darkness.
  19. Yeah, but MechJeb Rover Autopilot + 4x acceleration = rover parts scattered over the planet. But even if it worked, 4x time acceleration isn't very fast. True, you can switch to another vehicle, but when you're transiting from Kerbal to Minmus, you often time accelerate that without switching vessels, right? Sometimes I just want that continuous mission experience.
  20. I agree with Maja that it's not all that painful a limitation. If I had to pick something that I really dislike, it'd be having to switch over to the Tracking Station to advance time. It's not technically that much of a hardship, but it breaks up the immersion, yaknow. It's just a bad gameplay. I get it that showing the rover moving rapidly over the terrain just isn't going to happen, but if it could somehow be broken up into a series of scenes (with or without the actual rover), that'd be fine. Still, if you tell me that's really hard to do, I'm ready to believe it.
  21. Thanks Maja for putting this release out. I've been using it for several days now and it's working great!
  22. When I surface-attach a part in the VAB & SPH, parts don't snap to angles, and they end up not aligned at 90 degrees to the part they attach to. See the below picture; the science instruments I just slapped on aren't pointing directly out and look all ajumble. Surely there's some mode I swapped into or some configuration change I made that got me into this state, but I've now forgotten. Yes, I know how to fix it using offset&rotate tools, but it's a pain to do it for every surface-attached part. Can anybody give me a clue?
  23. Yup, that was it, thanks!
  24. [1.3] Freight Transport Technologies [v0.6.0]

    I filed an issue against the GNR-3750's overheating problem: https://github.com/BobPalmer/FTT/issues/177 When I re-engining the overheating GNR-3750-based craft from my last post, it was kinda irksome to discover that switching my craft from the overheating GNR's to the plain-old Rhino didn't change the Delta-V very much. I think it might be worth reconsidering the density of liquid hydrogen or the mass of the GNR engines. Take a look at this table - I created a ship using 500t payload (to diminish the effect of the mass of the engines), a single "Kontainer Tank - Round (15m)" and enough engines to generate ~2k thrust. Wet Mass(t) delta-v(m/s) Rhino (1) 2534 4129 GNR-3750 (1) 1303 4385 LV-N "Nerv" Atomic Rocket Motor(33) 2628 9061 Like probably a lot of people, I'm thinking of the GNR engines for traveling between fuel depots (and not trying to lift it off of Kerban). If you triple the number of fuel tanks on the GNR to bring the wet mass up around where the stock engines are, then you get a more impressive delta-v (7084), but still not better than the Nerv's. I gotta say up until now I just always put Nerv engines on all my interplanetary craft without really giving it much thought. I had wanted to use the GNR's to replace the Nerv's for a long time if only because of the vast numbers of engines you have to use to power large craft (it took me a while to get the refuelling infrastructure up on Jool to do it). I haven't wrapped my head around the above table yet. The one thing I can say for sure is that I want something cool to come of the added difficulty of using the Nuclear engine, and the data shows that if there is such a thing, it's not being able to design ships that are less dominated by fuel tanks.
  25. [1.3] Freight Transport Technologies [v0.6.0]

    I'm trying to build a ship based on the GNR-3750 Nuclear Engine, and I must be holding it wrong or something because the engine overheats on long burns. My latest example includes 16 stock "Radiator Panel (large)" plus 3 "Thermal Control System (large)" plus one "Thermal Control System (medium)" and still a full-thrust burn will cause it to overheat before I can even get to the Mun. Is there a companion part I should be using?