KSPrynk
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@Rockmonster0921, @xZephy, I'm not seeing it. I'm running KSP 1.11.1 x64 on Win10 with CryoTanks 1.5.6 that comes with latest versions of CryoEngines and Kerbal Atomics. I've got Kopernicus 1.11.1-28 (Stable Release) to run Outer Planets Mod, plus Persistent Rotation to keep my craft pointing at the sun during warp . I tried a craft with a 2.5m Hydrogen tank and a KA Eel, using two small Stock 2x3 solar panels inside Kerbin's orbit. Then I tried it with the biggest panels I could get out of NearFutureSolar to operate at 500 million km (past OPM's Neidon, which reduces light to <1/1,350 of level at Kerbin's orbit). No issues at maximum 100,000x timewarp or smaller increments (haven't tried Better Time Warp yet). I repeated the test with an X200-16 2.5m tank (ReStock-ified) and cooling turned on (anything that's not a CryoTanks LH2 tank defaults to cooling turned off). No issues to report. Solar panels appear to track properly during warp when I don't have Persistent Rotation set. Have you cleaned out all old versions of CryoEngines and/or Kerbal Atomics folders and all their dependencies (including CryoTanks, Dynamic Battery Storage, etc.) and upgraded to latest? I don't know if latest versions are backwards compatible with earlier versions of KSP. Sometime these things aren't and you'd likely need to go to the GitHub page to pull older release packages. You'll want to avoid mixing and matching older and newer versions of mods with their dependencies.
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
KSPrynk replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ, this may tie into the bug/ReStock conflict reported above: lens brightness acts very inconsistently when adjusting the lens brightness slider in the VAB. It adjusts brightness when the light is turned off, but reverts to one specific level when the light is turned on, and ignores any slider adjustment. Turning the light on and off seems to reset it, at least in the VAB. Also, were the Stock Mk1 and Mk2 supposed to also benefit from SML's adjustable brightness and beam angle? Those seem to be the only lights that don't have the new sliders when SML is installed. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
I noticed it earlier, and it seems to be a Stock bug. The lenses of the lights are not blinking, regardless of whether emission is turned on. I think the light emission toggle is just to save lighting graphics resources for when you just want an indicator. I thought there was a width and intensity control, but that may have come with Surface Mounted Lights. EDIT: Yes, it did. -
I'm using CryoEngines 1.2.1 with CryoTanks 1.5.6 in KSP 1.11.0 Win x64 without problems. Fuel switch is working in Stock (well, ReStock), Fuel Tanks Plus, Home Grown Rockets, and Near Future Launch Vehicle tanks, with the exception of some specialized multi-mission, monoprop, or electric thruster tanks, as expected. I'm not seeing it. I tried a craft powered by RTGs, to take orbital darkness times out of the equation, and didn't see any boil off, at any warp level. I know sometimes depletion calculations for various attributes may not always scale properly during time warp, so I usually do a quick Alt-F12 cheat to orbit and revert, to verify my darkness time calculations vs power draw and EC on-hand. If you haven't already, download the latest version of Cryo Engines, then delete all previous versions of that folder and all associated dependencies in GameData (ex., CryoTanks, Deployable Engines, Dyanamic Battery Storage, etc..), then re-install them all fresh. Nertea's usually pretty good about updating a dependency in a pack when making updates to that dependency. An older version of a dependency may be tripping things up. If you're using craft from a previous, older KSP version save game, try it out with a brand new vessel.
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
@Nertea, I've caught another RCS bug. The RV-1X-A (quad angled mini) has the same thruster power as the much larger RV-105-A and RV-105. The RV-1X (regular quad mini) seems to be scaled appropriate at 1/10th thrust power. In the VAB part properties, the RV-1X has a Thruster Power of 0.1, but the RV-1X-A (same mass as RV-1X) has a Thruster Power of 1.0. Not sure how to explain it, as "restock-rcs-block-quad-mini-1.cfg" and "restock-rcs-block-quad-angled-mini-1.cfg" both have the same thrusterPower = 0.25. I'm not sure how the calculations in the properties are getting calculated, but I confirmed it in flight and with RCS Build Aid, that the RV-1X-A has the same thrust as the RV-105-A and RV-105, and the RV-1X has one tenth the thrust of either. The Place Anywhere 1 (the part that's unselectable after drop or placement) seems to match the thrust displayed in its properties (0.2), as confirmed by RCS Build Aid. The Place Anywhere 7 seems to match its listed thrust as well. I'll drop another issue on GitHub. MORE: Tried out the quads switched to 3-way configurations. Same result. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
@Nertea, I see the same problem with the Place Anywhere 1. I thought maybe the attachment point was placed too deep, but it's unselectable even if dropped into empty space. I'm not sure what the issue is. I attached all five chute styles to a craft and they appear to have stage icons. I launched said craft and popped them all without problems. EDIT: Added an Issue on GitHub. -
toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
KSPrynk replied to Gameslinx's topic in KSP1 Mod Releases
Alright, I've got a better handle on this now. The quicksave/quickload and Tracking Station back-and-forth seems to address my desire to cheat out to terrain to test it out. And the Akita does work, though it looks like the relatively tiny amount of suspension travel (or small size of wheel) makes it hit every rock or ridge on the Mun hard and jump into the sky, while it just bumps a little on Kerbin's grasslands (I guess I should pop over to MKS since RD was doing some revamps). I checked the StockExpansion RoveMax M1-F folding wheel and that one does NOT work, per Rule #1 above. A quick check in USI shows Karibou wheel .cfg is the same for the deployedPosition parameter. I noticed that the collision markers (LeftAlt-3) are active when the wheels are folded, and nothing bad seems to happen - the [Parallax Collisions] damping engages and pushes the rover up to the surface. The rover on a hill will slowly slide downward and jump a bit when the retracted, but collision active, wheel hits tesselated terrain, but that makes sense anyways. I'm interested to see how this can be resolved. UPDATE 1: I'm a bit concerned about wheels with relatively low suspension travel versus rough terrain. I'm trying out my baseline 6x6 rover with TR-2L wheels on the Mun, and driving at any speed is pretty dangerous. It's similar to what I experienced with the tiny Akita wheel, which has the same suspension travel of 0.1 - the rover is occasionally tossed into the sky after a low speed (<1m/s) bump with relatively small objects, sometimes with a significant rotation. Not sure how this can be addressed. Is the collision plane (cube) a fixed size, or does the wheel size determine it? Is this adjustable in a .cfg? UPDATE 2: I'll be trying out the low suspension travel wheels on other planets. This may be a fact of life to deal with on planets with significant ground clutter, but getting tossed into the sky even while crawling at a snail's pace seems...demoralizing. I just got flipped over driving on Duna at 2 m/s....- 2,837 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
KSPrynk replied to Gameslinx's topic in KSP1 Mod Releases
Gotcha. What's the threshold for going "legitimately"? Changing SOIs or crossing certain altitude bands, with different levels of texturing/tesselation kicking in?- 2,837 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
KSPrynk replied to Gameslinx's topic in KSP1 Mod Releases
Huh, I'll go back and try again, but what's the secret sauce on conditions for collisions to work? I tried out an Akita, using all of the MKS parts (in version 1.4.1) on the Mun (via Alt-F12 position change) and had no luck. When it does work with other wheels, I usually see some parallax collision messages briefly pop up on the left side of the screen during scene loading. Is there something related to the initial altitude where the ray tracing needs an opportunity to converge properly? Is there a minimum terrain feature size vs wheel size that may not trigger a threshold to interact? And is there a diagnostic mode, like in your pic above, that can be turned on to show when things are active or gone askew? EDIT: In the pic above, there's really nothing to bump on - on the Mun, I've flipped rovers hitting small ridges and rocks, when using RoveMax S2s in place of the Akita wheel.- 2,837 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
KSPrynk replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx, can you explain the pre-requisites for wheels to work with collidable tesselated terrain? I've built a bunch of rovers and some wheels work with collisions and some don't. Right now I've seen the Stock RoveMax M1 and S2 interact correctly with collidable terrain, but the Squad Expansion M1-F and MKS Akita Wheel just pass through that terrain. Is there a module that can be patched into each wheel cfg, or does each need a custom set of Parallax collider models written to fit individual wheels? This may be something worth adding to the FAQs. Also, can you explain the minimum starting height above ground that's different in each location? I was driving around Duna and getting no wheel collisions on terrain my pilot could stand on. This was using a vehicle with RoveMax S2s that bumps along the Mun and Minmus properly. When I bumped up the starting altitude (Alt-F12) to 5 meters, this seemed to resolve the issue.- 2,837 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
KSPrynk replied to Gameslinx's topic in KSP1 Mod Releases
Did the ParallaxCollision.dll ever get posted or is there a Parallax v1.2.1 imminent, pending resolution of other issues?- 2,837 replies
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[1.7] CommNet Visualisation v1.0.4 [17 April 2019]
KSPrynk replied to TaxiService's topic in KSP1 Mod Releases
@TaxiService, are you still maintaining this as a stand-alone from CNC, or is there an option in CNC to just do the active connections, without altering gameplay? Apparently this hasn't been touched in so long, it's triggering my AV software as "not frequently used".- 39 replies
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
@Nertea, I dropped the NFENTRs Extra and that cleared up a bunch of issues. But here are some more as I'm finding them: - NTR Isp doesn't appear to be syncing with reactor/system temp: it's tied to the Fission Reactor Power Setting, and will ramp up and down at a rate that doesn't appear to be tied to either (is this the Response Speed parameter?). Which creates an interesting situation where an NTR, like Eel or Stubber, can operate at full Isp efficiency while a couple 100K above room temp, and well below ideal operating temp. Conversely, the LV-N seems to take much longer to reach max Isp at 100% Power Setting, not hitting 900s with LH2 when hitting ideal operating temp, and barely reaching it just before hitting auto shutdown temp. Is this all an artifact of retaining flexibility to run KA without System Heat? Note: I'm doing these tests with a single engine and 4x YF-75 radiators (ideal for an Eel; only delays inevitable for more powerful engines), with System Heat. - The Eel doesn't get the Activate Engine button back in the PAW after exceeding automatic shutdown temp and coming back down to ideal operating temp. I've had to action key the Toggle Engine function to switch it back on. I suspect this has to do with Eel's unique nozzle extension animation, as the Stubber and LV-N got the button back after Enable Reactor became available after getting back below auto shutdown temp. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
KSPrynk replied to NecroBones's topic in KSP1 Mod Releases
@linuxgurugamer, I think things are broken again with Fix v5. With and without ReStock, the dry masses of the FTP 2.5m tanks is 1.667t, regardless of tank length, and the propellant loads are also off - the tanks have more than what their proportional scaling says they should have (ex., a -128 tank has more than double the LF/Ox than a Jumbo-64). Also, I'm still getting the same three WRN messages pop up in MM, as I noted 21 Dec. I've saved logs with and without the .bat files being executed and the results are the same. Excerpts posted below: I can provide full logs on request, but this is running nothing but KSP, w/o expansions, and FTP. I'm running KSP 1.11 on Win10Pro 20H2. P.S.: Just as an aside, what mod displays Part Info in the PAW? I just noticed it doesn't appear to be a Stock function. MJ? KER? I'm running over 60 mods, and my quick-and-dirty diagnosis process is to temporarily delete them all, clear MM, then restore from the recycle bin later. P.P.S.: Just reconfirmed for myself: with and without ReStock, the 2.5m tanks from FTP 2.0.2 - unpatched - have correct masses and LF/Ox fuel ratios scaled relative to their Stock counterparts. I haven't looked at any of the other FTP tanks (so many...) to see if anything else is getting thrown off by the Patch. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
@Nertea, I've spent a few hours trouble-shooting multiple issues that I've found with KA. I'm going to report them all here, just to keep it in one place, but this involves interaction with multiple mods. - KA engines (at least the ones I tested, see note at end) and the Stock LV-N all work fine with no additional mods, aside from KerbalAtomicsLH2NTRModSupport. The LV-N switches modes as expected. - With Waterfall, the Stubber produces no noise during thrusting, but otherwise works. - With Waterfall and SystemHeat core, no change to noiseless Stubber. Otherwise, thrust and plume effects are fine. - With all above, plus all four SystemHeat extras (which I have in GameData as separate SystemHeatExtras folder), no change - Stubber is still the silent outlier. - With all above, plus NearFutureElectrical, no change. - With all above, plus NearFutureElectricaNTRs, things go haywire: - The Eel and Stubber produce no thrust, even though the plume effect is there; Eel produces sound, but Stubber is still noiseless. - The LV-N produces no thrust in the LH2 mode, but does in the LF mode. In both, the plume and noise come on and change with mode. - The Neptune produces no thrust in either the LH2 or LOx Augment modes, but still has plumes and makes noise. - For all the engines producing no thrust, Isp is normal before throttling up, but drops to 0 after doing so. Fuel requirement is being shown as met. - With ALL of the above, plus ReStock added, the LV-N's exhaust plume gets moved about a nozzle-length downstream of where it's supposed to be. I haven't worked backwards to see if it's just Waterfall and ReStock not playing together (yet - I know it's being assessed for other KSP 1.11 issues) NOTE: I haven't tried out the 2.5m and 3.75m NTRs, because I've PermaPruned them to save RAM and I didn't feel like making a monster craft to accommodate all 8 or 9 NTRs at the same time. Plus it's now 2 am and I have a lot of cooking to do on Thursday. One last recommendation, and this goes out to anyone who can answer the mail: it would be really good if there was a "System Heat and NTRs for Dummies" posted someplace. I've mastered stand-alone power reactors and radiators well enough, but I'm going nuts trying to figure out how to set things on an NTR, when there are two power level sliders. I can't figure out if I need radiators when I don't want to run the NTR as a bimodal engine, or if I can drop the reactor power (on one or both sliders?) while still thrusting, to allow propellant to do the cooling. Anyways, I'm not going to get upset if this goes unresolved until after Xmas. Everyone needs a break. So happy holidays, and thanks for all the great content! -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
KSPrynk replied to NecroBones's topic in KSP1 Mod Releases
I checked out the Rockomax X200-128, -96, and -48. According to Part Info in the VAB, they all have correctly proportional dry masses, and the same 9:1 Wet:Dry mass ratio (LF/Ox variant) as the Stock -64 tank. -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
@Nertea, I just downloaded this again to start playing with System Heat. While picking through, I noticed the XR-150 High Temp Radiator (smallest in XR group) has a higher mass than the larger XR-1000 and XR-1500. Given its size, relative to XR-1000, it looks like it's off by a factor of 10. Was this just a decimal place typo? -
[Most 1.12.x] Near Future Technologies (August 26)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
Yeah, thanks. I figured that out just now, after I added Waterfall and it didn't solve the problem . Pfft. Sorry for the drama. At least it made me download Waterfall.... -
[Most 1.12.x] Near Future Technologies (August 26)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
Ah. I think I get it - NEEDS. Let me try out Waterfall and get back to you. Thanks. -
[Most 1.12.x] Near Future Technologies (August 26)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
@Nertea, UPDATE to above: The MM "fix" doesn't always take. I added all the rest of my mods, including most of the NFT, Cryo, and KA updates, and the warning still persists on the loading screen, even after a recycle. The logs show it's the same warning though. I haven't installed Waterfall yet. I'll try to download that and try it out later today. EDIT: FYI, Nertea found the problem - duplicate FOR [NearFuturePropulsion] statements on that part. -
[Most 1.12.x] Near Future Technologies (August 26)
KSPrynk replied to Nertea's topic in KSP1 Mod Releases
@Nertea, congrats on the updates! I'm looking forward to trying everything out, especially the Waterfall effects. One minor bug to report: In NF Propulsion, MM throws a single warning. This (EDIT: sometimes) only appears in the loading screen when MM caches/databases have been cleared and, after recycling the game, with new caches/databases built, MM (EDIT: sometimes) seems satisfied with its own "fix". It doesn't (EDIT: always) show the warning while loading, but it does still appear in the log. Below are excerpts, with WRN lines highlighted, when starting with cleared cache/databases. I can provide full logs if needed, before and after MM does its "fix", but this should be easy to replicate. I did this is KSP 1.11 running Win10Pro 20H2, with no Expansions or other mods installed. I don't know if this causes a tangible problem, other than popping up as a red herring when diagnosing errors on other mods. EDIT 2: FYI, Nertea found the problem - duplicate FOR [NearFuturePropulsion] statements on that part. -
@FreeThinker, I think I've found a problem that may be related to some issues reported in September. In base KSP 1.11, no expansions or other mods, and with Persistent Thrust Defaults all set to Disabled in Settings (be sure to confirm still disabled on craft in VAB). When launching a craft, PAW click on the engines before activation and you'll see Specific Impulse is reading as 0 sec, and Prop Requirement Met prop at 0%. Activate the engines and throttle up and you'll see the engines stuttering, with Isp, thrust, and Prop Reqts also fluttering. It doesn't get resolved until the Persistent Thrust button is set to enable. Which becomes problematic if engines weren't cloned together as a group at assembly. This has also worked just manually resetting everything to Disabled in the VAB before launch. The easy answer is probably just keep everything at Enabled, but I'm concerned about leaving an engine running when jumping to warp (a cheaty way to stabilize a tumbling craft), so I make a point of only enabling it on specific craft, like those with ion engines. I don't know if this is related to KSP 1.11's dv calculations, which are currently causing havoc with MJ and KER, but it happens with both manned and probe core-only craft (I don't have an instance of 1.10.1 anymore to test).
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
KSPrynk replied to IgorZ's topic in KSP1 Mod Releases
I'd be curious how KIS does it now. I'd like to think it was doing a simple box volume calculation. MJ does something similar when it generates a keep-out zone on a craft for the automatic docking function. And somehow the VAB knows how tall your craft is....