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Ravlain

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Everything posted by Ravlain

  1. Thanks @maja, real life can be a pain, I try to avoid it as much as possible Now my hordes of nuclear rovers will be able to roam the cosmos again, mwahaha.
  2. GPP has 2.5x and 10x rescales available, but the KK constructs need to be adjusted if you want to use the additional launchsites (took me a couple of hours, would be less now I've done it once and know what I'm doing).
  3. I'm slightly puzzled about an issue I'm having with NFE and SystemHeat in BonVoyage. The compatibility on Github says that this combination is supported, but that only seems to be the case for 1.4.1 (Issue here :- https://github.com/jarosm/KSP-BonVoyage/issues/41). I'm currently getting the no generation issue, I didn't have it on a previous save without SystemHeat. I can't find a release of 1.4.1 on Github, how can I find this?
  4. @allista, would it be possible to add the ability for TCA to save engine settings at the point when it is activated, and restore them when switched off? I've been using TCA to control some unbalanced relays during deployment, and have RCS thrusters on low thrust for fine control, but when I switch TCA off they are back to 100% and have to be reset every time.
  5. Try reducing initial TWR for the landing burn to around 2-2.5, gives me average deviation around 2-5 metres on Mun.
  6. Hi @zer0Kerbal, I'm having a problem which Nertea thinks may be related to ODFC. I'm getting constant NRE spam apparently from DBS whenever i fly a vehicle with a MK1 or MK1-3 capsule. Module DischargeCapacitor threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at NearFutureElectrical.DischargeCapacitor.get_CurrentCharge () [0x00025] in <81c4957bdce64bef809a1ac06ed71d14>:0 at NearFutureElectrical.DischargeCapacitor.OnFixedUpdate () [0x00204] in <81c4957bdce64bef809a1ac06ed71d14>:0 at Part.ModulesOnFixedUpdate () [0x000bd] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) These capsules show a Discharge Rate slider which shouldn't be present (no capacitors involved), and Nertea thinks it may be ODFC patching the DischargeCapacitor module into these parts. Modlist Logs and MM cache :- https://www.dropbox.com/s/7bnhngz1ptaw9zx/KSP Logs.zip?dl=0 I've patched this for myself, but let me know if I can get you any more details.
  7. Thanks @Nertea. I've patched this out for now, but I'll raise it on the ODBC thread.
  8. Hi @Nertea, I'm getting constant NRE spam apparently from DBS whenever i fly a manned vehicle (Not probes ). Module DischargeCapacitor threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at NearFutureElectrical.DischargeCapacitor.get_CurrentCharge () [0x00025] in <81c4957bdce64bef809a1ac06ed71d14>:0 at NearFutureElectrical.DischargeCapacitor.OnFixedUpdate () [0x00204] in <81c4957bdce64bef809a1ac06ed71d14>:0 at Part.ModulesOnFixedUpdate () [0x000bd] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) I haven't got any capacitors on any of my craft, so I'm not sure why this would be being called. Modlist Logs and MM cache :- https://www.dropbox.com/s/7bnhngz1ptaw9zx/KSP Logs.zip?dl=0 The only mods that directly touch electrics as far as I know are ODFC and TAC-LS. Log spam starts at line 135530 I've noticed that only the Mk1 and Mk1-3 command pods have a discharge rate slider. (and of course they're the only ones I've used so far )
  9. Anyone seen anything like this before? Low over Iota, in 2.5 rescale. Looking forward is fine, but any other direction produces multiple overlaid images as the view moves. Iota is the first body I've been close to, but the only similar issue I've seen on Gael is a ghost GSC for a couple of seconds after loading in. Logs etc are available if needed.
  10. Just loaded this up (2.5 Rescale) and it looks great, but I was wondering if anyone has a delta-v map for 2.5, or can point me at how to derive the figures from the base delta-v map?
  11. I've been wondering whether there is any way to flag in MechJeb that a ship is slow to maneuvre? I've been bringing space station components together, and there's no way that they can turn 180 in less than a minute or so, not the 14 seconds that seems to be MechJeb's default maneuvre spacing
  12. I've just come back after a break, and CKAN updated a large number of mods including PBC. I'm running 1.9.1 with JNSQ, Restock/Restock+, DMagic and a bunch of other mods. Now on launch MM gives the following error :- [LOG 10:01:24.763] Applying update ProbesBeforeCrew/_Core/Zs_DeprecatedPartsPatch/@PART[HighGainAntenna5]:AFTER[ProbesBeforeCrew] to Squad/Parts/Utility/DirectAntennas/HG-5.cfg/PART[HighGainAntenna5] [ERR 10:01:24.764] Error - Cannot parse variable search when editing key TechRequired = #$@PART[HighGainAntenna5_v2]/TechRequired$ I've also found that although I've unlocked the Basic Science node I don't have the MS-1 Multispectral Scanner unlocked, not sure if this is related but it's the only error appearing. Is there an easy fix for this, happy to edit configs if needed. *********** Never mind, looked at config and found this is deprecated in 1.12, removing that entry from cfg.
  13. I think you're looking for this :- Where can I go
  14. A quick question - is it possible to get KRASH to ignore comms requirements for simulations? I'd like to be able to test landers for other planets, but when I try a simulation I have no control because I don't yet have relays in place in the live game.
  15. Frankly with 4Gb RAM and only 128Mb of dedicated VRAM I'd be amazed if you can get KSP running.
  16. @enewmen Habitation effects are off by default. To turn them on use the settings screen (press the green cube while in the space centre scene).
  17. I 'm playing JNSQ, but I find the Strategia Private Industry strategy is definitely overpowered, especially with the number of DMagic multi-part contracts. Is there any way I could patch the strategy setup to do one of these? 1) Pay out bonus science only on contract completion, not for every stage. or 2) Reduce the science rewards to a lower value (around 25% of the current payout) I've asked in the JNSQ thread but had no response there, can anyone here help? Thanks
  18. I love this pack, but I find the Strategia Private Industry strategy is definitely overpowered, especially with the number of DMagic multi-part contracts. Is there any way I could patch the contract setup to do one of these? 1) Pay out science only on contract completion, not for every stage. or 2) Reduce the science rewards to a lower value (around 25% of the current payout) Thanks
  19. I've got it running, seems to work OK, but I have to agree about the toolbar, it's hideous.
  20. Is there any way to override a conflict defined in CKAN? I want to run DMagic Orbital Science and ForScience!, but there is a defined conflict, because whoever was developing ForScience! didn't want to deal with endless queries about why it didn't support DMagic. I can completely understand this, and I know the ForScience won't deal with DMagic experiments, that's fine. Having installed ForScience manually CKAN now fails to complete any installs of other mods totally unrelated to DMagic or ForScience due to the conflict. Is there any way to fix this other than moving ForScience out of Gamedata every time I want to use CKAN?
  21. OK, checked the save and it requires an additional 3.5762787774729077E-05 rocket parts, annoying as I thought I had enough. If I adjust BuildResrouce in BuildCost and BuiltStuff to the even 1600 will this release the build?
  22. @taniwha or anyone who can help, I'm making progress, but I must still be missing something. I've got the construction working (just a single Rockomax Jumbo 64 tank), build time has completed, but no way to finalize the build? Image here :- https://imgur.com/a/wNu4p0m
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