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TelluriumCrystal

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Posts posted by TelluriumCrystal

  1. On 11/25/2022 at 3:13 AM, Psykikk said:

    wait a hot minute: did they change the old parts ? 

    the RADAR scanner in my parts list looks like a normal radio dish, while the one on the github parts list looks the one I was searching when I came back to KSP.

    most parts thathave scansat in their names in my game I do not remember ever seeing. and none is listed on the github parts list

    SCANsat v20.0 replaced the old parts with much cooler looking ones by Nertea. That was released back in May 31, 2020.

    It looks like the part list in the Github readme was never updated with these.

  2. 2 hours ago, linuxgurugamer said:

    A specific set of steps to duplicate the issue, beginning with starting the game

    A log file (Player.log) which is from a run when it actually happened.

    Steps to reproduce:

    1. Launch game
    2. Create and start a new career with default settings, renamed to "test"
    3. Close the tutorial window
    4. Open Toolbar Controller
    5. Attempt to hide any toolbar buttons (does not work)
    6. Attempt to unhide already-hidden toolbar buttons (toolbars reappear, cannot be re-hidden)

    Here's my player.log from doing the above plus opening the Tracking Station to see if that did anything new: https://www.dropbox.com/s/ogxia6x1u05znwi/TCbug_Player.log?dl=0

  3. 1 hour ago, linuxgurugamer said:

    Do you have any other mods which control the visibility of buttons?

    I don't believe so, but I do have a lot of mods, so it is certainly possible.

    Here's my modlist exported from CKAN:

    [x] Science! Continued (xScienceContinued 6.0.1.2)
    AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.5.3)
    Astrogator (Astrogator v1.0.0)
    Astronomer's Visual Pack (AstronomersVisualPack 3:v4.13)
    Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.13)
    AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.6.0)
    B9 Part Switch (B9PartSwitch v2.20.0)
    Breaking Ground (BreakingGround-DLC 1.7.1)
    ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.18)
    Community Category Kit (CommunityCategoryKit v112.0.1)
    Community Delta-V Maps (CommunityDeltaVMaps 2:2.8)
    Community Resource Pack (CommunityResourcePack v112.0.1)
    Community Tech Tree (CommunityTechTree 1:3.4.4)
    Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4)
    Contract Configurator (ContractConfigurator v2.2.1.0)
    Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3)
    Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
    Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1)
    Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2)
    Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10)
    Contract Pack: Research Advancement Division (ResearchAdvancementDivision 1.2.1)
    Contract Pack: Tourism Expanded (TourismExpanded 1.0.2)
    Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
    Crowd Sourced Science (CrowdSourcedScience v6.0)
    Cryo Tanks (CryoTanks 1.6.5)
    Cryo Tanks Core (CryoTanks-Core 1.6.5)
    Cryogenic Engines (CryoEngines 1:2.0.6)
    Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6)
    Deployable Engines Plugin (DeployableEngines 1.3.1)
    Distant Object Enhancement /L (DistantObject v2.1.1.11)
    Distant Object Enhancement /L default config (DistantObject-default v2.1.1.11)
    Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0)
    Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.1)
    Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.1)
    GravityTurn Continued (GravityTurnContinued 3:1.8.2.3)
    Harmony 2 (Harmony2 2.2.1.0)
    Heat Control (HeatControl 0.6.1)
    Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2)
    Kerbal Actuators (KerbalActuators v1.8.5)
    Kerbal Atomics (KerbalAtomics 1:1.3.3)
    Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.3)
    Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-139)
    KSP Community Fixes (KSPCommunityFixes 1.23.0)
    KSP Rescue Pod Fix (KSPRescuePodFix 1.6.4.14)
    KSPBurst (KSPBurst v1.5.5.1)
    Making History (MakingHistory-DLC 1.12.1)
    ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
    Module Manager (ModuleManager 4.2.2)
    Near Future Aeronautics (NearFutureAeronautics 2.1.1)
    Near Future Electrical (NearFutureElectrical 1.2.3)
    Near Future Electrical Core (NearFutureElectrical-Core 1.2.3)
    Near Future Exploration (NearFutureExploration 1.1.2)
    Near Future IVA Props (NearFutureProps 1:0.7.1)
    Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0)
    Near Future Propulsion (NearFuturePropulsion 1.3.5)
    Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.5)
    Near Future Solar (NearFutureSolar 1.3.2)
    Near Future Solar Core (NearFutureSolar-Core 1.3.2)
    Near Future Spacecraft (NearFutureSpacecraft 1.4.3)
    Outer Planets Mod (OuterPlanetsMod 2:2.2.10)
    PAPI Lights (PAPILights 0.5.0.6)
    Parallax (Parallax 2.0.4)
    Parallax - Stock Planet Textures (Parallax-StockTextures 2.0.0)
    Parallax - Stock Scatter Textures (Parallax-StockScatterTextures 2.0.1)
    Parallax for OPM (Parallax-OuterPlanetsMod v1.0.1)
    Patch Manager (PatchManager 0.0.17.6)
    PlanetShine (PlanetShine 0.2.6.6)
    PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6)
    Procedural Parts (ProceduralParts v2.4.3)
    Procedural Parts - Hazard Tanks Textures (HazardTanksTextures 1.0)
    Procedural Parts - MainSailor's Procedural Textures - Essential Textures and Flag (MainSailorTextures-Essentials 2.0.0.0.1)
    Procedural Parts - MainSailor's Procedural Textures - Fairings Textures (MainSailorTextures-Fairings 2.0.0.0.1)
    Procedural Parts - MainSailor's Procedural Textures - Historic Textures (MainSailorTextures-Historical 2.0.0.0.1)
    Procedural Parts - Ven's Revamp Style Textures (VensStylePPTextures 1.1)
    RCS Build Aid (RCSBuildAid v1.0.6)
    Real Antennas (RealAntennas v2.1.1)
    Real Plume (RealPlume 2:v13.3.2)
    Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8)
    RealChute Parachute Systems (RealChute v1.4.8.3)
    ReStock (ReStock 1.4.3)
    ReStock+ (ReStockPlus 1.4.3)
    Rocket Sound Enhancement (RocketSoundEnhancement 0.9.6)
    Rocket Sound Enhancement - Default (RocketSoundEnhancement-Config-Default 1.2.4)
    Routine Mission Manager (RoutineMissionManager 1:0.4.0.2)
    SCANsat (SCANsat v20.4)
    Scatterer (Scatterer 3:v0.0838)
    Scatterer Default Config (Scatterer-config 3:v0.0838)
    Scatterer Sunflare (Scatterer-sunflare 3:v0.0838)
    Science - Full Reward! (Continued) (Science-Full-Reward v5.2)
    SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
    SpaceTux Library (SpaceTuxLibrary 0.0.8.4)
    Staged Animation (StagedAnimation v2.0)
    Station Keeping (StationKeeping 1:0.2.2.3)
    Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10)
    Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10)
    Toolbar Controller (ToolbarController 1:0.1.9.8)
    Trajectories (Trajectories v2.4.3)
    TUFX (TUFX 1.0.5.0)
    TweakScale Redistributable (TweakScale-Redist v2.4.6.18)
    Waterfall Core (Waterfall 0.9.0)

  4. I'm having some strange behavior with Toolbar Controller 0.1.9.8 on KSP 1.12.3. Setting mods to be hidden in the manager menu doesn't seem to hide them properly, and backing out to the main menu and loading the save again seems to have duplicated toolbar items. Relaunching the game appears to fix it but trying to hide and unhide buttons causes the same issues.

    V29P9cz.png

    Here's the KSP.log (as an aside, how the heck is this thing 6 MB?): https://www.dropbox.com/s/nyhfn28oeqrh2dz/TCbug_KSP.log?dl=0

  5. I'd like to see the flight sim approach taken to cities on Kerbin. I don't think you should need to interact with it, but I do think there could be some interesting parts it could be used for. As I see it, career mode would be most beneficial if ran like a administration simulation. You can look at it, but it pretty much just means you get money every couple of months since the only way to affect it would be by playing.

    Each Kerbal year you get a budget. That budget is broken down into quarters, and each quarter your operating expenses are taken right off the top (training kerbals, keeping facilities running, its just an abstraction that is automatically deducted). Then whatever is left you use to do whatever missions and research you want. This is important because the player always has an income, but the income for any given quarter is capped. Money does not roll over from quarter to quarter, so you spend it or its gone (I get this is an immediately unpopular idea but if you can just 'grind' money, the whole thing loses its value). Next up, contract missions are given from both government and private sides of things. Perhaps the government wants a study done of Duna, maybe a private company wants a satellite launched (or other subassembly). The big change here is you get no money for doing these missions, you only get reputation. And how does that all factor into Kerbal cities? Well, reputation will affect your yearly budget. The amount of money you have available to spend with increase or decrease with your space program's reputation. Doing thinks like dropping SRB's on populated areas is obviously frowned upon, and that has the tack on effect of being fun to try and land in interesting places or AWAY from interesting places depending on your goal. So you have a tug of war, but I think the scale would be pretty lenient. It also explains away having to do 'small missions'. If you don't have the BUDGET for a large mission, you do small missions to improve confidence so you can do larger ones.

    This has the great impact of both encouraging players to spend AND be frugal. You want to do the mandatory missions for as cheap as possible, or tack them onto other missions to save money, but at the same time knowing your budget will reset means trying to milk every penny out of it before it does. The largest issue with this approach is you could simply buy parts, which would become the de facto method of draining the budget. Perhaps a limitation on manufacturing could both make that a VALID reason for doing so and also add another decision layer. If you wanted a game over in career, that would be the easy way to do it. Reputation drops so low your program is cancelled though this isn't meant to be a hardcore number sim, just an abstraction of confidence in your program that determines the size of you annual budget. In case you are wonder why annual, it's because you budget doesn't get reevaluated quarterly. Mistakes at the beginning of the fiscal year are less costly than ones before the end of it.

    Anyways, yeah, that's a basic, game-friendly way to do an economy, deal with the abstraction of other Kerbals on the planet and I think it would be fun.

    That would actually be an interesting way to set up the game economy. As it is, the game functions more or less like the KSC is a private company, while your model has it functioning much more like a government organization. I'm not sure which Squad is going for, but I think it's an idea worth exploring. Perhaps someone could come up with a mod for this?

  6. It might actually be an out-of-memory situation. Even though KSP is supposed to be able to use up to 4GB of memory it can get buggy with as little as 3GB. I know I had very similar issues when I was running out of memory on my Mac a while back (I'd load a vessel and it would be invisible/missing parts). Could you try the following:

    1. Backup your KSP folder

    2. Remove the biggest part mod you have

    3. Launch KSP, start a new sandbox game, and launch a large rocket (take note of your memory usage)

    4. Try to reproduce the bug by quicksaving and quickloading excessively (noting memory usage after each save/load cycle)

    Edit: Also, a list of the mods you have installed would be useful. :)

  7. After removing several mods and relaunching the game, it would seem that the likely culprit is Kerbal Engineer. I will test it one more time with nothing but Kerbal Engineer installed to be sure.

    I am now 100% certain that Kerbal Engineer 6.2.12 1.0.11.3 is the cause of the lag spikes. I'll bring this to the mod author's attention, and hopefully it won't be too hard to fix. I use Kerbal Engineer quite a bit, so I really hope it isn't an unsolvable issue.

    Regardless, this issue is now technically solved. Thanks for making me test the individual mods Malah; being the lazy person I am I probably wouldn't have tried that. :)

  8. KSP: 0.25.0 OSX

    Problem: Consistent lag spikes

    Mods installed:

    Active Texture Management (Release 3-8)

    BOMPs (revived)

    Chatterer (0.7.1)

    Raster Prop Monitor (0.18.3)

    Kerbal Engineer (6.2.12) EDIT: My bad, it was 1.0.11.3

    KW Rocketry (2.6d2)

    SCANsat (8.0)

    VesselView (0.6 RPM)

    Reproduction steps:

    1. Launch the stock Kerbal X on low graphics settings (so as to not have any noticeable graphics-related lag).

    2. Notice the lag spikes that consistently and relentlessly repeat.

    3. Launch the rocket and note that the spike length seems proportional to vessel part count.

    Log:

    Dropbox Link

    Note that after the launch KSP was using exactly 2.42GB of ram, which suggests that it is not a memory issue (or at least not one related to the lack thereof).

    If any additional information is needed to help me rid myself of these rather annoying lag spikes I would be happy to provide it.

    SOLVED: The culprit was Kerbal Engineer 1.0.11.3. Removing this mod stopped the lag.

  9. I have much more plans and desires than i can do because lack of time

    ALCOR is nearing completion and now I thinks about what will be my next project. I going to open a poll and anybody can choose and show his opinion...

    Given the incredible effort put into this I can't help but feel disappointed that I am limited to using it only on landers (I know I'm not actually limited, but my brain requires me to impose such restrictions). So if you're still looking for suggestions for a next project I would recommend making the command bridge of a large interplanetary vessel. The kind of thing that would be launched up in multiple parts and pieced together in orbit. Having a decent-sized bridge (with enough room for around 4 kerbals and 1 commander) with this level of detail would be a dream come true for me. :D

    6YaoxvN.png
  10. Any chance of resurrecting the challenge, using this new continuation of the mod:

    http://forum.kerbalspaceprogram.com/threads/68089-0-23-kOS-Scriptable-Autopilot-System-v0-10/

    Sure, I'll try to get around to modifying the main page later today. Sorry for the late response, I've been a bit busy of late with school and my new hobby (astrophotography), so I haven't been checking the forums as often as I used to.

  11. Get lost hopelessly in underground caverns. Discover lost city of atlantis buried deep underground in a massive cavern. Fight through enemies guarding it to access ancient technology and use a beam of light (beacon anyone?) to escape into the ocean. Return to your benign home on the surface. Acquire sleep.

    That seems epic enough for my standards. :)

  12. Part of me says, we won't be nuked due to Mutually Assured Destruction and countless treaties. But the other part of me says, what happens IF we are nuked? Hear an emergency siren and message on TV, waiting, mass panic, gone....

    Actually we would probably just see some sort of news headline like this the next day: Classified US Satellite Shoots Down ICBM! :P

    In all seriousness though, some sort of space-based antimissile system would be the best defense against ICBMs, and the traditional military should be able to intercept bombers and other threats. It's the terrorists we have to worry about...

  13. Shouldn't we be more worried about giving everyone access to toilets and running water on this planet before we worry about going to another?

    Keep in mind that once asteroid mining starts up (and it will hopefully do so in the next 10-20 years), we'll likely see a sudden drop in the cost of many raw building materials. This will, in turn, allow for the cheaper construction of toilets for everyone.

    Plus if we spend all our time and resources trying to achieve equal living conditions on this planet and end up getting hit by an extinction-level NEO because we weren't prepared for it, then would we really have accomplished anything?

  14. So.. what are you saying you'd see humans go to Mars now with our current tech and level of understanding?

    To do what? Pick up some rocks? Dig some holes? Wave a flag? "Yay we did it now let's make the six month journey back." ..why?

    "Science isn't about why. It's about why not!" ~Cave Johnson

    Joking aside, I think a more realistic Mars mission would consist of several robotic craft that would be launched ahead of the main mission to set up a base camp. Then the astronauts would arrive, finish setup, and live on Mars for the next 1-2 years. Later missions could last even longer, eventually establishing permanently manned outposts.

    One of the primary avenues of study that would likely take place while on Mars would be how people react to living on it. Similarly to how the ISS studies humans living in zero-g, Mars would be an excellent testbed for low-g. Not to mention that often the best way to learn how to do something properly is to actually get out there and try to do it.

  15. More ideas:

    - Allow songs to be selected as a planet's "theme" and they will play whenever you're doing stuff on their surfaces

    - Songs can be assigned to certain events, such as reentry, burns, launch, and Rapid Unexpected Disassemblyâ„¢

    - Allow for multiple songs to be assigned to each category - the program will select one at random, but will never play the same one twice in a row

  16. The aerodynamic center is the same as the center of lift; it just doesn't imply that drag has no effect on stability like center of lift seems to (at least IMO).

    The second Scott Manley video in the OP actually includes him going into a bit of detail on the Static Analysis tab. In the VAB, it works assuming the relative wind is from the ceiling, and that is what the static analysis tab will use as "0 AoA" there.

    I'll have to watch that video. When I went to look at the center of lift it was off to the side a bit. Removing and replacing the procedural fairings seemed to remedy it a bit. Here it is now:

    p7tXNyK.png

    I think it just might work this time...

  17. 1. Flip the whole capsule upside-down in VAB (airflow comes from top of VAB)

    2. Ensure CoM is in front of aerodynamic center.

    (3. check the flight analysis tab for Cm at high mach--but step 2 should ensure stability)

    That doesn't mean it will *orient* to that attitude if it starts far from it, but it should ensure it will be stable *in* that attitude.

    Noob questions:

    1. What is the aerodynamic center? The CoM is currently centered pretty much right in the center of the heat shield. Actually after reading Ferram's reply it should be stable as is.

    2. I haven't the slightest clue how to use the flight analysis tool. Are there any tutorials anywhere? I feel like I would benefit a lot by learning how to use it.

  18. Ferram, I am curious as to how I might go about making reentry capsules that want to face the correct direction (heat shield down) during reentry. Here's one I made for a small rover I built:

    VKypAD8.png

    During reentry testing it flipped itself around nose first, despite me desperately trying to keep it facing heat shield down, once it hit the thicker layers of the atmosphere. As you can imagine, this resulted in Rapid Unscheduled Disassemblyâ„¢. Any advice would be greatly appreciated! :)

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