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Wercho

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  1. I just tested with 1.6.2. When focused, I'm now only seeing boiloff when I timewarp fast enough to drain the batteries in the simulation, which is to be expected. When not focused, I now get boiloff regardless of cooling. I built a basic craft with a probe core, NFE reactor and radiators (for plenty of power), two Z-4k batteries, and a couple of cryotanks (H125-4) filled with LH2. I set one to cooling enabled, and one to disabled to compare. I went to the tracking station, and after a few days both had lost some LH2. The one with cooling disabled had lost more, but they both experienced boiloff. I now realize it is possible this issue is due to Kerbalism, though I disabled the Kerbalism patch of NFE reactors and Kerbalism shouldn't affect Cryotank boiloff. In fact, Kerbalism mods its own tanks to have your boiloff module if Cryotanks is installed. If it isn't Kerbalism, there's a chance its one of the other mods I have installed. If I get time, I'll try to test a clean install but right now I'd rather just play in my limited time. Thanks for looking into this! I appreciate it.
  2. @RoverDudeFYI, the constellation 112.0.0 changes the file structure of this mod, but a few of the cfgs need to have the model filepaths updated. Specifically, the "/Parts" folder is added to the structure, and the two MassDriver and three Separator parts need the filepath updated. The current repositories that I could find didn't seem to have that change, so I wasn't sure where to file a bug report on github. Thanks for a fun mod!
  3. FYI, panarchist's config has "hl10Type1Extension" in it twice. Delete one of them to avoid an error if you use it. Also, thanks for the config!
  4. Has anyone tested the boiloff functionality of this recently? I'm wondering if others are getting what I'm seeing, or if I've got something wrong. Here's what I've seen happening: While focused on a craft, boiloff works correctly except for at the highest stock timewarp speed, where there is boiloff even with cooling on and plenty of EC. However, if I go to the tracking station no boiloff happens regardless of cooling setting, EC level, etc. I've let it run for 100 days before going back to the craft and it has the same level it had when I left. Do other people get boiloff while not focused on the vessel? This is with Cryotanks 1.6.1, and DBS 2.2.5.0. Thanks!
  5. Has anyone tried to change the appearance of scrollbars? I can't get the "thumb" to change appearance, despite getting everything else to change. Buttons, labels, textfields, boxes, even the scrollbar background all work, but not the thumbs. I've tried setting all the different states :bg suffixes (eg. normal, normal_on, ... , focused_on) to no avail.
  6. From reading the Kerbalism wiki, it looks like NF is supported but the NF reactor stuff is basically stripped out, and replaced with Kerbalism modules, which means you don't get the heat production mechanics in NF. (The kerbalism patch says it makes the NF reactors OP as a result, but I can't say for sure). The other NF stuff seems to be well supported. This is getting off topic for this thread, though.
  7. While I haven't yet played with kerbalism, I'm pretty sure you could do this by modifying the config to only start the science stuff, and not track EC. However, I'm pretty sure tracking EC will be needed to get any science experiment to work while not focused on the vessel, and a lot of the kerbalism science experiments take over 100 days to complete, so you probably won't want to just sit there watching it that whole time.
  8. I was able to resolve that with this config: PQSCity_Groups { GROUP { name = KSCUpgrades body = Kerbin CENTER { CentralPQSCity = KSC } } GROUP { name = KSCUpgrades2 body = Kerbin MODS { PQSCity = KSCUpgrades_ksideradar3_0 } } I haven't had a chance to test the latest version of KKtoSD, to check on the spawn point changes yet.
  9. Yep, worked like a charm Thanks!
  10. Dang, I wish I'd known about that before I worked on the config I suggest adding a link to that in the OP under the PQS section. Everything seems to be working fine now. Second, is there a way to exclude a static from KKtoSD? There are a few that shouldn't be relocated (like the radar tower from KSCUpgrades) because they match specific geographical features.
  11. First, this is a great mod and a big help for resizing things. Great work. Second, I've been having a go at creating PQSCity groups for KerbinSide. My config is attached below. I used the method of looking for the PQSCity names in Kittopia, and creating the config file from that. The good: The stuff around KSC (KSCUpgrades in KerbinSide) works great, and everything shows up where it should be, except the KSC VAB Helipad. The bad: all the other KerbinSide sites aren't being moved together as groups. (I've been trying on 3.2x rescale with buildings at 1x.) Also, on some of them the a spawned craft starts under the terrain, while on others it is on the pad like normal. Anyway, it seems like this feature is partially working, but not many people seem to be interested in it so it's probably a low priority. For others who are interested, for lauchsites and runways (and any other spawn point) Kerbal Konstructs seems to create a PQSCity name that matches the name of the Launchsite in the KK config file. For other things, it creates a PQSCity name of of [groupname]_[staticname]_[index] (without the brackets). Index starts from 0 and counts up for duplicate statics in a group. So, an example would be TheShelf_ksidelighthouse_0. Config File
  12. I just wanted to confirm I'm also getting this same bug. I notice that the normal recovery screen (where it lists the parts and values), says recovered "at Untagged" where it normally says [distance from KSC]. I tried at two different KK launchsites and got that same text, with a % recovery that seemed to be based on distance to KSC. I've got KK 1.1.0 and KS 1.4 installed from CKAN.
  13. FYI, Sigma Dimensions is mildly incompatible with Stock Visual Terrain. I'm going to drop a note on Sigma's thread too. Basically, because SVT's module manager configs act after SigDim's, the PQS sections get two "Mods" and two "Material" blocks, which seems to result in completely flat textures. i.e. the ground around KSC is visible, but it is a textureless green. I seem to have fixed the issue (have only tested around KSC) by removing the ":FOR[SVT] block from SVT's configs, which makes them happen first in the :LEGACY section of module manager's work. Then SigDim operates on them and everything seems fine. This problem stems from the fact that MM works in alphabetical order. I'll leave it to Sigma and Galileo to work out a permanent solution to this.
  14. FYI, Sigma Dimensions is mildly incompatible with Stock Visual Terrain. I'm going to drop a note on that thread too. Basically, because SVT's module manager configs act after SigDim's, the PQS sections get two "Mods" and two "Material" blocks, which seems to result in completely flat textures. i.e. the ground around KSC is visible, but it is a textureless green. I seem to have fixed the issue (have only tested around KSC) by removing the ":FOR[SVT] block from SVT's configs, which makes them happen first in the :LEGACY section of module manager's work. Then SigDim operates on them and everything seems fine. This problem stems from the fact that MM works in alphabetical order. I'll leave it to Sigma and Galileo to work out a permanent solution to this.
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