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Tivec

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Everything posted by Tivec

  1. Well, I didn’t see it with other orbit contracts such as CleverSat, Scansat or RemoteTech I have tried, just with the ones to be completed over time from DMOS. Getting pretty annoying with 50+ messages every time I switch vessels lol. And it isn’t the debug log but the in game log (check the vid)
  2. First of all, I don't think I've said thank you for one of the best science mods out there, keep it up I'm currently on 1.4.2, and I've run into an issue with the magnetic field survey contracts. I have three satellites, two around the Mun and one around Kerbin, performing a magnetic survey. Every time I load a vessel to the launch pad, or switch in flight mode, the orbit parameters are put as messages in KSP as a recently completed. For those three satellites. Here's a video showing the problem (ignore me opening debug in the end, i forgot my hotkey for recording): http://i.tivec.org/2018-03-30_07-09-11.mp4 Here's the log segment just after switching vessels: I suspect that this has to do with Contract Configurator (maybe? I'm not sure if DMOS uses CC), but I haven't had this happen on other contracts as far as I can tell and this is the first time I can properly reproduce the issue.
  3. I just installed this because I'm tired of the KSP standard planets, but I'm a bit confused at the clouds. Is KSC (GSC?) supposed to be smoke-covered? The clouds do look a bit weird, with sharp edges on the ground where they pass, as well as at the bototm edge. See this screenshot:
  4. I also got an instant failure of my Sonnah network (New Horizons mod) when loading my save. The contract is from the RemoteTech contract pack.
  5. This particular exception is also present in my logs: http://i.tivec.org/KSP - Bug.zip [EXC 08:15:33.552] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.AutopilotModule.UpdateCtrlState (.FlightCtrlState s) Vessel.FeedInputFeed () FlightInputHandler.FixedUpdate () I have a lot of other errors at the moment that I am trying to investigate, but since KSP does not keep log files between sessions I can't know exactly if the error is related to the other issues I am seeing.
  6. This happens on TCA version 3.4.2, and you can download the .craft file here: http://i.tivec.org/KerLIF-One_w_Terentu.craft. However, I play with (quite a lot of) mods, so you may not be able to test it out. Here's my CKAN file: http://i.tivec.org/CKAN-TCA-Bug.ckan Another really odd thing happened to me when I uses TCA's T-SAS. I had a lift vehicle that I wanted to deorbit, so I activated T-SAS and TCA, pointed it retrograde and fired the engines So far so good. However, the second the orbit became suborbital (periapsis <0m) T-SAS stopped working completely, and once TCA was turned off, I also lacked all sorts of SAS on the vessel as a whole.
  7. I may be totally stupid or something, but.. I'm trying to use TCA to launch a rocket. So, I have a rocket that I know flies and can reach orbit perfectly fine. I've trimmed down the TCA modules to these: If I now go to launch and select "To Orbit" in the TCA window, enable TCA and hit "Launch", it immediately stages *all* stages... As you can see in this video: https://streamable.com/j8iha I'm very confused as to how I would configure my engines and get this to behave even remotely close to what I'd like...
  8. Understood. I know I can achieve similar things using mods such as kOS, but I'm more a fan of Smart Parts - easier for most players to work with But that said, you're the maintainer of the mod, and you obviously steer the direction of it
  9. Unfortunately, I'm no good at 3d modeling, and I have no clue how to do it for KSP either. Is it possible to reuse an existing part (such as the altimeter) and change the texture? An alternative would be to weave this into the altimeter functionality. An option "slider" above the kilometer/meters option box, "Altitude, Periapsis, Apoapsis".
  10. Hello @linuxgurugamer, thanks for keeping this mod going! I have a suggestion for a part that would help me greatly in making my rockets behave as I want them to, and that's a Periapsis/Apoapsis detector. I play with MechJeb's Ascent Guidance for my launches, and sometimes I have spare fuel for the launcher, resulting in debris in space. Enter the periapsis/apoapsis detector. Similar to the altitude detector, it would be able to stage or activate action groups. This way I can cut the engine and dump my booster so it can tumble down for recovery (StageRecovery, FMRS or similar). It would have the same options as the ALT-Pro altimeter and action group trigger, where it can trigger on ascent, descent or all. It would have another option that lets you choose if it is a periapsis or apoapsis sensor, obviously. Thoughts about that? I took a peek at the source, but while I've done some Unity dev, I have no experience writing KSP mods. I'd write a patch for you if I could though!
  11. Absolutely no worries. I am not forced to use the wheels, the stock ones are still passable for my purposes at the moment Take your time, don't stress it. (But I have to say, you'll enjoy the second video, it's spinny wheeeeee!)
  12. Yup, confirmed does not happen with stock gear, I've been flying around using those for a long time in this save without incident.
  13. A good suggestion but alas, didn't work out. Tried with motor lock on and off, motor strength set to 0, but no luck.
  14. I am seeing this as well, it's being spammed quite readily in my log unfortunately. Edit: Now that I think of it, could it be related to Kopernicus being used? I'm playing with New Horizons, so Kerbin's been moved around a bit
  15. Done tests with all sorts of damping and springiness settings, and unfortunately that's a no go. The same plane landed with brakes off and roughly the same vertical speed lands fine without bounce, but if the brakes are on during touchdown, I'm in for a world of hurt
  16. Agreed, a certain amount of springiness can be expected - though bounces shouldn't happen, especially not if touching down at low vertical speed and low speed in general. Stall out as you set the plane down. Source: Used to be a glider pilot.
  17. Thank you, I will give that a look. Don't I need a :HAS[ModuleRTAntenna] though? Or will that find that module anywhere in the part hierarchy?
  18. Hello! I'm trying to write a patch that modifies the energy usage on RemoteTech2 dishes. @PART[*]:HAS[@MODULE[ModuleRTAntenna]]:FINAL { @MODULE[ModuleRTAntenna] { @EnergyCost *= 0.50 } } This is what I have. However, this also applies to the omnidirectional antennae from the same mod. How would I go about filtering for only the dishes? Omni antennae look like this: @PART[RTShortAntenna1]:FOR[RemoteTech] { %TechRequired = start %MODULE[ModuleRTAntenna] { %IsRTActive = true %Mode0OmniRange = 0 %Mode1OmniRange = 500000 %EnergyCost = 0.01 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } Dishes look like this: @PART[RTShortDish2]:FOR[RemoteTech] { %TechRequired = electrics %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 90000000 %EnergyCost = 0.82 %DishAngle = 25.0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } My first thought was to try to filter on DishAngle, but sadly that's where my skill with MM ends. Any help is appreciated. EDIT: OK, after some tinkering and help from the IRC chat, I got it working with this line: @PART[*]:HAS[@MODULE[ModuleRTAntenna]:HAS[#DishAngle[*]]]:FINAL So the final patch would be: @PART[*]:HAS[@MODULE[ModuleRTAntenna]:HAS[#DishAngle[*]]]:FINAL { @MODULE[ModuleRTAntenna] { @EnergyCost *= 0.50 } }
  19. No problems mate, thank you for investigating, and if there's anything else I can do to help, do let me know!
  20. If you noticed, I can land perfectly fine with the brakes off. Therefore, I highly doubt that it is the spring and dampen that matters, nor the airbrakes being on the COM or not. With the default wheels, I can touch down on pretty much any surface.
  21. Even if I switch to 0.2 spring and max damping, I still get immense bounce on landing - even at minimal vertical speeds. I remember using them a week or two back on a space plane in another save, so it is possible that something changed between then (it is at least 8 days since I flew that space plane, for sure...) This is on 2.0.2.7. I'll give a previous version a try later today and see if I can get it working. Unfortunately, it does not seem like this has solved the issue. I have recorded a video clip that shows the issue, and I suspect it has to do with brakes. I fly with AtmosphereAutopilot, and when forcing it to a given speed the brakes will automatically deploy, and as such my brakes will be on as I touch down. As you can see in the clip, landing without brakes seem to work out just fine, but landing with them active, causes it to flip out violently. Here's another happy spin, with brake force set to 100 on the back wheels, but nothing on the front wheel: Wheeeeeeeeee!
  22. Even if I switch to 0.2 spring and max damping, I still get immense bounce on landing - even at minimal vertical speeds. I remember using them a week or two back on a space plane in another save, so it is possible that something changed between then (it is at least 8 days since I flew that space plane, for sure...) This is on 2.0.2.7. I'll give a previous version a try later today and see if I can get it working.
  23. Hello! First of all, I must say I love your mod, it's necessary to have it when playing with RemoteTech2 so that power generation can be properly calculated. However, I am struggling to figure out why KopernicusSolarPanel is not registering properly. I am running on KSP 1.3.0, with AmpYear 1.4.9.0, Kopernicus release-1.3.0-4. All solars show as not producing anything in the part list. If I toggle between EC and SI, I can see that they produce 0.01W.s in the main window, and in the part list they're showing as 0.006W.s. I should also say that I am running with New Horizons which modifies the solar system, but it correctly captures the sun distances according to the dark side calculator. My log: http://i.tivec.org/KSP.zip The mod list I am running with: http://i.tivec.org/ModsInstalled.txt Any help appreciated, at the moment I have to make the power calcs for production manually, which is all but optimal If you need any other details, please let me know.
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