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cjones

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Everything posted by cjones

  1. oh maybe that's why. I'm still on 1.6.1 as I started a game months ago and am loathe to mess it up by upgrading.
  2. Just wanted to drop by and say thanks for looking into that symmetry/cloning bug. The version on CKAN still has it, but your versions in the thread seem to have done away with it!
  3. Thanks @JadeOfMaar, took a look and seems very cool, but drastically changes the energy part of the game. I'm actually OK with how EC works. Maybe I will look into making a simple mod...
  4. Thanks, I'm currently using MKS and it has been great so far, but I have yet to do some of the more heavy duty stuff that requires machinery and such (I do love how those expandable parts require equipment to deploy and x number of crew, very cool!) It's a pretty complicated mod, so I'm taking it slow and deploying things a bit at a time (don't want anyone dying after all!) Thanks, BARIS looks interesting. I especially like the huge customization options!
  5. Whelp... I tried Oh Scrap out, but it's just not for me. This just turns the game into a grind where you just have to relaunch over and over to get to a point where there aren't critical failures all the time. I suppose on a near stock game, that would be OK, but my game can take almost 2 minutes to get on the pad due to the number of mods I am using. Still, thanks for the suggestion. I totally didn't see that mod.
  6. Thanks, that is close to what I was thinking, although not quite with the catastrophic failure, more just a general degradation of performance over time. I'll have to give this one a try soon!
  7. Hey guys, was doing some googling and couldn't find anything like this; has anyone created a mod about routine maintenance? One of my favourite mods is the KAS/KIS pair of mods. I love launching and then building things in space so any reason to do more things in EVA would be great. I am thinking a sort of mod that subtly changes several elements of the game by introducing wear and its effects. Wear would be calculated differently based on what part it was. An obvious examples for me would be: Batteries Maximum charge decreases gradually over time This would probably be a logarithmic reduction, eg: the first year would have the largest decrease is max charge, subsequent years would reduce less and less to maybe a minimum of 50% of original max charge (just spitballing here) Problems: Replacing radially attached battery packs is trivial with KIS, Replacing inline batteries could be problematic unless the implementation of this system just provided an 'in place repair' as long as the Kerbal had the right part in inventory, it would just consume the inventory item and reset wear of the part on the ship. This could lead to a LOT of micromanagement the further into your game you get. If you had 50 craft all over the place, having to remember to replace everything would be annoying. This might then require an 'automatic' replacement that is handled in the background, as long as the craft has a replacement item in storage somewhere. This level of background stuff would then need a whole UI similar to life support mods tracking individual ships and every part on them which would drastically increase time for development. And of course, if the replacements are being done in the background automatically, then what is the point of the mod at all. Nothing stopping people from just adding 2x the number of batteries (they are cheap, light and can be placed anywhere). I suppose this would really just be for people like me who like to 'roleplay' only building sensible craft even if anything is technically possible and those not interested would just give this type of mod a pass. I was thinking of maybe trying my hand at making a mod like this, so I was just wondering what people's opinion on something like that is... Although, as I type this and think through some of the difficulties in implementing even a simple thing like battery wear, I wonder if I'm talking myself out of doing it. O_o
  8. @peteletroll, that did the trick! Everything is back to normal on the ships I know had the problem before. I'll let you know if I see any others.
  9. Hey there, I just noticed you had some debug steps to try... Here's the log I got after following your steps a couple of times (the first time was with Rotation disabled, the second with Rotation enabled, not sure if it mattered...) http://shoresofnis.com/temp/KSP.log.zip Thanks!
  10. For my case, saving and reloading does not seem to do anything. From what I have seen so far, it appears that new docking ports work OK, but older ones that used to work do not. I looked at the save file and compared the ModuleDockRotate between ports I knew worked and ports that did not but could not see any difference. I have a new ship in orbit that was launched in 2 parts and assembled in orbit; it was assembled in orbit with a sort of 'tug' ship that has been in space since forever. The ports on the new ship connecting the 2 new pieces together rotate, but the new ports on this new ship where the tug is docked do NOT rotate. Not sure if that helps... Maybe something with existing ports when I upgraded the plugin?
  11. Has anyone noticed that the rotate + and rotate - buttons seems to be missing? Was this removed recently or are they gone for some other reason? EDIT: Not all of my docking ports seem to have this missing... I'm very confused, can it be that ports that were in-flight prior to installing the mod may not get the extra dock rotate stuff? Yet I do still see the 'Rotation' button to enable/disable rotation features on the above port.
  12. Thank you for this fix! I had been struggling to cool these drills, but didn't understand enough about the heating system to know what to change. Was the original intent to not be able to run all 3 at once? Maybe it was a design choice to have to choose between different drill 'recipes'? But having all of them working at once is way cooler!
  13. Thank you for this hint! I took another look at the cfg files for the Atomic Age mod. None of them had the "scale" key, only the "rescaleFactor". I went and added "scale = 1" to them and this seems to have gotten rid of the oversized distant objects! Cheers!
  14. I've tried searching, but couldn't find anything about this... but when using the Distant Vessel Rendering feature of this mod, one or two engine parts sometimes draw strangely. Specifically, when in 'distant' mode (eg: not normal visual range), they are drawn huge with their fairings on, like 100x what they should be. Once you get to ~2km, then distant rendering turns off and they are drawn normal again (and the fairings are no longer shown). This doesn't affect anything other than visuals, of course, but it's distracting and ugly. So far, I have only noticed this happen with the mod "Recycled Parts Atomic Age". Any clue how I could fix this? I took a look at the part config, but nothing really jumped out at me... The part I am sure does this is the "Lightbulb" atomic motor (nuclearEngineLightbulb in GameData\SpaceTuxIndustries\RecycledParts\AtomicAge\Parts\Lightbulb-2). It has 3 fairing modules in the config: MODULE { name = ModuleJettison jettisonName = fairing1 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 0 jettisonDirection = 0 0 0 } MODULE { name = ModuleJettison jettisonName = fairing2 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 0 jettisonDirection = 0 0 0 } MODULE { name = ModuleJettison jettisonName = fairing3 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 0 jettisonDirection = 0 0 0 } the 'isFairing' boolean was actually set to "False" originally, and I changed it to "True" but this didn't seem to do anything. Anyway, this is about the limit of my knowledge of KSP modding. Any help would be appreciated!
  15. @Tonka Crash The nodes only appear when you have switch to bottom/top node mode with 'r'. For example, you could pick up say, a docking port with g, then press r to switch to the bottom node. Then you could move it over, say one end of a fuel tank. You'd see a blueish orb in the same spot you'd see the attachment node in the VAB. It would then snap to that spot and you could attach it permanently. For some parts that cannot be attached with surface attachment, this is required (for example Konstruction weldable ports). Here's a screenshot of what I am talking about: https://i.stack.imgur.com/gGwWe.jpg But in my game, that little blueish orb in the bottom right of the image does not appear anymore, and this has only started happening in the last few days. Ohhh I'm so sorry! So, I've been shuttling Kerbals around to a few different places, and I ran low on tools at one station and I was using a wrench instead of the drill! Hahaha, crisis averted!
  16. I've been using KAS for a while in my KSP 1.6.1 game, but within the last few days, I have noticed a problem: When attempting to attach any object, the 'attachment nodes' no longer appear. Has anyone experienced this? I feel like maybe it was an update to another mod that somehow impacted this one; I recall doing some heavy duty KAS/KIS work on a ship on March 3rd. So whatever broke this, must have happened after then. The only mods CKAN installed/updated after March 3rd were Docking Port alignment indicator and OPT Reconfig. Hoping someone has seen this in their game?
  17. Has anyone noticed tweakscale seems to scale the mass of hollow things like girders and such as if they were solid? So a Modular Girder Segment XL that weighs 0.375t @ 100% becomes 24t @ 400%! Is there a way to use the config files to change ONLY the mass scaling of specific hollow parts like these girders to reduce the amount the mass increases? I found the patches/Squad/Squad_Structural.cfg file in the Tweakscale folder, but after adding a mass key/value pair to the code: @PART[trussPiece3x] // Modular Girder Segment XL { %MODULE[TweakScale] { type = free mass = 1.2 } } this doesn't seem to have any effect so I suspect I'm just not understanding how this is supposed to work. Can someone let me in on how this is done? Thanks!
  18. I first used this mod like a year ago. It was awesome then and it's still awesome now. Thanks for maintaining it for all this time!
  19. Yup, I definitely use open GL. That switch alone cuts off about 500 MB off my starting ram usage. The thing I am afraid of is that even when we get a 64 bit version, it just means we can play longer before it inevitably crashes.
  20. My OS is 64 bit but I am using 32 bit KSP. I have 8GB of ram and the above was a typo, I meant to say 3.5 GB not 2.5 In any case, it seems like the consensus is that this is normal behavior and that these are memory leaks. I will just have to resign myself to it, I suppose, although I have been toying with doing a USB install of Linux explicitly for 64 bit KSP...
  21. Hi, I wasn't sure where to post this, so general it is... I have been having memory problems with Windows 32 bit KSP for the last few versions. I'm using a few mods with parts, but none of the huge ones (like Interstellar or B9). Main parts adding mods I use are BDArmory, KAX, IR (Reworked models). No EVE, no skybox, nothing like that. I'm using very aggressive ATM settings, instead of scaling everying down by 50%, I flat out capped the max size to 256x256 (and normals to 128x128). Here is my typical session: Start KSP, usage: 1.3GB Resume my game: 1.6GB Enter SPH -> Launch some plane: 1.8GB Crash/Revert to SPH: 1.7GB Launch plane again: 1.9GB Crash/Revert: 1.8GB And this continues till it gets to 2.5ish GB when the game crashes. It also starts pausing for 0.5 seconds periodically after the first couple of launches. I can launch maybe a half dozen times before the game crashes. So how can there be so many players using several large parts packs and not crash after your first or second launch? Is this actually how it is for most people using tons of parts mods or is there something up with my install, perhaps a mod is doing this? Any input would be appreciated, even if it is 'yeah, we crash after a few launches too'. Thanks, Corey
  22. Hi, just wanted to drop a line here to say this is the best auto pilot for atmospheric ships ever!
  23. Great catch! Yes, that was the problem! I keep a shortcut on my task bar and when I unzip a new version, i like to keep the version number on the folder. I updated the exe path to 1.0.4, but forgot to update the 'start in' folder, so KSP was unable to read the config. When I tested with a fresh copy of 1.0.4, I had just double clicked the exe in the folder directly. Thank you, good sir!
  24. I think I am experiencing the same issue as you. It's not so much overheating, it's that the engines do not cool down at all. I used the thermometer mod to see number values of the parts (https://kerbalstuff.com/mod/719/Thermometer) and I can see heat build up in the engines as they are run, but when shutting them down, they do not cool down. Not sure what's up, but it looks like the temperature reduction portion of the thermal model is not working, so parts only heat, not cool down (so they can't reach an equilibrium). I'm running the classic version (non-steam, directly from the ksp store download). 32 bit. - - - Updated - - - Update: I have discovered that on a stock install, parts do properly cool down when engines are off, so now to discover which mod is breaking the thermal stuff... mods: ActiveTextureManagement AdjustableLandingGear BahaSP BDArmory CollisionFX DistantObject Firespitter IntakeBuildAid JSI Kerbaltek MechJeb2 NavyFish OPT Pilot Assistant PlanetShine SmartStage Squad Thermometer WaypointManager WheelSounds
  25. My jet engines always overheat, no matter what speed or altitude I fly at. I tested by flying at 200m/s at about 1/3 throttle at 7000m, overheating still occurred just slower. Also, the heat never dissipates, even when the engines are off. If on a space plane, I can get into orbit, do my mission and come back and the engines are always at the same heat level. Someone was kind enough to find the solution in my particular case: http://forum.kerbalspaceprogram.com/threads/126930-1-0-3-4-Radiators-don-t-pull-heat-from-engines?p=2074097&viewfull=1#post2074097
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