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rifter

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Everything posted by rifter

  1. I am getting the same results; also the player.log is filled with DynamicTanks.USI_AsteroidConverter[FFF8A8E6][136.82]: OnFixedUpdate: put less Karbonite than expected: 0.010000000/0.000000000 The less Karbonite than expected number changes depending on what you set in the converter .cfg file; I could get it up to 1 by increasing the amount, but none of it ends up the in the tank.
  2. There is nothing really wrong except for a bunch of cosmetic problems; the default configs don't always have the intended effect, as they haven't been updated in awhile. You can find an updated kw rocketry config somewhere in this thread No game corruption issues that I have run into, otherwise. Some people have complained of increased lag, though I currently find it tolerable, but I am not launching rockets with many engines running simultaneously at the moment.
  3. Is there any reason why the kspx ntr isn't covered by the configs? I know it was among the engines and tanks that were deprecated from Realfuels; apparently it wasn't migrated? Not that I can't just pull it from an old version of realfuels, but everytime things update, it's a pain to have to keep a separate folder just for that.
  4. If I open the PNG files in question from the command line with feh (a lightweight viewer and minor editor) and re-save them, ksp to loads properly (the icons also display properly in-game). If I open the original PNGs from the command line with feh, libpng throws a warning about a "known incorrect srgb profile", whatever that means. The PNGs created from feh do not have this warning and are also are around 1/3rd the size, for whatever reason.
  5. Yeah, stagerecovery 1.4 seems to be causing ksp to crash on startup. If I replace the icons with the ones from 1.3, everything starts just fine. This is for both x86 and x86_64 on Linux. The log shows nothing useful at all, it just loads StageRecovery/icon.png being loaded; the game then crashes, with no further logging.
  6. The RCS config beta shows the fuel all rcs fuel configurations with "unknown thrust" in the editor window (RMB/"More Info" showing the module details) for me. Is this typical?
  7. Yeah, this is much easier to reference than the one in the R&D building. Thanks!
  8. swamp_ig: I applied the hotfix, and now my non-textures sliders do something again. Also, scaling up the tank and then scaling it back down has the correct volume. However, a there is a very minor issue: the fuel in the tank drops to lower than 100% of the volume when scaling down, but always jumps back to 100% when scaling back up. This is with real fuels, not sure about stock.
  9. On Linux, currently (not sure about OSX), the plugin is looking for AGext.cfg, while the file is named AGExt.cfg. Thus, lots of log bloating and null pointer exceptioning does occur. The obvious (quick) workaround is to rename the file in question.
  10. Thanks for the release~ I'm so glad that it automatically detects whether or not an engine is using moduleEngineFX, rather than having to add the "type =" line to the MEC sections:D
  11. I should stop being lazy and document properly: I am running v1.0.2 of RealChutes under Linux. I am quite confident that it is the only version of the plugin installed, due to use of JSGME combined with a search for any other dlls in GameData. The problem still shows up even with only RealChutes being my only installed mod/plugin under GameData. The Player.log of the session used to create the imgur album below:
  12. What appears to be a bug: if you place a radial realchute in with symmetry initially, then change the size, and hit "apply to all symmetry counterparts," the size of the counterparts does not change. If I pick it up and replace it, the symmetry counterparts update correctly. On a different, more cosmetic note, the settings in the symmetry counterparts are always set to defaults when you select them, even after applying settings. I'll post some pictures later, when I get spare minute.
  13. This looks like it will be handy for dealing with fairings; thanks for making it:)
  14. When using symmetrical drogue chutes, the chutes appear to pull asymmetrically when partially deployed (one chute has more drag than the others), but pull symmetrically when fully deployed (all the same amount of drag). Is this an intended behavior?
  15. Yeah, spaceplanes are really hard to get going in RSS, so that makes sense. That they will be properly supported (eventually) is great news, though. Thank you for all the time you put into this mod
  16. Ah, ok, I kinda suspected that might be the situation. I was expecting the engine thrust to be set to similar to stock (as stock as a mod can be, anyways) when using the "Stockalike" config. Thanks for the info.
  17. The B9_modularEngines.cfg in RealFuels 4.1 sets the B9_Engine_SABRE_M to have really high thrust (2940), while not touching the thrust of the B9_Engine_SABRE_S (defaults to 215). Out of curiousity, what is the reason for this engine being given so much thrust?
  18. The link at the top the version history does not lead back to this thread. Thanks for the awesome plugin, regardless. I oftentimes (ab)use it to fix my orbital inclination.
  19. If you are using Linux, that is the same problem I had, which I brought up here. AFAIK, there are no workarounds other than using wine at the moment.
  20. Doesn't appear to work on my Linux install; the culprit appears to be the use of '\' instead of '/' as separators for resolving all asset paths for the mod. If someone else got it to run without any problems on Linux, then feel free to correct me.
  21. I would argue it works fine as-is, since it fills a niche that is only really exists because of mods like TV Aerospace or FAR. The stock turbojet is meant to fill the same role as a scramjet all by itself, in absence of any real stock alternative.
  22. The max output as listed in the .cfg is 60kN, which it reaches at 1,700m/s.
  23. Deadly Re-Entry wouldn't have any problems with this, since you are already well above the lower atmosphere at relatively low speeds (in terms of heat generation) when it works best...it would be kinda funny to try and use on re-entry, where you usually want to slow down; mount them in reverse since they would lose power as you lose speed = victory:D Regardless, I really appreciate having a scramjet model though, it looks really nice. What did you base the engine stats on?
  24. Thanks, that was the feature/fix I was eagerly awaiting
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