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Chaosratt

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  1. I seem to have a problem where if I make any modifications to an upper stage by moving the lower stages away (say to add a part in-line, like a reaction wheel) to an upper stage, when the lower stage is reattached it's lost all of its staging sequence info, like asparagus staging. I never remember having this issue before and have no clue when it occurred. I only just noticed it now as I've reached the point in my science game that asparagus staging is useful/needed for some larger lifters. This also applies to subassemblies as I make extensive use of the Zenith lifter family, and some of my own design. In 1.0.4 ( I did not play with 1.0-1.0.4) they will not save the asparagus staging info, and I end up with a fist stage that has all the engines, decouplers, and sepratrons lumped together. I'm completely at a loss of how to even begin to troubleshoot this. I've nuked as many mods as I could, basically the "cool, but Im not really using them" stuff. I've googled around a bit, but my google-fu is failing me, best I can determine the subassembly problem was a known issue when it first came about, but no one is talking about it recently that I can tell. Note, I must play in either openGL or DX11, as the default game crashes before even getting to the main menu, this problem occurs both ways. Installed mods (provided by ckan): [X] Science (xScience 4.8) Action Groups Extended (AGExt 1.33a) Adjustable Landing Gear (AdjustableLandingGear v1.2.0) ALCOR (ALCOR 0.9.4) ALCOR IVA Patch (ALCORIVAPatch 0.9.4) Alcubierre Warp Drive (Stand-alone) (AlcubierreStandalone 0.2.1) Alternate Resource Panel (AlternateResourcePanel 2.7.3.0) ASET Props (ASETProps 1.3) Asteroid Day (AsteroidDay 1.0) BahamutoD Animation Modules (BDAnimationModules v0.6.2) Community Resource Pack (CommunityResourcePack 0.4.4) Community Tech Tree (CommunityTechTree 2.1) Connected Living Space (ConnectedLivingSpace 1.1.3.1) Crew Manifest (CrewManifest 0.6.0) Cryogenic Engines (CryoEngines 1:0.1.10) Cryogenic Engines Extras: LFO Patch (CryoEngines-LFO 1:0.1.10) DMagic Orbital Science (DMagicOrbitalScience 1.0.8) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2.0) EVAManager (EVAManager 6) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 5.2.2) Firespitter Core (FirespitterCore v7.1.4) Firespitter Resources config (FirespitterResourcesConfig v7.1.4) Improved Chase Camera (ImprovedChaseCamera v1.5.1) Interstellar Fuel Switch (InterstellarFuelSwitch 1.16) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.16) Karbonite (Karbonite 0.6.4) Kerbal Aircraft Expansion (KAX) (KerbalAircraftExpansion v2.5.2) Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0) Kerbal Attachment System (KAS 0.5.4) Kerbal Engineer Redux (KerbalEngineerRedux 1.0.18.0) Kerbal Flight Indicators (KerbalFlightIndicators R10pre) Kerbal Foundries Wheels and Repulsors ALPHA (KerbalFoundries Beta_19. Kerbal Inventory System (KIS 1.2.2) Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems 0.2.4) Klockheed Martian General Plugin Functions - Gimbal module (KlockheedMartian-Gimbal 3.0.4.0) KSP AVC (KSP-AVC 1.1.5.0) Magic Smoke Industries Infernal Robotics (InfernalRobotics v0.21.3) MechJeb 2 (MechJeb2 2.5.3) MechJeb and Engineer for all! (MechJebForAll 1.2.0.0) Menu Stabilizer (MenuStabilizer 1) Mk2 cockpit expansion (Mk2CockpitExpansion 1.2.5) Mk2 Stock-a-like Expansion (Mk2Expansion 1.5.1) Module Manager (ModuleManager 2.6.8) ModuleRCSFX (ModuleRCSFX v4.2) Near Future Construction (NearFutureConstruction 0.5.4) Near Future Electrical (NearFutureElectrical 0.5.3) Near Future Electrical Core (NearFutureElectrical-Core 0.5.3) Near Future IVA Props (NearFutureProps 0.4.3) Near Future Propulsion (NearFuturePropulsion 0.5.3) Near Future Solar (NearFutureSolar 0.5.3) Near Future Spacecraft Parts (NearFutureSpacecraft 0.4.3) No More Science Grinding (NMSG 1.3) OPT Space Plane Parts (OPTSpacePlaneParts V1.7) Procedural Fairings (ProceduralFairings v3.15) Radial Engine Mounts by PanaTee Parts International (RadialEngineMountsPPI v0.40) RasterPropMonitor (RasterPropMonitor v0.22.2) RasterPropMonitor Core (RasterPropMonitor-Core v0.22.2) SCANsat (SCANsat v14.2) ScienceAlert (ScienceAlert 1.8.9) Ship Manifest (ShipManifest 4.4.1.1) SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.9) SXT - Stock eXTension (SXT 22.2) TAC Fuel Balancer (TacFuelBalancer v2.5.1) Throttle Controlled Avionics - Continued (ThrottleControlledAvionics 2.3.0.1) ToadicusTools (ToadicusTools 15) Toolbar (Toolbar 1.7.9) Trajectories (Trajectories v1.4.3) Tweakable Everything - Engine Staging Toggle (TweakableEverything-EngineStagingToggle 1.12) Tweakable Everything - Fairing Staging Toggle (TweakableEverything-FairingStagingToggle 1.12) TweakableEverything (TweakableEverything 1.12) TweakScale - Rescale Everything! (TweakScale v2.2.1) Universal Storage (UniversalStorage 1.1.0.7) USI Exploration Pack (USI-EXP 0.4.1) USI Freight Transport Technologies (USI-FTT 0.4.1) USI Life Support (USI-LS 0.1.5) USI Tools (USITools 0.4.2) Waypoint Manager (WaypointManager 2.4.2)
  2. Aha! I was looking at the contents of the configs and scratching my head. I saw the space show up in the debug log, but thought the problem was the .mu file. I never even considered to look at the .cfg file! That's the name zzz gave it, don't shoot the messenger.
  3. Win10, AMD FX8350, 16gb of ram (32 installed, but mobo wont see half ) GTX 660Ti. OpenGL mode appeared to lower my FPS slightly, or at least make it slightly less stable (the hickups that KSP has now and then seem more pronounced and there's more audio artifacts I think). However, memory usage went from ~3200mb to ~1800. I'd crash about every 3rd or 4th launch, hell some times a CTD just sitting at the KSP trying to figure out the next biome I need to scan. in OpenGL I have not crashed once and have since added a few more part-heavy mods as well.
  4. I'm not adding them to the tech tree at the moment.
  5. I've replicated the issue, but I do not know where to even begin to debug this. @Virtualgeniu: I'll add the greenhouse shortly, just understand that by itself it doesnt do anything, you'll need to edit the config and/or make a mod manager patch to give it a function.
  6. Is the part missing completely, like from the VAB/SPH, or does it just disappear from your ships?
  7. Added: Merlin Engine, Crosswalks, & the Habitat.
  8. I plan on adding all his parts. I have the dome, catwalks, antimatter tanks, & antimatter reactor ready to go right now. I just got distracted last night posting, I fired up KSP to take some screen shots .... and just started playing.
  9. The rocket nozzle or the engine mount? I haven't used KSPI in a while but I don't recall the engine mounts being in it.
  10. I'll be adding more parts (he had a lot!), but most are already in KSPI. Just keep in mind the radial mounts are just that, mounts. You'll need to do further work with them to make them an engine. In my screenshots I've loaded LV-N's into them, which is what they were designed to use.
  11. I've taken it upon myself to collect up all of ZZZ's parts and update them to the best of my ability and release them here for everyone else. Phase one will be getting each part to minimum functionality. By that I mean, It loads into the game and can be attached/assembled. It doesn't mean it actually *does* anything. Phase two will be to try and get each part to have some use or purpose within Stock KSP, but I fear some of the parts such as the Antimatter reactors and warp drives will only be useful when used with other mods. [TABLE=width: 1000, align: center] [TR] [TD=align: center][1.04] Radial Mount[/TD] [TD]Last Updated Aug 30th, 2015[/TD] [/TR] [TR] [TD=width: 600] [/TD][TD]A Radial engine mount specifically designed for the LV-N engine, thought it can fit a LV-t30/35 as well. Comes in a single, and two double variants. Known issues: None at this time Future Plans: None at this time [/TD] [/TR] [TR] [TD=width: 600]Dropbox download[/TD] [TD][/TD] [/TR] [TR] [/TR] [/TABLE] [TABLE=width: 1000, align: center] [TR] [TD=width: 600, align: center][1.04] Thermal Rocket Nozzle[/TD] [TD]Last updated Aug 30th 2015[/TD] [/TR] [TR] [TD] [/TD][TD]A rocket engine designed for KSPI to go along with its thermal power system. Currently runs fine out of the box on LOX and is frankly a bit OP right now, but its horrible atmo Isp keeps it from being used from the ground. Known issues: Doesn't actually work off any kind of thermal power A bit OP in stock KSP Seems like it thrusts Off-center Future Plans: Balancing [/TD] [/TR] [TR] [TD]Dropbox Download[/TD] [TD][/TD] [/TR] [/TABLE] [TABLE=width: 1000, align: center] [TR] [TD=width: 600, align: center][1.04] Merlin Engine[/TD] [TD]last updated Sep 1st 2015[/TD] [/TR] [TR] [TD] [/TD][TD]What happens when you scale up the LV-T45 up to 2.5M and keep the same stats? A very pretty poodle replacement that's what. Known issues: No "shroud" when stacked. Future Plans: None at this time [/TD] [/TR] [TR] [TD]Dropbox Download[/TD] [TD][/TD] [/TR] [/TABLE] [TABLE=width: 1000, align: center] [TR] [TD=width: 600, align: center][1.04] Crosswalk[/TD] [TD]Last updated Sep 1st 2015[/TD] [/TR] [TR] [TD] [/TD][TD]A very interesting crosswalk/passageway. While it looks like kerbals can walk inside of it, they regrettably cannot. Looks pretty, though. Could be used as structural members on a station to give it a more authentic look, or a ground base. Unknown if it allows kerbal transfer, someone test and get back? Can be tricky to assemble, there are two main sectional types, with two lengths. The only difference I can discern is the "A" type has retractable skylights, where as the "B" type does not. "To place "docking adapter" by right way is really tricky (maybe need to make something with node direction, but at least it's works) - main rule is to have "long horns" on top and in direction of docking. It's working dock module to dock with standart(medium size) clamp-o-tron. Intended mostly for construction" -zzz Known Issues: None Future Plans: None at this time [/TD] [/TR] [TR] [TD]Dropbox Download[/TD] [TD][/TD] [/TR] [/TABLE] [TABLE=width: 1000, align: center] [TR] [TD=width: 600, align: center][1.04] Habitat/Hub[/TD] [TD]Last updated Sep 1st 2015[/TD] [/TR] [TR] [TD] [/TD][TD]Two very nice habitat domes. One armored and one glass (cosmetic only). Stack nodes in the expected locations top & bottom only (nothing on the sides for example) but it is surface attachable. Works well alongside the Catwalks. Known Issues: The lighting animations can get stuck sometimes Future Plans: None at this time [/TD] [/TR] [TR] [TD]Dropbox Download[/TD] [TD][/TD] [/TR] [/TABLE] ZZZ's post here essentially puts all his parts in the public domain. In keeping with that, all of his parts released by me are released under the MIT license. Github repository here. Post layout blatantly stolen from NFT because I liked the look.
  12. That's part of the plan. I'm adding them to github if they load, then I'll circle back around and fix some of the issues like attach nodes. If you check again you'll see I've fixed the nodes on the generators already, so I know what the problem likely is on the rest. There's still some parts (like the radial mount) that wont load at all, or crash on load. Once I get everything to at least be usable (loads, attaches, even without a purpose) I'll make a release and post here on the forums.
  13. I'm working on gathering all of his parts together. First stage is currently in-progress: https://github.com/calebpaine/z_thing As soon as I have all or most of the parts at least loading, I'll work on adusting configs to add usefull functionality (he released a lot of parts 'as-is' for specific mods, so they dont actually do anything in stock KSP), as well as making a nice post here on the forums.
  14. CKAN is still showing v0.35 and wont allow an install on KSP 1.0.2, I've had to manually install from KerbalStuff for now, but I much prefer CKAN to manage all that.
  15. Then just release the code and other data under a permissive license with the note that the models are not included in the license. There are plenty of good modelers around here on the forums. ZZZ did some great work (IMO) on the KSP-I models. Mods without permissive licenses tend to just die when the original author steps away. By "permissive" I mean GPL, Creative Commons, or some other equivalent license.
  16. You should release the mod files under a permissive license if you do not wish to continue working on it.
  17. Without Chatterer: Only RX light blinks - Status LEDs work, buttons/switches do not. With Chatterer: Both RX & TX lights blink - Status LEDs work, buttons/switches work as expected.
  18. Well, I can confirm Mulbin's issue partially. Buttons/switches do not effect any change and only the RX light is flashing. Edit: Fully confirmed. TX only with chatterer mod installed, buttons and switches functional.
  19. I've got my ebay mega clone setup and the v4 code and plugin are working just fine (only tested base sketch so far) without chatterer installed.
  20. I am unable to build since the last KSP update. Station loads fine, build menu comes up. Select a ship, click build and ..... nothing happens. I've updated to 4.1 and the same behavior. This is on an existing sandbox save.
  21. This. If you're using KJR then either update it (it still has some tweaks it can apply) or remove it entirely (its main purpose has been integrated into stock KSP). I had a problem with the grey fuel tanks not sticking to anything after the update, updating KJR resolved it. Though the large rokomax (sp?) decoupler still requires extensive strutting to keep it from misbehaving.
  22. Yep. @taniwha: I've noticed that with Kethane that my ships/stations gain mass as they convert Kethane to LFO. Not exactly thermodynamics friendly, but whatever. Maybe with EL you can make a decision that rocket parts, ore, and metal are x units per ton, then base your conversion ratios around the weight/mass rather than units. That way mass tends to to be converted (or even lost slightly do to inefficiencies) with each conversion step.
  23. It isn't that big of a deal, there are plenty of buttons that are on/off or "latching". I just needed to know if that behavior was intended so I got the right buttons now, and the behavior wasn't going to change down the line. It makes sense to me now. Example: http://www.adafruit.com/products/915
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