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Ralathon

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Posts posted by Ralathon

  1. 3 hours ago, KerBlam said:

    Exactly this.. I'm actually very fond of the way these *tankbutts* (this is exactly the name I was looking for thankyou) make my rocket look... It would be awesome if this could be fixed.. Even if it was an additional part I would use it.  

    You could just use this: https://github.com/otaithleigh/VSR-B9PartSwitch-Cfgs/releases

    It needs b9partswitch. But once you have it you can assign ven's tankbutts by rightclicking the engine. You'll have to reattach the engine once model changes, but the tankbutt won't disappear on flight reloads.

  2. Small bug report on the new 5m cryo tanks. Their dry mass is set to only 3.6tons, which is equal to that of the long 3.75m tank. Presumably this is supposed to be a bit higher, since both 5m tanks are larger than the 3.75m tank. This also gives extra problems for the long 5m tank, since it contains so much hydrogen and is so light, that its dry mass actually goes negative when in pure hydrogen mode.

    Based on the dimensions of the tanks I've set the short 5m tank to 4.8tons and the long one to 9.6tons, which is a bit more balanced and solves the negative mass issue.

  3. 1 minute ago, SilentWindOfDoom said:

    I didn't think about that. 

    It is a little bit unfortunate as far as game balance is concerned, seeing as putting mass into orbit is a lot easier than putting those massive (in terms of size) LH2 tanks up. At least for me. I suppose I can always just ignore the Lox mode, or only include a little bit of Oxidizer it for when i need a boost. Thanks for the reply.

    Try scaling up the solar system so that getting into orbit becomes much harder. Mass will become a much bigger concern than size.

  4. 2 hours ago, SilentWindOfDoom said:

    I am sorry if this has been asked already in this thread, but can I trust kerbal engineer on these delta-v calculations? LoxAugmented gives me almost double the delta-v and double the TWR of pure H2. The TWR I expected, but not the delta-v, as it makes pure H2 kind of absolete, no?

    ~snip~

     

    Yea, that's accurate. It has to do with the density of LH2. You have a much higher isp, but because LH2 is so light, you have much less reaction mass. Note that your pure LH2 craft is much lighter than your hydrolox craft. If you make your LH2 tank bigger so that the masses of both craft are equal you'll see that the pure H2 craft has much higher dV.

  5. 13 hours ago, Movado said:

    Well that fixed most of the tags but rendered most of the displays inoperative (i.e., black screens, no response to button clicks). Considering the somewhat complicated nature of some of the LabelText statements, I'm not surprised it broke.

    I'll try fiddling with it and see if there's something I'm overlooking. The regular expression global change of the labels is a good concept.

    It's probably breaking stuff because it's recognizing something else as color tags. Any other identifiers to help narrow it down? Else you'll have to replace them one by one and check yourself if the adjustment is applicable. (Also, double check that the config is correct. I'd expect a </color> tag or something at the end if its based on HTML.)

    4 hours ago, veld said:

    Please tell me what to look for in the file?
    Not in a single file like the combination of symbols does not occur.

    You probably didn't tick the 'Regular Expression' box in search mode. Else it obviously isn't going to work.

  6. 8 hours ago, Movado said:

    The ALCOR capsule seems to be working for me quite happily in 1.2 with pretty much all of the IVA functional (e.g., displays, buttons, swivel chair, etc.).

    The one issue is that much of the text is showing up with visible color tags (e.g., [#FF0000]). According to the RasterPropMonitor Github page...

    Anyone know if there's an easy way to fix this? I can go into the various cfg files and change the labelText manually but perhaps there's a better way.

     

    Get notepad++. Load up the cfg file. ctrl+h. In the search box use:

    \[#([0-9a-fA-F]+)\]

    Then in the replace box use:

    <color=#\1>

    Make sure to set search mode to regular expression.

    That should replace it with the correct syntax.

    Can even open all files at once and replace it in all of them.

  7. 1 hour ago, KerbalExplorer said:

    Bug Report: Tweaking any un-manned probe core (i.e. Probodobodyne HECS) scales the cost in the opposite direction than it should. Normal scale HECS costs 650. 2x scale costs 230.

    Using TweakScale v2.2.13 on KSP v1.1.3.

    Pretty sure that's intended. Making probe cores smaller means the electronics have to be more compact and lighter, which means higher costs. Same thing for the scientific instruments.

  8. Just tested this out and it works like a charm! Loving it.

    However, I noticed that persistent thrust does not seem to work when the vessel isn't active. So I can't set up a maneuver node with solar sail navigator, go do something else for a year and then come back to a probe in the desired orbit. Are there any plans to add this functionality in the future?

  9. 3 hours ago, Haxorlols said:

    Good day everyone, I have installed RSS/RO via CKAN, And it seems that the kerbin is still stock and not real sized earth, What did i do wrong? i literally followed the instruction on BevolJ's Video.

    How about linking that video. Also, always use the install instructions on the front page, 3rd party instructions might be dated:

     - Download a texture pack (2048, 4096 or 8192), extract and dump the contained RSS-Textures folder into Gamedata.

    - Download the plugin, extract and dump the contained Kopernicus folder, RealSolarSystem folder, Modularflightintegrator folder and Modulemanager.dll into your gamedata folder.

     

    If you did exactly that and it still doesn't work, report back

  10. 5 hours ago, pellinor said:

    I can confirm that TweakScale+MFT can mess up part mass. MFT seems to mirror the behavior of the TweakScale module, so any mass change due to scaling is applied twice. So shrinked parts go below zero and enlarged ones get heavier than they should.

    Edit: it looks like I can work around this by not reporting my moduleMass if an MFT module is present. Not the cleanest way but it should work.

    If you're going to blacklist MFT configured tanks you'll also have to exclude engines and RCS configured by Realfuels. Testing tweakscale + Realfuels some more shows that rescaled engines (RCS counts as engines) also go negative mass if downscaled. So I'm guessing the mass change gets applied twice in that case as well.

  11. 2 minutes ago, LTL King said:

    It no load. It still stock.

    It kerbin scale.

    Don't have RSS installed. I have 3 mods installed. Korpincus texture and 6.4.

    Then you should probably be asking this question on the 64k scale mod. I'm guessing you didn't properly follow the instructions of kscale64:

    "Installation Instructions

    If you really only have Kopernicus, 6.4 and a texture (What texture? 64k shouldn't have textures) then you definitely didn't follow the instructions.

  12. By the way, while we're on the subject of tweakscale bugs:

    I think you have some boundary condition error for the scaling. If you scale a fuel tank the indicator goes 7.5 --> 10 (full green bar) --> 10(full green bar) --> 20 while the actual size goes 7.5 --> 10 --> 20 --> 20. If you set freescale to false in the DefaultScales.cfg it works as expected, so it's probably something in the freescale code.

  13. Hey Nathan. Something is definitely iffy with tweakscale + RF integration.

    So far I've narrowed it down to a small tank (Oscar B tank) rescaled to 0.4m going NaN when drained to about 50%. Before draining to that point everything works just fine. Tested on an install containing RSS (Shouldn't affect stuff), Engineer (shouldn't affect stuff), Procedural fairings (again, no influence), Ven's stock revamp (for the eyecandy) and of course Realfuels + tweakscale.

    Here's a copy of my log in which I discovered said bug. The relevant bit is this stuff here:

      Hide contents

    [F: 154145]: [02:46:59]: [00:46:59] <color=orange>[LV-1 "Ant" Liquid Fuel Engine]: vapor in feedlines, shut down!</color>
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    RCS lock/unlock
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    [ModularFlightIntegrator] MFI Start
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    [ModularFlightIntegrator] Start. VesselModule on vessel : 
      ModularFlightIntegrator
      UllageModule
      SolverFlightSys

     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    recalculating orbit for fuelTankSmallFlat: the Moon ( Update mode TRACK_Phys )
    rPos: [NaN, NaN, NaN]   rVel: [NaN, NaN, NaN] |NaN|
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    recalculated orbit for fuelTankSmallFlat: the Sun ( UT: 2197517.37348446 )
    rPos: [NaN, NaN, NaN]   rVel: [NaN, NaN, NaN] |NaN|
    Delta: [NaN, NaN, NaN] / [NaN, NaN, NaN]
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    [F: 154641]: RCSBlock collided into fuelTankSmallFlat - relative velocity: NaN - impact momentum: NaN
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    RCSBlock Exploded!! - blast awesomeness: 0.5
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
     

    After that first mention of a NaN everything predictably goes to excrements as the NaN spreads throughout the ship and demolishes everything. Considering that the bug only occurs when the tanks start to empty means it's probably something with the mass going to 0.

    Looking at the offending tank in the VAB with engineer you can see this is indeed the case

    In fact, testing it with several other tanks shows that many of the smaller tanks go negative mass when scaled down. Definitely something not working correctly here.

     

    Edit: Just tested with a completely barebones install. Only tweakscale as it comes out of the box, Realfuels as it comes out of the box (no engine configs) and Engineer to see masses. Negative mass problem persists when downscaling tanks.

  14. I've been having issues with the tweakscale + Realfuels combo that might be related with the MFT issues people above me described.

    So far I've narrowed it down to a small tank (Oscar B tank) rescaled to 0.4m going NaN when drained to about 50%. Before draining to that point everything works just fine. Tested on an install containing RSS (Shouldn't affect stuff), Engineer (shouldn't affect stuff), Procedural fairings (again, no influence), Ven's stock revamp (for the eyecandy) and of course Realfuels + tweakscale.

    Here's a copy of my log in which I discovered said bug. The relevant bit is this stuff here:

    Spoiler

    [F: 154145]: [02:46:59]: [00:46:59] <color=orange>[LV-1 "Ant" Liquid Fuel Engine]: vapor in feedlines, shut down!</color>
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    RCS lock/unlock
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    [ModularFlightIntegrator] MFI Start
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    [ModularFlightIntegrator] Start. VesselModule on vessel : 
      ModularFlightIntegrator
      UllageModule
      SolverFlightSys

     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    recalculating orbit for fuelTankSmallFlat: the Moon ( Update mode TRACK_Phys )
    rPos: [NaN, NaN, NaN]   rVel: [NaN, NaN, NaN] |NaN|
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    recalculated orbit for fuelTankSmallFlat: the Sun ( UT: 2197517.37348446 )
    rPos: [NaN, NaN, NaN]   rVel: [NaN, NaN, NaN] |NaN|
    Delta: [NaN, NaN, NaN] / [NaN, NaN, NaN]
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    [F: 154641]: RCSBlock collided into fuelTankSmallFlat - relative velocity: NaN - impact momentum: NaN
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

    RCSBlock Exploded!! - blast awesomeness: 0.5
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
     

    After that first mention of a NaN everything predictably goes to excrements as the NaN spreads throughout the ship and demolishes everything. Considering that the bug only occurs when the tanks start to empty means it's probably something with the mass going to 0.

    Looking at the offending tank in the VAB with engineer you can see this is indeed the case

    In fact, testing it with several other tanks shows that many of the smaller tanks go negative mass when scaled down. Definitely something not working correctly here.

     

    Edit: Just tested with a completely barebones install. Only tweakscale as it comes out of the box, Realfuels as it comes out of the box (no engine configs) and Engineer to see masses. Negative mass problem persists when downscaling tanks.

  15. 14 hours ago, the_machemer said:

    So if i run the pruner files, will any mods using those stock textures cease to work?

    Yes. Parts that use stock textures will look broken. But since KSP is 64 bit now, you don't really need to. In ye olde days it was a trick to save a few dozen Mb's, now its better to just keep the old textures.

    14 hours ago, the_machemer said:

    And if i uninstall the mod, will the stock parts return automatically?

    No, you'll have to run the unpruner file. But again, don't use the pruners anymore. No real point.

  16. 3 hours ago, K^2 said:

    If somebody can replicate this into a working device, have them contact me. I have some Star Trek schematics they should try.

     

    To be fair, reversing the phase polarity of the tachyon beam using a multiphasic quantum shield modulator to invert the warp field plasma would totally work!

    oh god I hate the technobabble on trek...

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