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pargentum

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    Bottle Rocketeer
  1. Download link on spacedock.info (http://cdn.spacedock.info/zkeyaerospace_1268/x_Science/x_Science-4.18.zip) is broken.
  2. Utility stops collecting science after game reload. I launch a vessel with many science instruments (it was a first flight to return from the orbit). The utility collects science for most of the instruments. I reload a game from saved state before the launch, and the utility stops working. The utility dialog opens but nothing happens, no science is collected. Unfortunately, the log of the game session when the utility was working is lost. Here is log of the session where I did several reloads trying to understand what is wrong: https://www.dropbox.com/sh/bulugk4pqyapp7w/AABLi-T-YQIMPsk6Y8eNSxLXa?dl=0
  3. On SRB missing plumes on 2% thrust limit. I uploaded craft files in the same dropbox folder: https://www.dropbox.com/sh/l9ck8h5e0eoxgcv/AABCnVSG_G18BKkDipzrpKRba?dl=0 Raketoplane.craft is the original vehicle where I found the issue. It uses MechJeb, CryoEngines, B9PartsSwitch and InterstellarFuelSwitch (last two are required by CryoEngines). Untitled Space Craft.craft is a pure testbed, it is designed to burn SRBs staying on launch clamps (it has no controls so probably not flyable). You definitely can set 2% thrust limit on any SRB in the VAB editor in 1.1. Though I noticed some nonlinear response with settings below 50% (both by MechJeb stat calculation and by craft handling). I estimate that 2% setting is much bigger thrust than 2% from nominal. Actually, if you build a rocket that takes most or all of its dV from solid fuel, you need to seriously throttle down your boosters. Rockets with too high TWR are difficult to handle in low atmosphere. This is true for stock boosters and for all mod boosters I used (KWR, RLA and USI Sounding Rockets).
  4. Yes. Fuel Tanks Plus have wet/dry ratio very close to equivalent stock configuration (FTP FL-T1200 is equal in capacity and dry mass to stock FL-T800+FL-T400). KWR ratio is much higher, especially for unpainted 2.5 and 3.75m tanks.
  5. Yes, I want to comment. With current stats and cost, KW tanks have distinct position. They are high-performance light-weight expensive tanks intended for upper stages and unique high-performance missions. If you bring them in line with stock, they will become another collection of stockalike tanks. Who would want that when you have Fuel Tanks Plus and many other tank collection mods? Keeping current stats but increasing the cost would make sense. I also would like to see engines brought out of line with stock, may be in different directions (cheap low performance and expensive high performance)
  6. On missing SRB exhaust plumes (continuation from locked thread) I did the investigation. The root of the issue is not an interaction with my other mods (I did a clean install and added mods one by one). It is just throttle setting (thrust limit setting in VAB). On full and 50% throttle Globe V has plumes, both on clean install and with all mod combinations I tested. But my ship has 2% thrust limit. It still has enough power to haul 5-seat winged vehicle to suborbital trajectory, but it turns the exhaust plume off. Stock SRB (I tested Flea) have plumes on 2% thrust limit.
  7. Sorry, I did not want to imply you're doing a bad job. I understand what you asked me to do, and I promised to do it this weekend. I understand that you could not respond before I provide you with information, so I'm ready to wait till Monday, and maybe longer if you find a problem to be complicated.
  8. IMO, unwanted interaction with other mods is a valid support request. I agree that it is much harder to debug than a problem reproducible with single mod. I will try to do clean and incremental install tests on this weekend.
  9. Stock: Flea, Hammer and Thumper have, Septatron and Kickback not tested. KWR: Globe V does not, Globe X seems to have (IIRC), other did not tested USI Sounding rockets: all have.
  10. By hand. Copied content from GraduatedResponseConfigs over the GameData/KWRocketry.
  11. SRB have no exhaust plumes. Had not tested LF engines yet. Logs and screenshots: https://www.dropbox.com/sh/l9ck8h5e0eoxgcv/AABCnVSG_G18BKkDipzrpKRba?dl=0
  12. It seems to be [mostly] working (thank you!), but I have hit at least one problem. When I switched to the ship via KAC, and then back to KSC, game stuck in strange state. I could rotate KSC scene, but I could not enter any of the buildings (both mouse buttons did not work), navigation buttons disappeared, and even ESC key was not working. I had to close the game by WM "close window" button. Messages in the log seem to imply that your KAC build is the culprit: https://www.dropbox.com/sh/0g8fw79xbeh8xtz/AACezD-sQB_lmdPguDv1rhj6a?dl=0
  13. It does not even load (exception logged on game load).
  14. Thank you for excellent idea and its implementation! Memory footpring seems to be smaller than using ActiveTextureManagement, and the graphics quality got much higher, no more ATM-produced blur. The game stability also improved, but I still had the crash. I am using RSS. I had game crashed when I entered Tracking Station. It happened after moderately long game session, it was not the first time I've used Tracking Station. The logs do not look like typical "out of memory" crash. Log files (KSP log and ~/.config/unity3d/Squad/Player.log) are available here: https://www.dropbox.com/sh/gl9ur29zk5c5ev6/AADMKhHN08CBw0YnUU2Pekkza?dl=0 You might notice that I use 32-bit binary on Linux. This is intentional, my notebook is not x64 capable
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