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ss8913

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Posts posted by ss8913

  1. so following a previous suggestion I have reverted to 0.2.2.3 - in 0.2.2.4 which was installed by ckan on 6/27/2022, after a few minutes of play I am unable to save any games, and autosave isn't working either.  F5 doesn't work, alt-F5 manual save causes the entire game to crash, plus when this happens I cannot go back to tracking station/space center - seems like the bug y'all are talking about.  My log is full of this when I try any of these operations:

     

    [EXC 19:43:20.256] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
        System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0)
        System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <9577ac7a62ef43179789031239ba8798>:0)
        KSP_Recall.AttachedOnEditor.AttachedOnEditor.SaveTo (ConfigNode node) (at <efe4553404694f348ee12b5243575982>:0)
        KSP_Recall.AttachedOnEditor.AttachedOnEditor.OnSave (ConfigNode node) (at <efe4553404694f348ee12b5243575982>:0)
        PartModule.Save (ConfigNode node) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        ProtoPartModuleSnapshot..ctor (PartModule module) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel, System.Boolean preCreate) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        ProtoVessel..ctor (Vessel VesselRef, System.Boolean preCreate) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        ProtoVessel..ctor (Vessel VesselRef) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        Vessel.BackupVessel () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        FlightState..ctor () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        Game.Updated (GameScenes startSceneOverride) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        FlightAutoSave+<PersistentSave>d__6.MoveNext () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
        UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [EXC 19:43:58.506] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.

  2. so I installed this off CKAN and it seems some of the parts are missing; I see someone else had this problem, although the parts appear to be in the gamedata folder, I can't find like the engines, landing gear, or the piece that attaches between the cockpit and the docking port/rcs nose - must this be manually installed or is there a way to fix a ckan install?  or am I just missing something in my part search (I have a lot of other mods)... would be cool if it supported modular fuel tanks too, I might be able to whip up a patch file for MM to allow that (ie, I'd like to attach KSPIE thermal antimatter engines to it because why not, and I need HTP ejection mass for that)

  3. On 5/19/2022 at 10:54 AM, wakachukie said:

    New user here. I am trying to sandbox a "late-game, high tech" craft which will be my goal in Science/Research Mode. Trying to figure out how it works like any good Kerbal :)

    Right now, I am trying to get it powered by this Antimatter Plasma Generator and propelled by the 'Rocinante' Kerbstein drive; but the issues that I am running into is even though the Antimatter Plasma Generator's in-game description says its an all-in-one, every time I try to activate the generator, I keep getting the error message 'No attached generator' or something. along those lines.

    Separate but related issue, Are there no tanks specifically for Liquid Deuterium? The closest are the hex-core liquid fuel tanks, but those come filled with Liq Hydrogen and there is no in-game button to Next Fuel load them with Liq Deuterium. Alternatively, I saw a post suggesting I use the D-T tank, but thats not Liq Deuterium???

    Any help or pointing would be appreciated. Thanks

    1. the kerbstein drive is its own fusion reactor - you need to have something else as well to initiate fusion, however, such as at minimum a fission reactor and an appropriate thermal generator.  The kerbstein will produce electrical power when it's online however - keep in mind the drive cannot operate before about 50km altitude on kerbin (can operate in any vacuum, it's an atmosphere thing, not a gravity thing :) )

    2. a lot of the KSPIE parts don't have a 'next propellant' button - look for a 'switch window' button, that will let you pick the container contents from a list :)

  4. On 5/17/2022 at 10:08 AM, PiezPiedPy said:

    Trajectories intended purpose is for predicting Aerobraking of multiple orbits, impact prediction is a bonus of the predictions.

    I usually just guesstimate the final position, save the game, hit the stage button and if I'm miles off target reload and try again.

    As a side note I've been working on and off developing a multithreaded version of Trajectories and an unintended consequence might be the ability to predict multiple stages, tbh it will probably be another few yrs till release :(

    I've taken a very manual approach... enter a stable orbit at a fixed altitude such as 100km, F5 to save.  come up with a consistent procedure ie de-orbit burn, destage N number of times, ensure re-entry vector is set as SVEL- or fixed pitch and heading, ensure a consistent periapsis for deorbit braking... write all that down.. then note the lat/lon at the point of initiating the deorbit burn.  Then note the lat/lon of the landing point.  calculate the distance required.  Then calculate the exact lat/lon to start the burn for a KSC landing.  Of course this has to be done separately for each craft (or at least weight/re-entry profile) and it takes a while.

     

    Looking forward to your potential new update with multi-stage calculation :)

  5. On 4/1/2022 at 1:08 AM, UnanimousCoward said:

    SCANsat can help you do this, if you're using it. After you've scanned Kerbin, you can open the big SCANsat map and when you hover your mouse over it, it displays the latitude and longitude of where your mouse is.

    KRAMAX Autopilot and MechJeb2 also have the ability to display lat/lon for your current position and certain targets/waypoints.

    So,. question on usability; generally you'll have a deorbit burn, and then you have to decouple things for your final re-entry config; I see from the top page of this thread that Trajectories cannot predict for future stages, so.. how is everyone actually using this mod?  When you decouple the last stage, it sheds a bunch of weight, which alters the trajectory significantly; I'm sure that all of you who have been using Trajectories for a while have come up with a way to make this mod be functionally useful, I'd like to hear your thoughts, given this limitation?

  6. On 5/11/2022 at 5:33 PM, Starwaster said:

    Last item first: Should fire effects exist in a vacuum? Maybe, maybe not. But they're there to provide visual feedback that something is wrong and and that the part is taking damage.

    Which brings us to the first item: Stock KSP has no concept of part damage. The part has maxTemp and skinMaxTemp properties. If the part's temperature or skin temperature exceeds those values then the part is instantly destroyed.

    That's one of the things that DRE changes by introducing the concept of gradual damage.  Part failure is soft(er) and gradual. If you see flames, your part is being damaged which is tracked by DRE.  The way it works is that DRE adds 'operational' temps. which are lower than the stock maxTemp. My rule of thumb (YMMV) is that maxTemp should be the part's vapor temperature and operational temps should be either the part's melting temperature or the temperature at which its material would weaken or soften. The amount of damage dealt, IIRC, depends on the ratio between operational temp and maxTemp.  If the operational temp wasn't explicitly configured then it is 85% of the maxTemp. (97.5% for engines) Setting it to the same value as the part's maxTemp would effectively disable the damage system.

    So, TL;DR, DRE has a soft damage system that KSPIE is bumping into because its parts aren't configured to reflect whatever material the radiators are supposed to be made out of. I don't use those radiators myself nor do I use whatever engine or reactors are driving those temperatures up so high so I'm not sure what an appropriate configuration would look like. I'm not even sure what kinds of temperatures they're actually experiencing.

     

    @Starwaster what information could I gather that would allow you, or me, or someone, to add a patch to DRE to support those parts?  KSPIE radiators are either titanium or graphene high temperature radiators designed to cool high energy fusion and antimatter reactions, so they have, in theory, pretty high limits.  They support the concept of both convection heat transfer (usually in atmosphere, and the titanium radiators are better than graphene for this), and radiant heat transfer (usually in vacuum, using graphene).

  7. I've noticed with this mod that when KSPIE radiators get hot, they appear to catch on fire and trail fire behind the radiators - often this is harmless as these things hold a ton of heat safely, but it seems something is miscalibrated?  Also the fire effects persist *in vacuum* which doesn't seem possible?  Is there a configuration setting for this?  or is KSPIE incompatible with this mod?

  8. On 4/12/2022 at 4:20 PM, Grumpy_Bud said:

    Why does antimatter container randomly explode?

    @Grumpy_Bud crashing into things or running out of power will cause antimatter tanks to explode.  Antimatter is confined away from matter by the use of powerful electromagnets.  If you run out of power, antimatter confinement fails, and the antimatter touches matter, and BOOM.

     

    @FreeThinker separate issue here:

    I'm having a weird issue with propulsion on Eve.  It's almost like the positron-antimatter reactors have a maximum air pressure in which they'll operate.  I have a craft powered by 2 positron reactors and 4 VTOL pelican(?) thermal turbojets.. the ones that swivel.. anyways, this craft, using TCA, is a brilliant long-range landing craft and I have successfully planted a flag with it on every solid body I can find.  Except Eve.  When I get into Eve's lower atmosphere, everything stops working, the engines, the RCS, etc.  I can land with a parachute, but I can't take off again.  If I quicksave/quickload at this point, I get a unity crash.  If I restart the game and reload the save, with the craft landed on Eve, immediate Unity crash in that case as well.

     

    Craft works fine on Kerbin, Duna, and Laythe - but Eve has a lot more atmospheric pressure.

     

    Weirdly, there's one thing that kinda works... the craft has the 4 engines which when deployed, point down.  when retracted, 2 point aft, 2 point forward, so you can thrust in any direction, or VTOL.  if, after landing on Eve, I activate only one of these groups of engines, and have them retracted (ie, not pointing downward), they'll generate thrust, but if both are activated or if any of them are pointed downward, they will not.  I've also noticed that my reaction wheels appear to not be working while landed, and that's why I'm thinking it's a reactor/generator issue in the high pressure atmosphere..

     

    so, is this a bug or is this working as intended and I need a different power source for Eve?  I know I've landed on Eve before with these engines, years ago in previous versions of KSP and previous versions of this mod, but.. this is the current state of things.  Also tried removing Kopernicus as I'm not currently using it - thought that might be relevant - it was not.  I am using FAR, if that makes a difference.

  9. On 2/20/2022 at 9:14 AM, Bearfight said:

    Quick update to my last post - I fired up git and vs - looked into the PID module's code and learned that I have much more to learn.   No quick fixes coming from PID controller source code tweaks, of course.  Now that I'm a bit more educated - just enough to be dangerous I think - I don't have much trouble tuning out an oscillation. 

    Still,  I wanted to know more so I looked into the Atmosphere Autopilot (AA) source & docs and learned about its modular "autopilots" concept.  Fly-By-Wire, Cruise, Controller and Mouse Director are the three "autopilots" provided out of the box with AA but it's designed; intended I think actually- to take on additional modules.  My ultimate goal would be to port Kramax's waypoint-based ILS functions into an Atmosphere Autopilot module.  If I understand the concepts correctly, that should give us the best of all worlds.  The realtime waypoint-based ILS nav data of Kramax being acted on by the variable, self-tuning, flight controller suite that underpins AA.   

    No idea what that would take, logistically, just yet - more learning ahead.   Having a clear goal makes learning things easier - or at least more fun, IMHO. 

    I too use both AA and KRAMAX but it seems like AA does nothing when Kramax is engaged.. I can't notice any difference between AA on/off when kramax is on, at least.  I have lately been having a lot of trouble with pitch and sometimes yaw oscillations with kramax - it's gotten worse in the last 12-18 months it seems like - the only designs that are stable in kramax are twin tail (V tail) delta wing designs.. anything with separate wings and elevators seems to be very prone to oscillation, sometimes extreme inputs to the vertical speed PID's scalar value fixes it (like over 4.00) sometimes not.  What I cannot find is any QR guide on what the PID tunable values actually do, ie what effect does scalar have (you mentioned it's like a damper, is that it?)  what about Kd and Ki and the others?  I'm not sure how to figure out what I need to tune and in which direction to stabilize flight.  All of the designs in which the oscillations occur, if I turn off KRAMAX and use AA, they fly in a very stable fashion, so I don't think it's a problem with my designs per se, but rather that they require different PID values that I have yet to find.

    Can one see the AA PID values from anywhere in AA?  does copying those PID values into kramax work, by any chance?

  10. 15 minutes ago, ss8913 said:

    so y'all want to see the *entire* log, not just certain relevant parts?  anyone had an issue like this before?  I've been using FAR almost since I started playing KSP in 2013 and haven't had an issue like this...

    so, looking back in the log, there's nothing between the time the craft entered Eve's atmosphere and the time it exploded except for FAR's normal "voxel smoothing" messages.  Should I set the loglevel from info to debug to get more?  the FarAero config files look reasonable (I think) - anything to check for in there, any in-game settings to look for?  maybe just try it again?

  11. 8 hours ago, softweir said:

    The best way to post logs is to save them to a freebie fileserver, and then post the link. I prefer Dropbox. It gets around that appalling mass of text that can destroy the format of a forum page! OK, you need to sign up for an account, but Dropbox are a pretty responsible company and I have had no issues. The service is free for small-scale users, and as such it's ideal for those of us who occasionally need to send log files!

    so y'all want to see the *entire* log, not just certain relevant parts?  anyone had an issue like this before?  I've been using FAR almost since I started playing KSP in 2013 and haven't had an issue like this...

  12. so, odd issue, air doesn't.. work.. on eve.. works on kerbin and on duna.. on eve I'm getting the heat and the explosions, but absolutely no aero drag, and the reynolds number shows as "infinity"; what would I be looking for in the logs here that might explain it?  I'll paste logs but I don't want to spew irrelevant garbage in here, if someone has any idea of what to look for, that'd be helpful :)

  13. I have some questions about PID tuning.. some of my craft seem to have a lot of low-speed pitch oscillation when on initial/final approach; I've been solving this by increasing the scalar value for the vertical speed PID but that doesn't always work; is there a smarter way to tune the PIDs?  The craft in question all fly in a stable fashion when using fly-by-wire or pure manual control, so i don't think it's a design problem per se, but I'd like some advice on how to tune out the pitch oscillation better than just ramping the scalar up..?

    Also if there were a way to integrate with FAR such that I could specify approach speeds in KIAS instead of m/s ground speed, that'd also be good, since.. that's how approach speeds work in the real world :)

  14. On 8/26/2021 at 1:43 AM, chris-kerbal said:

    Not sure, but I don't think the intention of the KAS parts was to reinforce joints or keep crafts from wobbling. The telescopic joints were more for towing things like a trailer?!

    if you combine KAS with quantum struts, however.. as soon as you set the KAS parts to 'docked', then the quantum struts take effect, and they're pretty strong.  If you just want general structural reinforcement, KJR is the way to go.

  15. On 8/25/2021 at 5:18 PM, ss8913 said:

    @FreeThinker just a heads up, I recently updated MechJeb2 and Tweakscale; not sure which of them has caused the conflict, but right clicking on an alcubierre drive no longer has a functional 'show warp window' - it just says "Warp Window: false" and there is no button.  Most of the functionality I can get from the right-click menu itself so it's not critical, and there's absolutely nothing in the logs (did full regex queries against the log to try to find anything relevant, and I cannot).. but wanted to let you know that this mod conflict has cropped up.  I'd suspect MechJeb over tweakscale (just a gut feeling), but, there you have it.

    ... or am I the only one seeing this?  anyone else notice this?

    2 days later, came back to it.. cannot reproduce the issue.  Not sure what went on the first time, but I guess sometimes KSP just has a bad day?

  16. @FreeThinker just a heads up, I recently updated MechJeb2 and Tweakscale; not sure which of them has caused the conflict, but right clicking on an alcubierre drive no longer has a functional 'show warp window' - it just says "Warp Window: false" and there is no button.  Most of the functionality I can get from the right-click menu itself so it's not critical, and there's absolutely nothing in the logs (did full regex queries against the log to try to find anything relevant, and I cannot).. but wanted to let you know that this mod conflict has cropped up.  I'd suspect MechJeb over tweakscale (just a gut feeling), but, there you have it.

    ... or am I the only one seeing this?  anyone else notice this?

  17. On 8/7/2021 at 9:41 PM, kcs123 said:

    #1 is new to me, I don't recall that I ever have craft created in such way, it is good to know such thing to avoid issues if I need such design.
    As for issue #2, have you tried craft with IR parts but without docking ports ? There was issue long, long time ago with old IR plugin that cause drifting of parts after time warp or after revisiting craft after longer period of time. But, AFAIK that was fixed with IR Next. However, stock KSP with new rotating dock port have introduced same or similar drifting issue. Even without IR, stock crafts with new dock ports have issues.

    Don't know if issue #2 can be fixed from IR side.

    the docking ports, even the new ones, work fine on my ship described in #1 above - for a single mission, but there's no need for it to stay out there, that ship can lift a Kontainer or a rover or whatever, fly anywhere and drop it off (or pick something up), then land back at KSC.. so it seems that the main problem is the long-term thing.  Hopefully it can be fixed one way or another, I had to stop using IR years ago when the docking port issue was a major thing, since I honestly don't have any use cases for robotic parts outside of manipulating docking ports with them (what else can they do?) - although.. I'm not sure if the KAS connection ports/winches/resource transfer cables count as docking ports here, for purposes of this discussion?

  18. On 8/6/2021 at 2:40 PM, ss8913 said:

    empirical example - I applied kcs123's patch, and a large+ liftatron can now deadlift a 5m MKS Kontainer full of just about anything, without sagging or breaking.

    however, some warnings (and this may be because I'm using WorldStabilizer, but maybe not?)

    1. If you have an liftatron facing DOWN from your craft, when you launch the craft, whatever decides where to place the craft on the runway/pad/etc calculates the height of the vessel using the maximum extension of the liftatron - may be true for other parts as well.  Therefore if your liftatron is completely closed/collapsed, the craft spawns in the ground and summons the kraken, so make to go to full extension before launch
    2. None of these parts like being on long-term craft/bases.  I have a docking port on my minmus base that can raise/lower on a rail slider.. which worked at first, but every time I reload that base to check on it, the parts get weirder... like moving upward, the connected docking port is now offset 2 meters to the right and 1 above, hanging out in space.. and it gets worse every time I load the base.  Might be WS's fault, might not, I'm not sure. 

    Parts all seem to work for single-mission applications however.

  19. On 7/24/2021 at 2:45 PM, kcs123 said:

    For that you only need to save provided content in *.cfg file. Copy-paste MM commands to notepad++ and save that file somewhere in KSP\GameData folder. I usualy create additional folder in Gamedata, something like "ZZZ_MyPatches". That way i know that my custom patches are executed after everything else is finished from regular mods. Put new created file in similar folder and you should be good.

    empirical example - I applied kcs123's patch, and a large+ liftatron can now deadlift a 5m MKS Kontainer full of just about anything, without sagging or breaking.

  20. Question for everyone.. I remember that this mod used to include an electromagnet part, and indeed there are still references to that part when one googles for "KSP electromagnet" (referencing the HE-3(?) part, from KAS)... anyways, what happened to it?  Was it somehow broken?  I used it quite a bit back in the day, have been doing other things with KSP lately but wanted to get back to doing things that needed such a part, but I find it to be missing.. is there a KAS+ or something that adds the old part back?

  21. On 7/29/2021 at 8:04 PM, thekerbalman said:

    For some reason, my entire ship explodes when trying to land and it displays a message saying "ran out of fuel for antimatter"  despite the fuel not actually nunning out. In addition, there is always lag a few seconds before the explosion. What is going on??!!

     

    EDIT: so i opened up the console and the vessel was repeatedly packing and unpacking, seemingly this is unrelated

    "ran out of fuel for antimatter" is the result of the explosion (ie, your antimatter storage was destroyed before the reactor was, so that message appears).  Assuming you're not just landing too hard, I'd suggest looking and seeing if you're using any mods that modify the terrain height.. some mods do that and can cause unpredictable ground handling behavior.. like stock visual terrain i think is the one that I was fighting with for a while in that regard, although it was a while ago.

     

    @FreeThinker - separate topic, something I've been meaning to ask for a while - the Winged Edge graphene radiators have a maximum pressure limit before they will dissipate heat - it seems to be the same limit as the folding graphene radiators (which makes sense for those, you can't extend them if there's high dynamic pressure for obvious reasons).. but considering that none of the other fixed graphene radiators have that limit, and considering that it's a "winged edge" radiator, why do the parts not work in the presence of significant dynamic pressure?  they don't *break*, they just *don't dissipate heat*.  It seems a bit counterintuitive that these particular parts would have that particular limitation?  As I recall they didn't always do this, either.

  22. 24 minutes ago, Navyjoker2000 said:

    Thank you for the insight.  I am looking forward to trying it. I have tried other part mods like MK2 and MK3 expanded mods and a lot of the textures are not working. The engines are all white and the docking ports are all white. Didn’t know if it was the case with this one as well. But apparently not! That’s great!

    despite those missing textures, those parts still work; I also use them.  I'm betting that if one were to roll back to an older KSP on steam and snarf out the texture files from the install, then go back to your regular install, you could drop them into the appropriate folder to put them back... but despite the missing textures, they still function as before :)

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