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ss8913

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Everything posted by ss8913

  1. update update: Lisias has released a new 0.2.0.4 version of KSP Recall on all channels, including CKAN, which contains the fix.
  2. most part mods from any version of KSP will work fine in 1.12 .... Mk4 has a few functional bits like the fan engines, but those seem to also work. Really the only incompatibilites I've found on older parts mods (ie, B9 specifically) is that some of their animations stopped working around KSP 1.11 - in most cases, this doesn't break any actual functionality though so it's still usable. I personally use Mk4 parts quite a bit though, and they do not have any animation or other problems with them in 1.12.
  3. It works in 1.12. The only thing is that since .. 1.11 or so, none of the animated parts (like the opening doors on some of the lights, etc), none of that works. Lights still work, just the animations don't. Not sure if that's easy or hard to fix, I suppose someone, maybe me, could try a recompile against 1.12, but I haven't done it yet.
  4. update: Lisias (owner of KSP Recall) has acknowleded this as a bug with KSP Recall (which is a required dependency of KSPIE) - possibly if KSPIE bundles an older version of KSP Recall in its distribution, it's not an issue for some, but for those of us using CKAN installs, this is definitely a problem. However, Lisias has both acknowledged the bug/opened an issue to track, and has also posted a functional easy workaround on the KSP Recall thread, so if you go over to that thread, and you can use notepad, you can fix the issue in a couple of minutes while he develops the actual long-term fix in the mod.
  5. @Lisias and @rawhide_k - I can confirm that Lisias's workaround posted a few posts ago, does in fact solve the problem
  6. I noticed this as well after my last post, it's not just the KSPIE stuff blowing up.. I just use KSPIE stuff so often that I drew an incorrect conclusion; I will say that it's easier to replicate with KSPIE, but that's likely due to those parts/engines generating more heat than other stuff does(?)
  7. Upon further testing, it seems to happen with a wide variety of engines and other parts... probably the easiest way to reproduce it is a craft that looks like: Nosecone AI Core Positron Tank Big Hydrazine Tank Short Thermal Generator Positron Reactor Krusader thermal nozzle set to use Hydrazine Put some wraparound radiators on it, tested with just a few and with enough that KSPIE's thermal helper says it's fully good to go under max load. Then launch it. Turn on SAS, engage the Krusader engine, and throttle it up. If you throttle it up slower you can maybe prevent it from exploding right away. Note that if you cut the throttle, all of the heat instantly goes away, like full glowing red hot to full cold in an instant when you close the throttle.
  8. OK, now I have no idea what the hell is going on.. Recall is the only thing I *can not* uninstall, but I noticed I had SystemHeat installed... removed that, even rolled KSP Recall back to its previous release from 8 days ago when everything was fine for me.. still doing it. My previous designs all seem to be *somewhat* ok, although there's more heat than there was before... but the problem is as I described it above - even if I just make a simple sounding rocket with a positron-reactor-powered Krusader engine, burning Hydrazine.. and I put enough graphene radiators on it so that the KSPIE thermal calculator says I'm well in the clear.. as soon as I go full throttle on launch, almost every part on the ship overheats instantly (radiators first).. the radiators explode, followed by the rest of the ship. the logs show nothing save the launch and then the explosion, I'm not seeing any errors or anything to indicate it. If I just throttle up halfway or so, to the point where things don't quite explode but get red-hot... and then I cut the throttle.. everything *instantly* cools off. I've never seen this behavior before and i've uninstalled pretty much everything that's been updated/added in the last few days.. and, as I said, rolled back the KSP Recall version to the previous one...
  9. so this might be a KSP Recall issue.. as it just recently updated, but it's required by this mod.. I did post this over there; but ever since last night's update, all the KSPIE engines are instantly overheating and making everything explode as soon as you throttle them up.. if you catch it in time and cut the throttle, it instantly cools off.. ie this is not how thermodynamics work in either direction; not sure what exactly to do here, I can't uninstall KSP Recall without uninstalling this and about 9 other mods, so.. any ideas?
  10. so I updated this last night... haven't updated or installed anything else since, and now all my KSPIE engines instantly overheat my craft as soon as activated, and instantly cool off as soon as I throttle down - stock engines don't do that.. I've been playing every night this week and this just started happening when I installed the latest version of this mod from CKAN... any ideas/known issue?
  11. so it's taken me years to figure this out, but... have any of you guys used the FTL drives' anti-grav ability? I completely don't need VTOL engines anymore.. just crank the exotic matter % on the primary warp engine to over 100% and you can fly/hover/etc just on the anti-grav capabilities.. obviously works better in deeper gravity wells, but it can completely replace your need for downward-firing engines to handle VTOL. This has completely changed the way I build things and has made.. perhaps unfortunately.. many of my older designs completely obsolete. Takes a little practice to know how to use it effectively and it provides zero lateral control, but when you figure it out, it's almost like magic
  12. so I notice something strange in KSP 1.12.1 - using [still] the standard production MKS; that could be the problem, but I wanted to make sure this is a known issue/known compatibility issue so if it needs fixing in the next release, it can be: ** the wheels are *possessed*. Like... literally behave like something out of the Exorcist. Explanation - I made a Karibou rover with the Karibou modular wheels and was driving it around. after a couple of seconds, any wheels that have steering unlocked start... steering. Uncommanded and uncontrollably. The wheels rotate 360 degrees around the vertical axis which is physically impossible (like peoples' necks in the Exorcist) and the whole thing is undriveable. Stock wheels work but they're super weak, the brakes are garbage, and they're underpowered. I have used Karibou rovers a lot in the past and not seen this; I'm also seeing similar behavior with the Malemute parts. So, is this a known issue and I should just be patient or does this require further debugging/investigation?
  13. so the description describes Aeneas as a 'garden world' ... is that still accurate? There's no water, just a dry seabed and a bunch of rocks, and my rover got stuck and broke a wheel as soon as it was out of the rover bay on my starship... 1.5 standard G damages at least the stock wheels.. I don't see much 'garden' about this planet?
  14. gonna assume you meant KSP 1.12.1, since there is no 1.12.9 and 1.12.1 is the latest I've noticed recently that some of the "Near Future" mods, specifically "Near Future Spacecraft" can break some KSPIE functionality - like the anti-gravity/selectable exotic matter % on the warp drives loses its ability to be changed in flight when NFS is installed. I'm thinking perhaps Near Future Electrical might be causing your problem? I just checked and I do NOT have that installed, nor do I have your problem.. I do have a bunch of other electrical mods such as deployable batteries and dynamic battery storage, so it's not those.. What other mods do you have installed that match the tags 'battery' or 'electric' (ie, key that into the CKAN search, if you use CKAN to handle mods) Does the problem happen at 1x timewarp or is this something you only notice during/after timewarping? @FreeThinker- separate question, what affects warp drive charging speed? Is it a function of both the reactor system and the size of the warp drives themselves or is it only one or the other? I notice that I generally have faster charge times using the IXS reactor compared to the 'antimatter warp core' reactor, but I haven't isolated it fully.
  15. my confusion stemmed from the fact that the correct link was under Konstellation, and I was looking in the [what I thought was] normal location of MKS found the right file, thanks for your help
  16. One of the interesting things about this star system is that it isn't in the ecliptic plane of the Kerbol system, it's *above it*... functionally this means that you'll always have a clear FTL shot from Kerbin, since nothing will be in the way. It also means that you'll generally enter a planet's gravity well with a high (near 90 degree) orbital inclination, which works great for scanning with SCANsat, not as good for landing, although if you have FTL travel, you probably have fusion drives with hundreds of thousands of m/s of delta-V on board and can do a plane change without issue ... unfortunately for scansat though, and this seems to be a Kopernicus and/or SCANSat issue (see my other post above), positioning the star system in this way means that SCANSat will always see the northern hemisphere of any planet as "in darkness" since it will always be shaded by the light *from Kerbol* - looks like at least right now, either Kopernicus or SCANSat can't take other light-emitting celestial bodies into account Final note - I'm not sure which mod I have that's causing this, but if you land on one of these planets and think, "Hey I was promised tree canopies" (ie, Arkhalo) and don't see any.. F5/F9 to re-initialize things, and then you will. This happens to me with the terrain scatters on literally every planet/moon (including Kerbin) and as I said, not sure which of my several visual mods is responsible for this behavior, but I figured others might have run into it as well?
  17. so, the releases tab there just has 1.4.1, which is what I have; you're saying to just clone the master branch and use that directly?
  18. so I figured out the exploding thing... every once in a while, and in any context, and it makes no sense, timewarping over 100x will cause whatever ship has focus, to explode when returning to 1x time; that's what happened here. Got my ship to finally build with global konstruction, but I did notice that the constructed ship, if any part clipping is present on it, will oddly morph the part joints apart at odd angles, and sometimes pieces will start shaking around and break off.
  19. I'm not the mod author, but if I were, I'd need some additional details: 1. KSP version 2. KSPIE version 3. define 'break' - break how? Specifically describe the observed behavior, and also describe the expected behavior? 4. are you in the Kerbol system when this happens or are you in a different star system (ie, one added by a Kopernicus planet/star pack?) - Kopernicus has some issues where solar panels and other instrumentation such as SCANSat who need to determine if the surface is lighted or not, to always focus on Kerbol, not on the local star
  20. I've looked all over CKAN, github, and spacedock, I can't find where to get the 'pre-release' version of this that supposedly has the new orbital construction stuff in it; currently running 1.4.1 on KSP 1.12.1 - am I incorrect in thinking that some kind of pre-release version exists that has the new Konstruction features?
  21. OK, so if I send up an "orbital workshop" attached to the kit.. I can build it, although the MKS assembly plant insists things must be landed, so I have to transfer crew into the orbital workshop. Which it doesn't seem to recognize them as being there until I EVA one of them and come back. so I deploy and build.. if at any point while timewarping for the 2 day build process, I stop timewarping, the entire factory catastrophically and instantly explodes. And, I just saw that this mod is only marked as supported up to 1.10.0, so maybe that's why, and I should just wait for a 1.12.x update? No idea what's going wrong. Logs just have a ton of 'structural failure between <X> and <Y>'
  22. ... or so I thought. I cannot seem to get the orbital kits to work, although perhaps I'm not following the instructions EXACTLY as in the tutorial...? What I want to do is: 1. build an orbital factory with material kits, specialized parts, an MKS assembly plant, and some skilled engineers in it. Plus fuels and whatever else is needed for the craft 2. Send up an orbital kit box from the ground 3. Dock this kit to the station 4. Build the kit in orbit 5. Fly the resulting craft around I see in the tutorial video where the kit comes out of the kit builder thing and then gets docked to a docking port; I can't get this to work. Right clicking on the kit just says "Dockable: False" and it won't attach to anything. The only variant of this I can get to work is if I build the factory on the ground *with the kit already attached to it* .. then I can build it in space just fine.. but attaching the kit to it later, which is by far more useful than having to build a new factory each time you want to build a kit, I can't get that to work. Any advice? Or do the kits have to be built in orbit also, like in the tutorial video? P.S. - don't attempt to 'recycle' any antimatter storage containers (ie, the ones in KSP Interstellar Extended),. This will cause a catastrophic antimatter detonation which will annihilate anything within physics range ... at least, provided that they're full.
  23. I can confirm that IR works fine on the latest KSP. It works with KJR [still] also. The only issue I have, which goes back years, is that these parts are kind of weak, at least for manipulating 200+ ton cargo containers. What does help with that though are Quantum Struts. They take a fair bit of power, but you can turn them on and off, so, your grappling arm can grab the heavy thing and then you toggle the quantum struts ON to stabilize things, and then when you retract it into your ship, have a second set of struts to lock everything solidly in place.
  24. so, one solution to this is just to put a docking port ON the container, and dock it.. after the ship gets built, the extra docking port just kinda falls off and sometimes explodes, but that's not too inconvenient.. put an empty Recyclables Kontainer on your factory and have an engineer EVA and recycle the thing... still not sure that's how these kits are SUPPOSED to work? But that's a functional workaround for now at least
  25. well, I tried it; it definitely fixes the problem I was having. Thanks!
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