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ss8913

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Everything posted by ss8913

  1. @FreeThinker I'm going to go out on a limb and say that this issue I'm about to talk about is something broken in the core KSP engine, but just in case it isn't... any time I use physics timewarp when using KSPIE parts, it tanks my framerate.. like it'll be perfectly smooth, then I use 4x physics on a long burn after a warp, and suddenly my framerate is about 33% of what it was. F5/F9 doesn't fix it.. completely reloading the game does. I see nothing relevant in the logs, either. So I'm not really expecting this to be something you can do anything about, but *just in case* I figured I'd bring it up.
  2. in 1.6.1, installing this makes a bunch of my spaceplanes not display more than half their parts... anyone else seeing this? seems specific to my mk2-formfactor planes.. they look fine when first created in SPH, but on the runway only some of the parts display, the rest are absent.. structurally still works. Opening them back up in SPH after, same problem there. Uninstalled texturereplacer and all was fine. Using stock + mk2-stockalike expansion. doesn't seem to affect any other form factor's parts, only mk2...
  3. ah, I didn't notice that had split off.. i was just installing interstellar, which pulls in dependencies.. it used to be that the entire IFS was installed as a dependency, now only core is... ok now all the parts I was expecting are back thanks.
  4. What solid tanks in IFS? My IFS folder has no parts at all...
  5. @FreeThinker - what happened to the large cylindrical containers that could hold solid matter such as LithiumHydride ? I have some older craft designs that won't load due to the lack of, I think, the CDT(?) containers? and I can't find anything except little wedge tanks that can hold LithiumHydride at all now, so it's making me use 5 parts where previously I needed 1, to hold extra fuel for the Kerbstein... was this intentional? will they come back? is something broken in my install and I shouldn't be having this issue?
  6. @linuxgurugamer I've had that RCS problem ever since TCA 2.0 came out - the old version didn't touch the RCS thrust limiters at all, and for me, was more functional than the way it works now. I do not believe the system can be defeated. @allista assuming you're still maintaining this.. hm.. perhaps my issues stem from the fact that this mod is still listed as 1.4.5 max - I'm having issues on older ships in orbit, when refocused, TCA is disabled (the TCA toolbar icon goes to the 'book', and clicking it opens the manual, not the TCA window), and it *destroys* the framerate. Relaunching the same ship works fine, this is only for things that have been up there a while. Using any non-physics timewarp factor fixes the framerate mostly.. hm. didn't see the 1.4.5 limit on the forums/CKAN. Perhaps I will try recompiling TCA against the 1.6.1 DLLs and see if that helps. Hopefull you're still around, this is a great mod and I hope it continues This is the error TCA is throwing: [ERR 21:54:53.161] Exception handling event onVesselWasModified in class ModuleTCA:System.ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,ThrottleControlledAvionics.ModuleTCA].Add (System.String key, ThrottleControlledAvionics.ModuleTCA value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ModuleTCA,String,ModuleTCA] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ModuleTCA,String] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ModuleTCA,String] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.ModuleTCA.set_TCA_Active (IShipconstruct ship) [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.ModuleTCA.check_priority () [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.ModuleTCA.onVesselModify (.Vessel vsl) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 anyone have any ideas/seen this before? I did do a full recompile of the mod against 1.6.1, it made no difference.
  7. positron reactor with HTP ejection mass and the thermal ramjet works pretty well for spaceplanes.. use the thermal turbojets for your VTOL engines however. If you have room and want better dV in space, use the plasma engines also, but that requires a lot of electrical power. To save weight I usually build an orbital jumpship with an FTL drive, which has docking ports and acts as an FTL carrier craft. Note that hydrazine is no longer possible as a propellant for non-plasma thermal engines. HTP is almost as good, and it's also easier to refine with ISRU units offworld.
  8. In my experience, hydrazine > HTP > LiquidFuel > (everything else) depending on what's available based on which engines you're using and what tech levels you've unlocked.
  9. MJ ascent guidance for spaceplanes is relatively poor... MJ in general is pretty poor in atmosphere, if you have FAR installed (it's maintained again, now), at speeds over about 100-150 KIAS. The advanced fly-by-wire mod and Kramax Autopilot are what you want - you can have all 3 for different situations, but it's generally best to have only one active at a time, as they will fight each other, otherwise
  10. so I take it that none of the B9 pwings forks that are on CKAN are *this one* as I don't see any by Jebman82 on there? This one is manual-install only, but.. actually developed/supported?
  11. However, the good news, @FreeThinker, ships are NOT tearing themselves apart in FTL now... built a starship, docked a spaceplane to it, pointed it at Jool, ran it out there at 10c across multiple SOI changes, nothing weird/dumb/unexpected happened. Seems like you've got it tuned just right now
  12. @FreeThinker a question I've had for a while about the ATILLA arcjet engines... they have actuation toggles for yaw/pitch/roll - are these, or *were these*, ever intended as very-powerful maneuvering/RCS engines? They don't seem to work in that capacity now, but I'm wondering why those toggles are there since they do not...?
  13. that makes sense.. the only 2 sources of electrical power are a 3.75m nuclear reactor from MKS, which MM-patches to behave like a KSPIE reactor... and 4 400% scaled PB-NUK generators on my little science dropship that goes along with the main craft.. it's probably running that 3.75m MKS reactor+generator at full capacity now, which the craft didn't need to do when it was launched. I did manage to undock, flip, and re-dock my lander, so i can use the lander engines to get home - positron reactors + Krusader nozzles, which are thermal, and were unaffected by the change... got everyone back to Kerbin orbit, I'll try to recreate the craft with better electrical capabilities and see if I can't solve the thermal issue; I have some fairly big radiators on this thing already, there may be a scaling problem. will let you know if I can/can't make it run cool enough to be functional.
  14. @FreeThinker I started a non-warp mission to Duna maybe a week or two ago... couple of updates have dropped since then.. this thing is using plasma nozzles on positron antimatter reactors, with hydrazine propellant.. this thing was fast and powerful and could burn all day when it *left*... something seems to have changed... it runs white-hot almost as soon as I hit the throttle, and the heat starves the reactors at different rates, so I have to use differential thrust to even keep it pushing 3/m/s/s in a straight line. this thing was capable of at least 5G sustained when it left Kerbin.. what changed? is this supposed to be how it is or is the heat curve way off?
  15. I have been using these patches, with B9, for as long as I can remember; if there were silent errors, they were not affecting gameplay or impacting me negatively in any way. B9 doesn't seem to support the non-stock fuels, so that's out.. may try a recompile of B9 with that fatal error detuned to a warning, and see if it lets me get away with what I'm trying to do. What's really weird is that the B9 parts *themselves* work just fine with modular fuel tanks. I can put KSPIE fuels in any of the actual B9 parts, just not in the MarkIV parts. update: @Nertea I'm by no means an expert on MM patches.. I have made a few but I'm 100% sure that you and many others know this far better than I do... I tried removing the B9 patches for MarkIV and got a loading error saying that various tank types do not exist; I looked at the MarkIV part configs and they seem to explicitly reference B9 part/mesh switch objects in the part configs themselves - I'm not sure how to divorce MarkIV from B9 without completely rewriting the part configs. Am I incorrect in thinking that? What would you recommend?
  16. perhaps I will try a mod/recompile of B9 and change it from fatal to warning and see what happens...
  17. so.. prior to 1.5.1 ... I made some modular fuel tanks MM patches for MarkIV which allow me to use other-than-stock propellants such as HTP, hydrazine, etc. Without changing everything, I'm now getting an error from b9 mesh switch claiming that it and MFT cannot manage the same resource; even though it always worked before. This causes a fatal exit-to-desktop error. I've looked through the MarkIV part configs and it seems pretty tightly tied to B9 mesh switch. Is there any way, save rewriting all of the MarkIV part configs, to restore the older behavior, or would it be easier to modify the B9 mesh switch code to take out the "conflict" (not sure there actually is a problem) detection?
  18. yeah I think I see how to do it but ... previous B9 versions didn't do this; now it does.. unfortunately the way MarkIV is written it's going to require almost a complete rewrite of their part configurations. Damn. those are useful parts. Maybe I'll talk to the MarkIV maintainer about it.
  19. so, before 1.5.1 ... MFT was compatible with B9 part switch... I had made some modulemanager patches to add MFT capability to the MarkIV system parts... now it says that "B9 part switcher and ModuleFuelTanks cannot manage the same resource" and forces KSP to hard-exit to desktop... what changed/what happened? any way to fix it without completely recoding all the MarkIVSystems part configs to stop using the useless B9 tank switcher module (LFO/MP don't cut it.. I'm using interstellar fuels like HTP, hydrazine, etc, and have no use for stock fuels).
  20. @FreeThinker - using the latest version of the mod in KSP 1.5.1, I've found a corner case bug... if a ship overheats (any part), it seems to trigger an antimatter containment breach followed by an explosion - at least with the positron containers that I'm using. The problem is that when this explodes, it puts the game into a state where ESC and F9 both are non-functional - F3 and F12 and ALT-F12 still work, but there's no way to get back to the space center or revert the flight - KSP must be killed from the task manager at this point. Sometimes this is accompanied by the antimatter explosion animation played on a continuous loop, sometimes it is not. Obvious workaround: don't let your antimatter containers explode... but.. we all know that's not always possible
  21. so... I've been using regular KJR for years.. have recompiled it myself to support 1.4.x, etc... thought I'd try this version. I installed it from github, I installed KSPe as well... it doesn't seem to be working. I don't see anything obvious in the logs.. it does give *two* instances of "KerbalJointReinforcement" on the incompatible mods dialog at load time (was one, second one showed up when I installed KSPe) The main problem is.. 265 ton spaceplane, of a similar to design to ones I've been using for years.. nothing fancy.. but as soon as I launch it, the wings just *collapse*. They're still connected, the control surfaces still move and all but.. the thing just flops onto the runway. Any ideas here? Anything I should be looking for in logs, etc? F3 dialog shows nothing out of the ordinary. EDIT: I took my old KJR from 1.4.5 which I recompiled, after changing the CompatibilityChecker code to look for minorVersion >=3 instead of minorVersion == 3 .... and it works... that's the only change I made, took the last release from ferram4, recompiled in VS2017 after changing the compatibilitychecker code, and .. works in 1.5.1. What am I doing wrong with your version...?
  22. @FreeThinker I can no longer reproduce the issue I had above; either somehow 3.6.12 or 3.6.13 fixed it, or a save/reload fixed it.
  23. This is a problem I've had for years when very specific circumstances occurred.. if it's fully reproducible 100% of the time now, that may be a good thing, perhaps a fix can be developed that solves it for all cases. However the alcubierre drives are kind of fighting what the KSP physics engine thinks is "proper" so it's likely a nontrivial problem. Make sure that the savegame settings has "part G force limits" turned off, is the first step, at least in the past. If you've already done that then.. yeah. once the ship gets mangled it will act excessively weird.
  24. ok I can provide that.. it's basically an automated/AI supply ship heading to duna behind a manned craft to resupply it in Duna orbit when they both get there. I think it's .. just a few mods in use on that guy other than KSPIE. I'll send you a file later and a full list.
  25. if you use my python code that I posted above.. and de-indent the last line out to the top level (sorry about that) ... you can do this. Just specify --radius 6371 or whatever the radius of the earth is in km, and it'll work. I've created some flight plans for some of Admiral Tigerclaw's kerbin airports pack, the math is solid and it creates a valid and usable Kramax flight plan. All you need to know is lat/lon/alt of the runway threshhold and the runway heading, and the radius of the planet you're on. It calculates the rest and outputs a Kramax flight plan that you can paste into FlightPlans.cfg in the appropriate place. The formula used will work for any planet, as long as you know its radius.
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