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  1. Bug where creating a maneuver node to leave Duna that's positioned to raise the Kerbol orbit results in displaying an orbit that's lower. After executing this maneuver and deleting the node, vehicle path also displays a destination of a lower Kerbol orbit. When leaving the SOI, true path is displayed, which is a higher Kerbol orbit. This looks like the maneuver node is subtracting the SOI exit velocity difference from Duna's velocity rather than adding it. I did enter Duna's SOI on a retrogade Duna orbit, and left Duna on a prograde Duna orbit, which may have something to do with it? Reading between the lines, I found this plotting a return to Kerbin and didn't notice the placement of the node wasn't in the right place, because the maneuver node output was showing me a direct hit on my destination. I didn't realize anything was screwy until I exited the SOI and my picture perfect transfer became a terrible miss. Imgur album of relevant screenshots: https://imgur.com/a/2uJa0WI Ver 0.1.0.0.20892 OS: Windows 10.0.19044 CPU : Intel i9-9900k 3.6ghz video: 2x NVIDIA GeForce RTX 2080 (SLI) No mods
  2. Ver 0.1.0.0.20892 OS: Windows 10.0.19044 CPU : Intel i9-9900k 3.6ghz video: 2x NVIDIA GeForce RTX 2080 (SLI) No mods Looked and didn't find a bug that matched this.
  3. Descending into Duna on a capsule with an X200-8 fuel tank (attached to a terrier engine), with two FL-T400 tanks radially mounted on TT-38K with (attached with one spark engine each), crossfeed disabled, I attempted to transfer fuel out of the FL-T400's into the X200-8. Thrust was at 100%. The first attempt resulted in uneven fuel distribution but didn't cause the craft to tumble (it didn't act like it was imbalanced). Trying again filled all tanks to capacity with fuel. I restarted the game and was able to duplicate it with the same ship from an earlier save point.
  4. I really like having heat as a problem to deal with, bu I don't like *something* about the new thermal system. I'm just not exactly certain what it is. I do know that with pre-stock DRE I could do things like put delicate parts on the backsides of SSTOs so they didn't blow up on re-entry, and now that doesn't work at all... my airbrakes and fuel cells always burn up if they're connected to an empty tank (but don't if they're connected to a full tank!). Ships seem to randomly gain and lose heat with warp, sometimes explode for no reason, and none of the supposed heat-reducing parts do much of anything. Speaking of heat-reducing parts, today I deleted KSP, then reinstalled from Steam. Then I started a sandbox, created a ship consisting of a single 2.5m probe core, a mk3 liquid fuel tank, 12x Radial Attachment Points, 12x LVN engines, and 8 launch clamps. Then I launched the craft and turned on debug thermal info. Picture of testbed: http://i.imgur.com/mUYwmLu.png After firing the engines to exhaustion on the pad 3 times for each config (remaining clamped to the ground), I got the following as the avg peak temp of the fuel tank after 3 runs attaching various heat-reducing parts to the tank: 545.3 - No thermal additions 536.0 - 8 large radiators 508.5 - 8 medium thermal control system panels (deployed) 540.0 - 8 medium thermal panels (undeployed) 504.3 - 8 large thermal control system panels (deployed) 525.3 - 8 large thermal control panels (undeployed) 426.1 - 1x additional mk3 fuel tank (fuel locked) In all cases, the engines (obviously the hottest part) peaked within a few tenths of a degree of 560. This isn't a perfect test, I know, and there's a lot more that I could do to investigate further (vacuum vs air, larger vs smaller mass, longer time, etc), but I think this does show that radiators are useless, you need a stupid amount of TCS to even make a small dent in heat, and if you really want to survive a high heat environment you're better off increasing your thermal mass instead of adding any of your current options for cooling. Even worse, NONE of the above changed the heat of the engines themselves... we've got NO option to try and control engine heat? Anecdotally, as I mentioned before, I know that my spaceplanes survival rates are MUCH better when they re-enter with full tanks. Summary and TL;DR - I enjoy the game and like having heat as a problem, but I want more/better options to deal with it, because the current options aren't very good.
  5. Took a few days, but finally got the error (and a crash): https://www.dropbox.com/s/1ik5ju0sbxjp7b5/KSP.zip?dl=0 This is the ksp.log file https://www.dropbox.com/s/15xid1dgxr6qby6/output_log.zip?dl=0 This is the output_log.txt file Hope this helps!
  6. I'm having a problem with RT2 on 0.24.2, 32 bit windows, similar to what people above are seeing. I have had several ships in orbit inside of Kerbin (specifically orbit over Eve, and low-ish orbit over the Sun) that freeze the game after vehicle load. There's no messages other than the vehicle load lines in the log file, and the game doesn't actually crash. Even if I leave it up for hours and come back, it's still a frozen screen with no time passing, and I can't alt-tab out of KSP. Much like when you're loading a large ship in the VAB and accidentally attach 8 copies of itself together, and you can't alt-tab and have to wait forever for the game to come back, but in this case it never does. I can repeat this if I go to the affected vessel via the map, kerbal alarm clock, or the tracking station. The only way I found out that it was RT2 doing this was that I had to disable mods one by one until the problem resolved... renaming the rt2.dll to dll.old and preventing it's load fixed the problem. I tried viewing the debug (f12) log on-screen, but it does this irritating thing where it scrolls up during vehicle load and then the game is frozen before I can scroll down to see what's happening. Is there a way to dump that log to disk? Or a way to force a game dump? I can send you logfiles, but I don't know if they'll be useful. I'm trying to find out the things that all the affected vessels have in common and what I've come up with is this (and I've no idea if it's relevant): So far, all have been inside Kerbin's orbit (Eve, Sun, etc). All ships have had both Commutron 88-88 and Commutron 32 antennas. All ships have had an Okto2 probe core somewhere on the vessel. Interesting things not in common: Ships with crew as well as those without have been affected. Fairly certain that ships have not had the same uplink paths, but, again, hard to tell when the game crashes on load of that ship. Mods: Chatterer Active Texture Management b9 Aerospace (old version with patch) Mechjeb2 Precisenode Engineer Deadly Reentry EVE FAR KAS Procedural Fairings Realchute Scansat TAC Fuel Balancer and Life Support Kerbal Alarm Clock US Core Is there any other information I can get you? I can send you the logfile and/or save game. PS- I really do enjoy this mod, it adds a lot to the game, and I hope we can get this fixed so I can continue to build my mega-sat empire across the solar system
  7. THANK YOU! It'd be awesome if this was in the KAS FAQ so that search failures like myself could find it more easily
  8. Are there any mods or packs to increase the number of parts that can be "grabbable"? I'd love to be able to assemble stuff off of stored probe cores and maybe some small fuel tanks to go with those small engines. More choices of batteries, structural parts and, well, everything would be great too. Docking ports? Is it as simple as making a module manager config file? I apologize if this is something well known, I've spent a long time searching but three letter terms like "KAS" and "KSP" make searching difficult I *love* this mod, it's made for a lot of extremely fun missions (assemble a rover on the mun! rescue this satellite! refill that stupid lander that broke it's docking port!), especially since I've disabled f5 and reverting...
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