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Dreadp1r4te

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Everything posted by Dreadp1r4te

  1. ...but my primary use for nuclear-powered thermal turbojets is for spaceplanes, where they really shine. However, there's no spaceplane-capable fuel tanks to fuel them with. What do I need to add to the CFG files to make them compliant with these new "more realistic" fuels? From Wikipedia: There's no reason to require special fuel tanks once it's liquefied and pressurized. Any chance you'll change this behavior in future versions?
  2. This unfortunately means that KSPI-E won't work with most of the stock fuel tanks, and while that's fine since it includes a few of its own, this means I can't use nuclear reactors on my spaceplanes anymore. What a shame. Any chance of adding that functionality back since it's kind of mod-breaking for me? Or should I just add LFO to the list of fuels manually for each engine? I've no idea why they would change that simple feature.
  3. So you're telling me Thermal Turbojets/Rockets can't run on LqdFuel anymore?
  4. Having a bit of trouble; seems like the game isn't recognizing that LiquidFuel and Oxidizer are the same as LqdHydrogen and LqdOxygen. Am I doing something wrong here? It won't let me switch the thermal turbojets to thermal rocket mode as a result.
  5. Actually, I feel really bad about bothering you now. I stripped out every mod that has anything to do with resources to help identify exactly which mod was causing the problem, and the game STILL hung on your parts, so on a whim I ran a local cache verification via Steam and discovered there were over 1000 corrupt/missing files. It downloaded 70~ meg of crap and now it starts fine. Thanks for the quick responses though; you're a helluva modder! Gonna piece this back together and see how it runs.
  6. I think I have a clue; I'm using KSPI-Extended and USI, both of which require CommunityResourcePack, where as near as I can tell, rename some of the simplified fuels to their real-life counterparts; i.e., LiquidFuel becomes LqdHydrogen, and Oxidizer becomes LqdOxygen. I think. It's very hard to tell what all these things do; ever since 1.0 came out, and with everyone having their own resource framework, it's gotten entirely too hard to follow since back in .22's days or whatever it was when KSPI first came out.
  7. I'm not sure that makes sense; 75% of the engines in KSP use the LiquidFuel resource, wouldn't they all cause a crash long before this part was loaded if that were the case? Regardless, I haven't read anything to indicate any mod I'm using replaces LiquidFuel. EDIT: Just to be sure, I skimmed the Output log with Find and found a few instances of LiquidFuel, mostly adding tweakable parameters to engines with liquidfuel, but I cross referenced that search with the offending part name. Nothing was applied to the resource LiquidFuel, near as I can tell, at least not through ModuleManager. There was only one instance of the APU coming up in the log, and that was USI marking it as a RecycleablePart. I don't think that's related, though. EDIT 2: Just on a whim I removed the APU part temporarily and tried again. It again made it to the KF parts, loaded a few of them fine, and then halted on "KF_RoverBodyLarge." [LOG 09:21:32.023] PartLoader: Compiling Part 'KerbalFoundries/Repulsor/part/KF_Repulsor' [LOG 09:21:32.048] PartLoader: Part 'KerbalFoundries/Repulsor/part/KF_Repulsor' has no database record. Creating. [LOG 09:21:32.068] DragCubeSystem: Creating drag cubes for part 'KF.Repulsor' [LOG 09:21:32.099] PartLoader: Compiling Part 'KerbalFoundries/RepulsorSurface/part/KF_RepulsorSurface' [LOG 09:21:32.184] PartLoader: Part 'KerbalFoundries/RepulsorSurface/part/KF_RepulsorSurface' has no database record. Creating. [LOG 09:21:32.231] DragCubeSystem: Creating drag cubes for part 'KF.RepulsorSurface' [LOG 09:21:32.251] PartLoader: Compiling Part 'KerbalFoundries/RoverBody/part/KF_RoverBodyLarge' [ERR 09:21:32.266] [ShipTemplate]: No Resource definition found for RESOURCE [ERR 09:21:32.266] [ShipTemplate]: No Resource definition found for RESOURCE [ERR 09:21:32.267] [ShipTemplate]: No Resource definition found for RESOURCE [WRN 09:21:32.273] Could not create PartResource of type 'ElectricCharge [WRN 09:21:32.273] Could not create PartResource of type 'MonoPropellant [WRN 09:21:32.278] Could not create PartResource of type 'IntakeAir [EXC 09:21:32.288] NullReferenceException: Object reference not set to an instance of an object ModuleRCS.SetResource (System.String resource) ModuleRCS.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 09:21:32.304] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext () [EXC 09:21:32.311] NullReferenceException: Object reference not set to an instance of an object ModuleRCS.FixedUpdate () [EXC 09:21:32.311] NullReferenceException: Object reference not set to an instance of an object ModuleRCS.FixedUpdate () The NullReferenceException repeats ad nauseum until I alt-f4'd the task.
  8. Uh, a few. I have HotRockets, MobileFrameSystem, ModularFuelTanks, Modular Rocket Systems, ModuleRCSFX, All of the USI mods, KSP-I Extended. I think that's all the mods that should affect Sounds, Effects, and Fuel Types.
  9. It won't let me post the whole thing, so here's the relevant portion of the output log... [LOG 07:59:33.287] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USProbeSci/RPWS/USRPWS' [LOG 07:59:33.310] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USScope/USScope/dmUSScope' [LOG 07:59:33.333] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USSoilMoisture/USSoilMoisture/dmUSSoilMoisture' [LOG 07:59:33.358] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USSolarParticles/USSolarParticles/dmUSSolarParticles' [LOG 07:59:33.381] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USStock/ACCGRAV/dmUSAccGrav' [LOG 07:59:33.416] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USStock/ATMOSSENSE/dmUSAtmosSense' [LOG 07:59:33.438] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USStock/PRESTEMP/dmUSPresTemp' [LOG 07:59:33.472] PartLoader: Compiling Part 'JSI/RasterPropMonitor/Library/Parts/ExternalCameraPart/external-camera/JSIPrimitiveExternalCamera' [ERR 07:59:33.473] PartCompiler: Cannot clone model 'Squad/Parts/Utility/linearRCS/model' as model does not exist [ERR 07:59:33.474] PartCompiler: Model was not compiled correctly [ERR 07:59:33.474] PartCompiler: Cannot compile model [ERR 07:59:33.475] PartCompiler: Cannot compile part [LOG 07:59:33.475] PartLoader: Compiling Part 'KerbalEngineer/Parts/Engineer7500/part/Engineer7500' [LOG 07:59:33.492] PartLoader: Compiling Part 'KerbalEngineer/Parts/EngineerChip/part/EngineerChip' [LOG 07:59:33.506] PartLoader: Compiling Part 'KerbalFoundries/APU/LoFiAPUrevA/KF_AuxiliaryPowerUnit' [ERR 07:59:33.562] [ShipTemplate]: No Resource definition found for RESOURCE [LOG 07:59:33.567] Added sound_explosion_low to FXGroup flameout [LOG 07:59:33.580] LiquidFuel not found in resource database. Propellant Setup has failed. [EXC 07:59:33.584] NullReferenceException: Object reference not set to an instance of an object ModuleEngines.SetupPropellant () ModuleEngines.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [LOG 07:59:33.591] 1.7.5510.36285 [LOG 07:59:33.594] Found an engine [EXC 07:59:33.608] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext ()
  10. How exactly would I go about finding an output log, since the freeze doesn't actually halt the game?
  11. Looks like KSP 1.0.2 crashes when loading the Auxiliary Power Unit; I don't have time to troubleshoot because I have to head to work, but just a heads up. The game doesn't freeze and therefore doesn't produce a crashlog, so I can't be of any help there. The loading screen continues to cycle backgrounds and witty texts, but the loading process halts on that part and refuses to continue.
  12. Same issue, and I've tried both 64 bit and 32 bit. 64 bit ran fine for me until Squad removed it (thanks for that, guys) and now I can't play on 32 bit. I've tried ATM, DDS Loader, removing some mods, etc. The mods I have left are the ones I can't live without; the game is boring without them. It still amuses me that this game has been in development this long but still won't run with reasonable number of mods. This is 2015. 64-bit support should be a given.
  13. I am absolutely and completely blown away by this. I demand you put forth a donate link immediately so that I may buy you a cup of coffee or 5, as you just completely nullified my discontent at having to re-install all my mods after wiping my HDD. Outstanding work. Oh, and as a bug report, it seems that if one of the mod downloads fails due to a bad link or something, the entire install process halts. You have to manually go back and disable the offending mod and then run the install again.
  14. Ahhh this makes sense. Well, I will patiently await an update from my favorite aerospace mod developer, and in the mean time make fantastic looking craft with the S2/3 variants. *heavy breathing*
  15. So I did a quick search but didn't see anything jump out at me, but has this been addressed and I just missed it? Looks like the MK2 cockpit doesn't line up with the MK2 parts. Tested all of them I have unlocked so far, and they all line up with eachother, just not the cockpit. Looks like the nodes on the cockpit are off a bit. Any ideas? EDIT: Just realized my mistake. The MK2 Cockpit isn't the same design as the MK2 stock equipment.
  16. Ah, outstanding! Did not notice this before. I do hope Squad fixes this soon; this is 2014, even my damn tablet is 64 bit XD
  17. Is there any way to enable x64 support as a config option? While I understand x64 may be less stable than x86, I can't help but consider that "partially stable" is significantly better than "instantly crashes when I load the VAB" due to the number of mods I have, and the texture reduction mod also breaks my game so that's a no go. It causes things to disappear (usually planets) and breaks physics.
  18. You have to right click? Did NOT know that! That helps a ton, thanks. Also, something about throttling down a SRB seems a bit difficult... I still feel that the target constraints are bit too precise and unfun for the stock contracts; they definitely need to be softened. Could that be done with a MM script maybe?
  19. Sorry if this has been asked, but can you do anything to make the stock contracts less specifically demanding? I find that most of them are very difficult to achieve, especially near the beginning, as they require inane things like "Test a Rockomaxx booster, at A-B altitude and C-D speed," which normally I imagine would be somewhat doable but mods like FAR interfere with this by altering the game's basic physics, meaning I'm usually going entirely too fast before I hit the target altitude. It's further exacerbated by the fact that the booster must be triggered during the specified window; it can't already be running. Can anything be done about crap like that? Just curious.
  20. So I'm seeing this, and the first thing that comes to my mind is: My question is, will this track in (semi) real time parts extending or moved using Infernal Robotics? Coz I just had a really crazy awesome idea involving KSP Interstellar and this display...
  21. KMP support is gonna be difficult because currently the mod protection for KMP uses the part name as a verifier; the Welder, as far as I understand it, creates NEW parts with unique names, and that part would need to be distributed to every other player on the server even IF you allowed that part name in the KMP Allowed Parts list. Very bad things happen when a player without a part installed passes near (within loading range of) a ship/station that contains aforementioned part, usually along the lines of Spontaneous Unplanned Dissassembly®, for both players.
  22. Hey Bobcat, are you going to redo the MPSS Nautilus and/or FLY tug to go with the new HOME3?
  23. It already is pretty easy and fast to design great wings...? Use B9's reduced textures (which cuts their size by a factor of like 5, not even kidding) and make sure you have the latest versions of Firespitter, ExsurgentEngineering, and any other plugin files you're using. Then turn your in-game texture resolution to half-res. Even with the compression (I tried it too) and reduced texture packs, plus nitpicking through larger mods to remove parts I don't use, the game will still crash. Until Unity updates to support x64, we're stuck playing in 8 bit mode, basically Hey thanks, man. Wouldn't have been possible (or at least as easy) without your fantastic wings If ya wanna see it do more than just sit in the SPH, there's a video featuring it on my Youtube channel in my sig. It's worth noting that FAR apparently fixes the CoL issue in 0.6. I'm about to install 0.7, so we'll see if that stays true.
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