ssd21345 Posted December 7, 2022 Share Posted December 7, 2022 17 minutes ago, OrbitalManeuvers said: I've just updated to the latest build, and now my JNSQ install hangs at startup. I had the previous version installed (working fine) and only change was updating to the latest MK33 version (deleting old version first). Here's the log where you can see something (maybe?) conflicting with CryoTanks at the end: https://drive.google.com/drive/folders/1-WFWlUIp4eVm4K77DfW2kPh--7Yp6Ooy?usp=share_link Do I need to change something on my end for this new build? I also have that problem. Yes, it seems cryotanks conflict with it Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted December 7, 2022 Share Posted December 7, 2022 (edited) 10 hours ago, OrbitalManeuvers said: I've just updated to the latest build, and now my JNSQ install hangs at startup. I had the previous version installed (working fine) and only change was updating to the latest MK33 version (deleting old version first). Ok so in the meantime waiting for fix, delete cryotank patch "B9PS.cfg" at Kerbal spy program\Gamedata\WildBlueIndustries\Mk-33\Patches Edited December 8, 2022 by ssd21345 Quote Link to comment Share on other sites More sharing options...
panarchist Posted December 7, 2022 Share Posted December 7, 2022 11 hours ago, Angel-125 said: Hard to believe it, but I've finished all the parts and mods that I want to use in KSP 1! Time to retire and enjoy the game for a few months... Congrats and thanks for all the great mods! Enjoy the couple months before the KSP2 EA release! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 7, 2022 Author Share Posted December 7, 2022 2 hours ago, OrbitalManeuvers said: I've just updated to the latest build, and now my JNSQ install hangs at startup. I had the previous version installed (working fine) and only change was updating to the latest MK33 version (deleting old version first). Here's the log where you can see something (maybe?) conflicting with CryoTanks at the end: https://drive.google.com/drive/folders/1-WFWlUIp4eVm4K77DfW2kPh--7Yp6Ooy?usp=share_link Do I need to change something on my end for this new build? Try renaming B9PS.cfg to B9PS.txt and see if that helps. It is in the Patches folder. Are you using any of the configs in the Extras folder? 1 hour ago, panarchist said: Congrats and thanks for all the great mods! Enjoy the couple months before the KSP2 EA release! Thanks! I am going to spend some time working on my mission reports and learning Blender (my 3D art program's license expires soon). Assuming that existing art assents can't be ported over, I expect to start over with my 3D models- but I'm limiting myself to 2-3 mods at most. This time around I want to play the game more than mod it... If by chance it's easy to port 3D models over then I can think about bringing the Mk33 to KSP 2. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 7, 2022 Share Posted December 7, 2022 3 minutes ago, Angel-125 said: Try renaming B9PS.cfg to B9PS.txt and see if that helps. It is in the Patches folder. Are you using any of the configs in the Extras folder? Removing that patch does indeed solve the problem (also confirmed above). And all the files in the extras folder still have .txt extensions, so not using them. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 7, 2022 Author Share Posted December 7, 2022 32 minutes ago, OrbitalManeuvers said: Removing that patch does indeed solve the problem (also confirmed above). And all the files in the extras folder still have .txt extensions, so not using them. Ok, here is 1.3.1 to disable the B9PS patch for now. Quote Link to comment Share on other sites More sharing options...
concorde02 Posted December 30, 2022 Share Posted December 30, 2022 is it possible to make a RO config for this? :) Quote Link to comment Share on other sites More sharing options...
joshCB Posted January 1, 2023 Share Posted January 1, 2023 I've just started a new playthrough with this mod, I've pretty much always used this mod for all other playthroughs as it is one of the best mods for ksp. I've also started using far future technologies, which comes with the waterfall mod as packaged. I might be being an idiot, but the fx for the 2 engines that come with this mod aren't showing up, I still have sound but no visual plumes. just wondering whether I need to move some files around or need to install a plugin for the exhaust fx to return. Thanks Quote Link to comment Share on other sites More sharing options...
Rodger Posted January 1, 2023 Share Posted January 1, 2023 4 hours ago, joshCB said: I've just started a new playthrough with this mod, I've pretty much always used this mod for all other playthroughs as it is one of the best mods for ksp. I've also started using far future technologies, which comes with the waterfall mod as packaged. I might be being an idiot, but the fx for the 2 engines that come with this mod aren't showing up, I still have sound but no visual plumes. just wondering whether I need to move some files around or need to install a plugin for the exhaust fx to return. Thanks Try manually installing Waterfall from this link: Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted January 24, 2023 Share Posted January 24, 2023 @Angel-125, would you ever consider adding a patch to the RCS thrusters that would add a very high thrust, low efficiency mode for landing the Mk-33 belly first? Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted January 31, 2023 Share Posted January 31, 2023 @Angel-125 Thanks for making this. As is too common in KSP, I'm getting drag problems. I think that any cargo that is longer than a single payload bay module can't be shielded because of how the game works. Or am I somehow configuring the payload bays incorrectly? The Mk-33 is still usable and reaches orbit, I'm just trying to get things working better. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 31, 2023 Author Share Posted January 31, 2023 On 1/24/2023 at 10:59 AM, AtomicTech said: @Angel-125, would you ever consider adding a patch to the RCS thrusters that would add a very high thrust, low efficiency mode for landing the Mk-33 belly first? I don't recall KSP having the ability to switch RCS modes, I'm afraid. @JadeOfMaar's OPT mod might have landing rockets though. I did at one point have other parts planned, including landing rockets, but life happened... 2 hours ago, DeadJohn said: @Angel-125 Thanks for making this. As is too common in KSP, I'm getting drag problems. I think that any cargo that is longer than a single payload bay module can't be shielded because of how the game works. Or am I somehow configuring the payload bays incorrectly? The Mk-33 is still usable and reaches orbit, I'm just trying to get things working better. I think it's indeed due to how the game handles drag and shielded parts. There is little that I can do to help with that. I use the Mk-33 a lot in my JNSQ game and while there's a lot of drag, I can still reach orbit and such. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 31, 2023 Share Posted January 31, 2023 26 minutes ago, Angel-125 said: I don't recall KSP having the ability to switch RCS modes, I'm afraid. KSP doesn't and didn't have that. OPT uses B9PS for RCS fuel switching. What @AtomicTech is actually asking is if you will entertain the idea of providing a confg (B9 or optional override type) for this performance change for those who need it. OPT has a low profile engine model meant for use with landers (namely, Mk2 sized VTOL planes). But installing OPT just for one part (well, 3) is... uh... Spoiler Two rocket versions and a jet engine (air vent) version. There's a mod for just an engine (similar looking). Install that and MM patch it as necessary. Radial Engine for spacecraft - T.G.O.L group Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted January 31, 2023 Share Posted January 31, 2023 8 hours ago, Angel-125 said: I think it's indeed due to how the game handles drag and shielded parts. There is little that I can do to help with that. I use the Mk-33 a lot in my JNSQ game and while there's a lot of drag, I can still reach orbit and such. TLDR: What engine setup should I use with the rear ramp? I agree that drag isn't an issue in your original concept for vertical liftoff and 4 aerospike engines (I find 3 engines are usually sufficient). There's enough TWR to climb until drag is reduced. With 3 engines I can easily send 40+ tons to my station at 120km KSRSS 2.5x. The more recent rear cargo ramp added in December is the complication for me because it only leaves room for 2 aerospikes. 2 engines give low TWR even with much lighter payloads. Your adapters make it easy to attach an additional 4x 1.25m but they are too small to significantly boost TWR in such a big vessel. That led me to experiment with horizontal runway liftoff for the 2 aerospikes. Excessive drag loss limits acceleration in the low atmosphere and burns too much fuel in horizontal flight. I haven't been able to reach orbit while carrying an empty Jumbo-64 tank and the ramp. Without the ramp, I can use 3 engines and can get the full tank to orbit, and have the flexibility of vertical or horizontal liftoff. I can't find any good arrangement that uses the ramp, maintains heavy payload performance, and doesn't break the SSTO concept. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted February 7, 2023 Share Posted February 7, 2023 I used the Venture Star as the first stage to take the Armageddon-For All Mankind inspired shuttle to orbit, where it then boosted to the moon, with enough fuel to easily return to Kerbin, conduct a deceleration burn and proceed to landing. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted February 15, 2023 Share Posted February 15, 2023 Is RCS broken on the hollow aft tank? Its part window shows RCS capability, and Kerbal Engineer thinks the part produces RCS thrust. When I actually use RCS though the part creates zero thrust, uses no fuel (so it's not an occlusion issue), and no RCS animation and sound. As a test, could someone else test a craft with just 3 parts: any crew part that does *not* have RCS in middle, hollow aft tank attached to one node of crew part, solid aft tank attached to other node of crew part. Cheat into orbit. My RCS maneuvers are only using the solid tank. If I disable the solid tank's RCS I then get zero thrust. I already checked the hollow tank's part window to confirm its RCS is enabled and RCS thrust is at 100%. (It's easy enough to workaround by adding the Mk-33 external RCS parts to the hollow aft tank. I'm trying to rule out installation error on my end before reporting a bug.) Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 15, 2023 Share Posted February 15, 2023 3 hours ago, DeadJohn said: Is RCS broken on the hollow aft tank? Can confirm that it doesn't work for me either. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted February 15, 2023 Share Posted February 15, 2023 11 minutes ago, OrbitalManeuvers said: Can confirm that it doesn't work for me either. Thanks. I opened a github issue. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 16, 2023 Author Share Posted February 16, 2023 On 2/15/2023 at 7:50 AM, DeadJohn said: Is RCS broken on the hollow aft tank? Its part window shows RCS capability, and Kerbal Engineer thinks the part produces RCS thrust. When I actually use RCS though the part creates zero thrust, uses no fuel (so it's not an occlusion issue), and no RCS animation and sound. As a test, could someone else test a craft with just 3 parts: any crew part that does *not* have RCS in middle, hollow aft tank attached to one node of crew part, solid aft tank attached to other node of crew part. Cheat into orbit. My RCS maneuvers are only using the solid tank. If I disable the solid tank's RCS I then get zero thrust. I already checked the hollow tank's part window to confirm its RCS is enabled and RCS thrust is at 100%. (It's easy enough to workaround by adding the Mk-33 external RCS parts to the hollow aft tank. I'm trying to rule out installation error on my end before reporting a bug.) 21 hours ago, OrbitalManeuvers said: Can confirm that it doesn't work for me either. Hm, I'll have to look into that. Hopefully it's an issue that can be fixed in Unity; the license to my 3D program ran out and it's too expensive to renew it. This year I'll be learning Blender. And if it's possible to port 3D models over to KSP 2 without too much difficulty, the Mk-33 is on my list. No promises, we know next to nothing about what it takes to mod the game... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 16, 2023 Author Share Posted February 16, 2023 I can partially fix this problem, but some of the RCS thrusters aren't showing their thrust effects and I can't figure out why. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 16, 2023 Author Share Posted February 16, 2023 Ok, here's the fix. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 16, 2023 Share Posted February 16, 2023 40 minutes ago, Angel-125 said: Ok, here's the fix. Thanks for looking into this. There's still an issue with the right-rear for me. It activates, inverted, on "N". All other thrusters looked great. Spoiler Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 16, 2023 Author Share Posted February 16, 2023 I re-uploaded the release. Try it now. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 16, 2023 Share Posted February 16, 2023 22 minutes ago, Angel-125 said: I re-uploaded the release. Try it now. Yup, that's got it. Thanks! Quote Link to comment Share on other sites More sharing options...
hladow1 Posted February 27, 2023 Share Posted February 27, 2023 (edited) Hello. Just started playing this mod. Have a problem with craft files, they are all refuse to load due to missing aft tank part. is there a dependancy I missed? Looks like some parts (wings, aft tanks except for the Hollow one) are missing in the parts selection. UPD: the only other mod I have is MechJeb2. I am playing a sandbox game. Edited February 27, 2023 by hladow1 Quote Link to comment Share on other sites More sharing options...
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