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Comwarrior

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Everything posted by Comwarrior

  1. Reporting a bug with version 5.12.1 with KSP 1.6.1. Bug disappears when i remove MFT. When EVA'ing kerbals they float like they are on rails when you let go of the craft. Regardless of whether they are in orbit or on the launch pad. EVA RCS has no effect but to drain the fuel. Bug discovered during my streaming anniversary live stream in which a group of us were running a DMP server with mod pack. Re-downloaded MFT fresh and applied same results. Don't ask what happened when we EVA'd a kerbal on a rover in motion... BTW, tested in SP without DMP...
  2. NOTICE: With permission from Greystork I am now updating this mod. Can a mod / Admin could update the mod index please. Behemoth Aerospace Engineering Large Parts Pack Download from SpaceDock This parts pack contains engines, tanks, and other part categories in three sizes that do not exist in stock KSP, namely 5m, 7.5m, and 10m. Parts are color-coded according to the universal electronic color code, simply because the author is an old RDAF radar technician. Hence, size4 (5m) is yellow, size5 (7.5m) is green, and size6 (10m) is blue. Engines are kept at reasonable thrust figures and are thus not overpowered compared to the thrust/size curve of stock parts. The same goes for reaction wheels. Big spaceships are going to be sluggish, as one would expect. This parts pack contains config snippets from the Community Tech Tree by Chris Adderley. NOTE: As of version v1.3.5, BAE no longer includes the Firespitter plugin, but supports both it and Interstellar Fuel Switch. Either must be installed to enable multi-fuel tanks. In addition, Cross Feed Enabler is required to enable cross feed to radially attached 'Predator' tanks. Recommended mods: Interstellar Fuel Switch or Firespitter - enables multi-fuel tanks. Cross Feed Enabler - enables cross feed to radially attached 'Predator' tanks Community Tech Tree - extends the stock technology tree with lots of new nodes for your favorite parts packs to fill. Kerbal Joint Reinforcement - ensures that your big spaceships suffer less from unplanned rapid disassembly. KSP-AVC - ensures that your installed mods are up to date. Enjoy! Change Log v1.6.1 # Updated supported KSP version in AVC version file # Changed version number to be more inline with KSP version number v1.3.5 ± Fixed engine heat animations ± Updated test subjects to new format. ± 'Predator' tanks now support ModuleCrossFeed. ± Multi fuel tanks now default to LiquidFuel/Oxidizer if neither InterstellarFuelSwitch nor Firespitter is installed. v1.3.4 ± KSP 1.0.5 compatibility upgrade v1.3.3 + Added scaled flag in /Agencies to fix problems with Texture Replacer mod. v1.3.2 ± Converted flag decal to PNG to fix problems with Texture Replacer mod. v1.3.1 ± Fixed visual bug with solar panel arrays. v1.3.0 ± Replaced Firespitter plugin with newer version. + Added parachutes. + Added bi-, tri-, and quad-couplers. + Added docking ports. + Added solar panels. ± Adjusted drag for all things red and/or checkered. v1.2.3 ± Adjusted procedural fairing parameters to better reflect KSP 1.0.4 fairing values. ± Adjusted thermals and drag for SRB nose cones to better reflect KSP 1.0.4 nose cone values. ± Adjusted drag for radial tanks and nose tanks. v1.2.2 ± Fixed KSP version number in version file. v1.2.1 - Deleted Firespitter version file. ± Adjusted engine heatProduction to better reflect KSP 1.0.3 engine values. ± Adjusted SRB thrust and Isp to better reflect KSP 1.0.3 SRB values. ± Adjusted heat shield maxTemp, etc., to better reflect KSP 1.0.3 heat shield values. ± Fixed landing leg piston retraction v1.2.0 + Added 8m landing legs. + Added modular solid rocket boosters. + Added resource ModularSolidFuel, allowing for modular SRBs. + Added large radial decoupler. + Added ablative heat shields. ± Fixed A1 & A2 engine strut normals. ± Fixed A2 engine texture. ± Fixed agency logo loading error. ± Moved nose tanks to correct tech tree locations. v1.1.0 + Added procedural fairings. + Added nose cone tanks. ± Fixed Ajax engine cost. v1.0.3 ± Fixed engine overheat problem. v1.0.2 ± Tweaked engine ISP curves to better reflect realistic payload capabilities. v1.0.1 ± Converted all textures to DDE, so they will load faster. ± Corrected location of version file, so it will actually work. v1.0.0 Release! Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA
  3. I'm still learning BDA but so far i love it and i have streamed my learning process for BDA several times. Quick question since it doesn't seem to have been mentioned though i could be wrong, 105 and it's quiet update has changed the heating system and i know BDA destroys parts by over heating them. Is there any comparability issues with 105, is there a BDA update in the works? etc etc. Also, maybe i've done something wrong, but i seem to have an 8km air to ground physics distance that does not change even if i change the physics distance in the BDA menu. this is kind of annoying when you have 20KM ground radar and long range ground to air missiles. Thanks
  4. Greetings, I encountered something weird during a live stream. I have completely re-orientated my kerbalverse with hyperedit. I believe i have encountered an invisible minmus in it's original orbit. I think it's some remnant stock code. I have highlighted the portion of the stream should anyone with to watch it however i will also describe it http://www.twitch.tv/comwarrior69/v/19768589 So, i jumped to a ship that was on an outbound trajectory from kerbins SOI. as soon as i switched to it, the ship was shaking but i thought nothing of it. I needed to execute a burn and a time warp before the burn. When i tried to execute the burn it told me that i can't warp while moving over the surface. ALT F2 confirmed that it thought i was below the surface of a planet. Save game file said the status of my ship was landed but did not tell me what planet. Thankfully i could still quick load and i found the kerbal alarm clock entry for the previous ship i was piloting. To test if this was the case, i allowed the alarm (KAC) to pass by several minutes before i switched to the same ship and it was not 'landed'. This is the first time encountering anything like this, the people watching in my chat, some of which are quite technical suggested this was a phantom minmus, something still hard coded within ksp. I couldn't see anywhere to report bugs so apologies if i'm posting this in the wrong place. If you need more info, i'll try to help as much as i can.
  5. I have a suggestion for improvement but first i'd like to say I love TCA and it has saved many kerbals from certain death due to various launch disasters. I have a suggestion for an additional mode for the engines. Recently I launched my heaviest ship live on stream... 1.2 Mega ton SSTO Space Station. Due to low frame-rate... Mechjeb was used for ascent. The ascent was fine until it came to circularisation... Mechjeb shut the throttle down and thus the manuver engines did not respond and the thing did not turn over. That being said... i've just noticed a beta version that i'm now downloading... So, I'd like to see and additional mode 'RCS mode' when the engines always operate at 100% regardless of throttle and they only respond to rotation / translation request and NOT attempt to thrust balance. Basically, for those of us that routinely launch 100Kt ships and entire space stations in one go we can then make our own RCS quads with engines. Unless i'm doing something wrong... manuver engines don't respond to translation control requests.
  6. I can confirm it works ok with DMP... nice mod oak... keep up the good work
  7. Hi oak, I've just downloaded it and i'm going to test under DMP for you aswell. But, in sandbox hireing large numbers of engineers is a royal pain, so i am very much looking forward to it. Thank you so very much
  8. oky, i've been working hard to nail down the issue for you... The issue is caused by hyper edit... Spacifically if you alter kerbins rotational speed... I had it set to 0...
  9. Hi, You asked for a click by click explaination... well i went a step further and shot a video for you.
  10. Hi Dmagic and everyone, I'm having an issue with scansat 11 RC6... I can pull up the maps and it shows resources already scanned... However when i launch a craft and try to do any of the scansat scans my game freezes up and intermitantly goes none responsive. Is anyone else having an issue? I do have some crash reports that were generated, but that was when i tried to forcably close ksps window... if they might help? Thanks Modlist as follows: KSP: 1.0.2 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.4 Ambient Light Adjustment - 1.4.2.1 Chatterer - 0.9.1.86 Community Resource Pack - 0.3.3 Editor Extensions - 2.6 Firespitter - 7.1 RasterPropMonitor - 0.19.1 Kerbal Engineer Redux - 1.0.16.6 KSP-AVC Plugin - 1.1.5 NavHud - 1.2 RemoteTech - 1.6.3 SpaceY Lifters - 0.12.2 StageRecovery - 1.5.5 TAC Fuel Balancer - 2.5.1.7 TAC Life Support - 0.11.1.20 Kerbal Alarm Clock - 3.3.1.1 Alternate Resource Panel - 2.7.1 TweakScale - 2.1 USI Exploration Pack - 0.4 Freight Transport Tech - 0.4 MKS - 0.30.1 USI Survivability Pack - 0.3 Universal Storage - 1.1.0.2
  11. Greetings, i would like to register a bug... When setting kerban to be tidally locked the log file starts getting spammed with "ground contact" messages, you can not throttle up and the game believes you are flying (not to mention the earth quake level shaking on the camera). This includes when trying to launch from the launchpad or runway. Also, the tidal lock does not seem to work as the planet still rotates, but i'm not sure if it rotates at a normal speed or not. It would be really cool to have kerban tidally locked to the sun, so if possible can this be investigated and fixed please. If you need someone to help test this, please give me a shout and i'll be glad to help. Thanks Additional: Setting the rotational speed to zero does not cause the above effect.
  12. I'm curently building and testing a mod pack for DMP with a group of other streamers. I'd like to offer my services to test new versions of RT.
  13. Greetings kerbal killers, I'd like to report what appears to be missing textures in FASA 5.31. Here is the extract from my log, i have confirmed the files are missing unless they are still contained in the models... [ERR 16:51:25.049] Texture 'FASA/Props/ASETindicators/model000' not found! [ERR 16:51:25.068] Texture 'FASA/Props/Bolt/BoltCap' not found! [ERR 16:51:25.069] Texture 'FASA/Props/Bolt/BoltCap_NRM' not found! [ERR 16:51:25.171] Texture 'FASA/Props/LM_FuelIndicatorSE/FuelIndicatorInd' not found! [ERR 16:51:25.176] Texture 'FASA/Props/LM_FuelIndSE/FuelIndicatorInd' not found! [ERR 16:51:25.253] Texture 'FASA/Props/LM_Mirror/screen' not found! [ERR 16:51:25.257] Texture 'FASA/Props/LM_Mirror/screen-emissive' not found!
  14. I'm launching 3 live steams as follows Beginners Guide to Customising KSP with CW Simple step by step instructions and explanations to modifying part configs, duplicating parts, grabbing specific parts from other mods and adding in whole mods. Also included is how to read the KSP log file to find errors. Tailored specifically for people that ether have never done it before, too scared to do it or have limited experience. Each week builds experience and knowledge starting right at ground level building up knowledge and confidence to allow you to do more. No special software required, just using your own built in or favourite text editor. Please note: this stream series has already started. Intermediates guide to customising KSP with CW Simple step by step instructions and explanations to advanced adding and modifying parts, streamlining KSP to reduces game crashes and the basics of installing mods. Also included is more advanced how to read the KSP log file to find errors. Tailored specifically for people that have done the basics and want to do more of the funky stuff. Each week builds experience and knowledge starting right at ground level building up knowledge and confidence to allow you to do more. No special software required, however i recommend using some of the more advanced text editors such as the free notepad++ Advanced guide to customising KSP with CW Step by step advanced guide to customising KSP and making it do what you want it to do. Mod the mods like they are your own. It's your KSP... Its YOUR rules! Why settle for standard mods that everyone has? Learn to tear KSP apart part by part and rebuild it's part catalogue the way you want it. Add mods to change the kerbalverse and then... mod the mods to make the kerbalverse the way YOU want it. No special software required, however I highly recommend using some of the more advanced text editors such as the free notepad++ and a good graphics program such as the free GIMP (Graphics and Image Manipulation Program). No subscription or paid service required. No special clubs to join. I do it for the love of the kerbalverse. Note: after parties may happen. Twitch: Comwarrior69
  15. RoverDue, Thank you for taking the time to reply. I feel that you have miss-understood my question (maybe due to a failure on my part) and as such, I feel your reply was not helpfull to me. My question was in relation to a config error that I have now corrected (would help if I could copy and past properly) for which I am now successfully mining water (ice) from kerbans poles with only regolith and scansat. I felt it necessary to start with something simple (water on kerban), my next step is oxygen and nitrogen. Thank you for your time and effort regardless.
  16. Hi, how is everyone? I've got a modded KSP install and i'm trying to get resources in regolith & scansat except nomatter what i do it always comes up with 0.0%... So, i've stripped it back to just water on kerban and still 0.0% I found a PDF for regolith API that doesn't seem to explain the configs properly (maybe its an old copy?) I'd be delighted if someone could link me to the most up-to-date version of the API doc and perhaps take a look at my config and tell me where i've gone wrong? Thanks http://pastebin.com/x3Q7c8t0
  17. Well, i've herd the tubers talk about this mod and so considering my modded KSP is hitting 2.9GB and windows has started swapping KSP out of ram... I decided i'd give this a go... However, I have an absolute tonn of NullReferenceExceptions and a load of white parts... which doesn't look good... i have no idea how to fix these... Would love to use this as it seems to make KSP work better but not with white parts... http://pastebin.com/cWct9wYJ However... it looks like it has not actually saved any ram... http://pastebin.com/nrBpSypA Any help appreciated
  18. Well that's embarrassing... Stuck a mk1 on a rocket and as soon as it got past 1.5K the oxygen started being used... Is there a CFG setting so that i can turn it off so that is HAS to have an air intake / filter before it will replenish O2?
  19. I thought you had to have an air intake and an air filter to do this???? I will test this with a rocket then...
  20. Greetings all, Running KSP 0.90 and TACLS V0.10.1.1320 and i think i have ether a bug or compatibility problem (or something)... The oxygen does not deplete and CO2 does not increase on any pod/hab... Water, food, waste, waste water are all fine. Other mods installed are (take deep breath)... B9_Aerospace_Pack-R5.2.8 DeadlyReentry_v6.4.0 Hex_Truss-0.3 KAS_0.4.10 KSPAlternateResourcePanel_2.6.3.0 LLL-13.1 MechJeb2-2.4.2.0 Near_Future_Construction-0.4.0 Near_Future_Solar-0.4.0 ProceduralParts-0.9.21 RemoteTech-v1.5.1 SCANsat-8.1 SIL_25 (modified to be compatible) TacFuelBalancer_2.4.1.1008 TAL_Spherical_Toroidal_Pack_V3.12 Trajectories-1.1.2 TweakScale_1.50 UbioWeldContinued-2.1.1 Universal_Storage-1.0.90.1 Told ya to take a deep breath... I'm going to setup another KSP 0.90 with only LS installed to see if it's a mod compatability issue tomarrow... thaught i'd throw this up to see if anyone else has noticed it? Thanks
  21. Reporting a bug with V5.4.0 you wonderful mod developer... Queery; incomparability with MechJeb? Any info I've missed please let me know. Kerbal Space Program - 0.90.0.705 (WindowsPlayer) BETA OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: AMD Athlon(tm) II X2 250 Processor (2) RAM: 4096 GPU: ATI Radeon HD 4770 (1400MB) SM: 30 (OpenGL 3.3 [3.3.11672 Compatibility Profile Context]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Mods installed: Deadly Reentry V6.4.0 MechJeb2 V2.4.2.0 Errors from log file (i have the full logfile saved): [LOG 00:07:26.344] Load(Assembly): DeadlyReentry/Plugins/DeadlyReentry [LOG 00:07:26.346] AssemblyLoader: Loading assembly at F:\Games\KSP 0.90 modded\GameData\DeadlyReentry\Plugins\DeadlyReentry.dll [LOG 00:07:26.375] Load(Assembly): MechJeb2/Plugins/MechJeb2 [LOG 00:07:26.375] AssemblyLoader: Loading assembly at F:\Games\KSP 0.90 modded\GameData\MechJeb2\Plugins\MechJeb2.dll [LOG 00:07:26.415] AssemblyLoader: KSPAssembly 'MechJeb2' V2.4 [LOG 00:07:26.416] Load(Assembly): ModularFuelTanks/Plugins/KSPAPIExtensions [LOG 00:07:26.417] AssemblyLoader: Loading assembly at F:\Games\KSP 0.90 modded\GameData\ModularFuelTanks\Plugins\KSPAPIExtensions.dll [LOG 00:07:26.419] Load(Assembly): ModularFuelTanks/Plugins/modularFuelTanks [LOG 00:07:26.419] AssemblyLoader: Loading assembly at F:\Games\KSP 0.90 modded\GameData\ModularFuelTanks\Plugins\modularFuelTanks.dll [LOG 00:07:26.421] Load(Assembly): TweakScale/TweakScaleInteraction/TweakScale_ModularFuelTanks [LOG 00:07:26.422] AssemblyLoader: Loading assembly at F:\Games\KSP 0.90 modded\GameData\TweakScale\TweakScaleInteraction\TweakScale_ModularFuelTanks.dll [LOG 00:07:26.425] AssemblyLoader: Loading assemblies [ERR 00:07:26.459] AssemblyLoader: Exception loading 'TweakScale_ModularFuelTanks': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'Scale_Redist, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'Scale_Redist, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' [LOG 00:07:26.470] AddonLoader: Instantiating addon 'CompatibilityChecker' from assembly 'DeadlyReentry' [LOG 00:07:26.473] AddonLoader: Instantiating addon 'DRToolbar' from assembly 'DeadlyReentry' [LOG 00:07:26.478] AddonLoader: Instantiating addon 'CompatibilityChecker' from assembly 'MechJeb2' [LOG 00:07:26.480] AddonLoader: Instantiating addon 'UIPartActionsExtendedRegistration_1_7_2_0' from assembly 'KSPAPIExtensions' [LOG 00:07:26.481] AddonLoader: Instantiating addon 'CompatibilityChecker_1_7_2_0' from assembly 'KSPAPIExtensions' [LOG 00:07:26.482] AddonLoader: Instantiating addon 'PartMessageServiceInitializer_1_7_2_0' from assembly 'KSPAPIExtensions' [LOG 00:07:26.489] [PartMessageService] Elected unopposed version= 1.7.2.0 at F:\Games\KSP 0.90 modded\GameData\ModularFuelTanks\Plugins\KSPAPIExtensions.dll [LOG 00:07:26.492] [VersionTaggedType] found KSPAPIExtensions.PartMessage.ServiceImpl_1_7_2_0 for KSPAPIExtensions.PartMessage.ServiceImpl [LOG 00:07:26.496] AddonLoader: Instantiating addon 'CompatibilityChecker' from assembly 'modularFuelTanks' [LOG 00:07:26.497] AddonLoader: Instantiating addon 'MFSVersionReport' from assembly 'modularFuelTanks' [LOG 00:07:27.642] Load(Audio): DeadlyReentry/Sounds/fire_damage [LOG 00:07:27.820] [CompatibilityChecker] Running checker version 4 from 'DeadlyReentry' [LOG 00:07:27.836] [UIPartActionsExtendedRegistration] Elected unopposed version= 1.7.2.0 at F:\Games\KSP 0.90 modded\GameData\ModularFuelTanks\Plugins\KSPAPIExtensions.dll [LOG 00:07:27.857] ModularFuelTanks 5.4.0 [ERR 00:08:31.671] MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading TweakScale_ModularFuelTanks, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 Edit: Mechjeb temp removed... First error still comes up and MFT not avaliable in editor.
  22. Apologies for a very long time since video's. Something in my personal life is taking up all of my free time and a considerable amount of money. However, i have managed to video another behind the sceens episode for you, just so that you can see what it is that i'm going through to produce a video. This behind the sceens is for setting up an upcoming mun base with fuel generation using the parts i have edited as explained. This is the third base attempt on the mun, the first two had issues and were not easy to do. So each time certain thing got refined to make setup cleaner. In total it took 8 hours to refine all the rockets, send them up, land and attach for base 3 alone. But, i have compressed it doen to 52 minutes with some nice music when i stop narating. Please feel free to comment / like. Constructive criticism always appreciated.
  23. Hi guys, quick question. What software do you all use to edit your videos prior to uploading to youtube? I'm looking for some free software if people can recommend some for windows 7 X64 and if anyone knows some for linux that would be excellent. The software i'm using is videopad by NCH and i hate it with a passion. The version i have is an older version thats got a free non-comercial licence. The newer versions don't have it... They make you pay if you want to export... This version when you import a video recorded by fraps has to 'import' the video into the project which is slower than real time... THEN it generates previews, which is slower than real time... then when you add the video onto the timeline it has to generate previews again which is slower than real time... if you change any setting on the clip (lenght, speed etc) then it has to re-generate the preview (again) which is slower than real time... Video's recorded by FRAPS it doesn't like and crashes at the end of a recording, so i have to chop off the last 0.1 seconds from each clip. etc... etc... etc... I swear... it's been programmed by first year students... So, what do people recommend? Thanks
  24. Here it is Episode 2 I have anew appreciation for those that make role play based video's especially for KSP. So far to make this video it takes... 1 day script/story line planning. 1 day ship building and testing 1 day shooting video. 1 day rest (very important) 2 days to edit video together and shoot anything missing 1 day to sort out upload issues. So here it is. In the next video, Jeb and Bobs secret mission revelled. Some developments on kerban...
  25. in my new current story line for KSP video's i spent two weeks labotomising the parts. I took the orange tank model and re-purposed it for sizes from 1.25M 2.5M and 3.75M tanks... AND... there is LF, LFO and ZENON variations. All the rockomax X200 tanks have been re-purposed for variations and variants. I also removed parts that i don't like and wouldn't use. My point... I had a huge drop in ram usage and a nice increase in performance... which was then KO'd by dropping in some mods. I have played many games that have a A rated concept... but they have been let down by poor coding practices and 'components' that are 'bloated'. Being blunt, minecraft has simple graphics and everyone loves it. Using a 20 sided poly mesh to represent a circular tank is acceptable over 100 sides... But, KSPs limitation IS NOT the graphics... the limitation is the physics calculations. So, to summarise my point. Yes, there is a performance increase by cleaning up parts that people don't want / don't use. But also, I'm sure that the game engine can accurately simulate ships without simulating EVERY parameter of EVERY part separately... Instead, i think that some parts in some configurations can have their parameters lumped together and calculated as one... fuel tanks in a vertical stack for one...
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