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OldMold

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Everything posted by OldMold

  1. Not sure if it's related to this update or just random Kraken things, but one of my rovers now loads in halfway embedded in the terrain and proceeds to explode: https://imgur.com/a/1UvONCg KSP Log
  2. I've had success with the ParkingBrake mod: https://forum.kerbalspaceprogram.com/topic/180083-ksp-112x-parking-brake-044-2021-07-23/
  3. That fixed it! Totally missed that deferred updated.
  4. Has anyone figured out any tricks or tips for dealing with phantom lateral forces on tracks and the retractable landing gear? Standing still with brakes engaged still makes the vessel do the turning dance, very annoying especially on planes getting ready to take off...
  5. With the 2.19 update, the windows are opaque white: https://imgur.com/a/ylFy3j6 KSP.log Reverting to 2. 18.4 fixes the issue.
  6. After latest update, all windows are now opaque white https://imgur.com/a/ylFy3j6 KSP.log EDIT: Ah - this is due to FreeIVA update. Reposting in the other thread.
  7. This mod is such a game changer, thank you! One weird issue I have is if I look out a window at the rest of the craft (like looking back at the space station) I can see all the IVA internals rather than the exterior of the modules. Is this a known issue or a bug?
  8. This fixed it. Yeah, I upgraded by extracting into the existing Gamedata folder and overwriting all older files. That left the legacy config remaining.
  9. Updated to the latest Dynamic Battery Storage and Kopernicus from 206 > 212, now my (Re)Stock panels load as retracted and generate 0 EC, clicking on them doesn't even give me the option to extend them. Using stock star system. Getting the following errors in log: [EXC 09:21:59.357] InvalidCastException: Specified cast is not valid. BackgroundResources.SolarPanel..ctor (ConfigNode node, BackgroundResources.InterestedVessel vessel, ProtoPartModuleSnapshot modulesnapshot, ProtoPartSnapshot partsnapshot) (at <bf88090251b04db19084ddc4be8e00e6>:0) BackgroundResources.InterestedVessel.UpdateModules () (at <bf88090251b04db19084ddc4be8e00e6>:0) BackgroundResources.InterestedVessel..ctor (Vessel vessel, ProtoVessel protovessel) (at <bf88090251b04db19084ddc4be8e00e6>:0) BackgroundResources.UnloadedResources.AddInterestedVessel (ProtoVessel vessel) (at <bf88090251b04db19084ddc4be8e00e6>:0) Tac.LifeSupportController.FixedUpdate () (at <3dd4e3b630ff4890aaf1f8720b239ed6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Some weird conflict with TAC Life Support? Log here Thanks RTB!
  10. I haven't played KSP2 but have you explored this mod? Lots of nuclear options.
  11. Absolutely mindblowing! With the new collisions, any tips on how it would work incorporated into an existing save without destroying landed crafts & bases? Use something like VesselMover to move stuff to safer locations?
  12. @DeadJohn that did it! I kept System Heat but deleted the optional SystemHeatConverters configs in the Extras folder. Now the ISRUs don't use SystemHeat, but at least they work as expected and "catches up" to approximately the right amount of resources when the vessel is loaded. Thanks for the advice!
  13. I do, and the same behavior also happens if I have a manned command pod with pilots/engineers on board.
  14. Aside from the goo water thing, I think it's a vast improvement over stock and makes life easier once you get some practice. Stock aero has lift modeled as a discreet property of a part like a wing piece, which makes it hard to estimate performance. Where as FAR looks at the shape of your vessel to model the aero performance, and is easier to intuitively interpret - pointy things go faster with less drag. This makes design way more logical and intuitive once you get the hang of it, and spend some time learning the aero diagnostic tools and what they mean. As a side bonus of this vessel shape approach, FAR helps "fix" some mods that have misconfigured drag cubes on parts, and cargo bays that should logically shield their payloads as expected.
  15. I have a weird behavior on a heavy modded install where ISRU converters do not generate resources from Ore unless the vessel is in focus. Oddly, the ore drills run as expected and fill up the ore storage. Any suggestions how I could troubleshoot before I start down the lengthy one-by-one mod removal method? Anyone have experience with some mods breaking ISRU behavior? Thanks! Mods I have are: [x]_Science! 000_ClickThroughBlocker 000_Harmony 000_KSPBurst 000_TexturesUnlimited 000_Toolbar 001_ToolbarControl Apex ASET AstronomersVisualPack Avalanche B9_Aerospace B9_Aerospace_ProceduralWings B9AnimationModules B9PartSwitch BetterTimeWarp BonVoyage Bureaucracy Chatterer Coatl Aerospace CommunityCategoryKit CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CrowdSourcedScience CryoEngines CryoEnginesNFLV CryoTanks CustomBarnKit DE_IVAExtension DeployableEngines DistantObject DiverseKerbalHeads DMagicOrbitalScience DMagicScienceAnimate DynamicBatteryStorage EditorExtensionsRedux EnvironmentalVisualEnhancements FarFutureTechnologies FerramAerospaceResearch FieldTrainingFacility Firespitter FlightTracker HeatControl Interkosmos JanitorsCloset JSI KAS KerbalAtomics KerbalConstructionTime KerbalEngineer KerbalFoundries KerbalHealth KerbalJointReinforcement Kopernicus KRASH ksp-advanced-flybywire KSPCommunityFixes KSPWheel KWRocketry MagiCore MarkIVSystem MechJeb2 MOARdV ModularFlightIntegrator NavInstruments NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid OPT OPT_Reconfig Parallax Parallax_StockTextures PlanetInfoPlus PreciseNode ProbesBeforeCrew RCSBuildAid RealChute REPOSoftTech ReStock ReStockPlus RestockWaterfallExpansion RocketSoundEnhancement RocketSoundEnhancementDefault SCANsat Scatterer ScattererAtmosphereCache ScienceParamModifier Shabby ShipManifest Sigma SituationModuleInfo SmokeScreen SoundtrackEditorForked SpaceAge SpaceDust spacetux SpaceTuxLibrary Squad SquadExpansion StageRecovery StationPartsExpansionRedux StationPartsExpansionReduxIVAs StationScience StationScience_CustParts StockScattererConfigs StockVolumetricClouds StockWaterfallEffects Strategia SystemHeat SystemHeatBoiloff SystemHeatConverters SystemHeatFissionEngines SystemHeatFissionReactors SystemHeatHarvesters SystemHeatIonEngines TextureReplacer ThunderAerospace Trajectories TriggerTech TUFX UniversalStorage2 VesselView VexarpIVA Waterfall WaterfallRestock WaypointManager WildBlueIndustries WorldStabilizer XenonHallThrusters ZeroMiniAVC zz_my_mm_patches zzz_Deferred
  16. Any Waterfall wizards ( @Knight of St John, @Kochi ) fancy giving the beastly NF Aeronautics engines some plume love? I tried my hand at it but the results are quite bad compared to your artistry!
  17. @R-T-B I'm using KCT and getting the KCT warning on every scene change, even though the ShowKCTWarning flag is set to false in both the default .cfg and in the .cfg in the save folder. ShowKCTWarning = False
  18. TAC itself works well. Some of the mods that enhance the experience may need tweaking. Here are ones I use: * Universal Storage II - for storage and converters, has logspam issues with the latest release, but using a prior release works well. * Stock Alike Station Parts Redux - for storage, habs, greenhouses. There is a set of module manager patches to enable TAC LS functionality, but i also had to manually tweak to get the greenhouses/aquaculture to complete the production loop. Kerbal Health and Kerbal Construction Time pair well with TAC LS if you're looking for more engineering challenges to solve. I've only briefly tried Deep Freeze but it wasn't my jam - didn't see any issues though.
  19. Mystery solved - SystemHeat's Extras patches to make ISRUs use the SystemHeat system. Removing these did the trick. Odd that I have the extras patches for drills to use SystemHeat and they work in the background fine, but resource converters don't.
  20. I have a little refueling refinery setup on Minmus - some drills, ore tanks, fuel tanks, and a convert-o-tron. Unfortunately, the conver-o-tron does not process when the vessel is running in the background unfocused. I have enough power, and the drills work as expected, filling up the ore tanks while the vessel is unfocused. Trying to turn ore into LFO via convert-o-tron does not work as expected, however. I also have ~130 mods, but hoping there is a better way to debug this than removing the mods one by one. Anyone know if there is anything in the logs I can search for? Any pointers appreciated!
  21. Lots and lots of logspam - game starts slowing to a crawl because of all the errors. edit: +1 to patiently waiting and hoping this mod gets fixed someday. It made playing with the construction time mod interesting because saving stages helped reduce build times and re-use them. Also was great for reusing recovered spaceplanes in quick turnarounds.
  22. I seem to recall this mod had strut endpoints that kerbals were able to link in EVA - I cant find them anymore, did those get deprecated or something? or am I just crazy?
  23. Feature suggestion: On the crew selection screen - some way to select the loadout for the crew. I'm loading up a plane, and they don't need the EVA jetpacks. Not sure if there is a workaround?
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