Jump to content

bonesbro

Members
  • Posts

    127
  • Joined

  • Last visited

Everything posted by bonesbro

  1. I've also been hitting a related bug when I attempt to recover a vessel - frequently it won't recover and I have to toggle between the space center and inflight a few times until it allows me to recover.
  2. I see a similar crash with contracts - when adding rep, science, or funds when a contract is complete, the log often shows this: [Log]: Added 1.030509 (30) reputation: 'Contract parameter complete'. [Exception]: InvalidOperationException: Operation is not valid due to the current state of the object The exception doesn't have a callstack, either in the debug log (alt+f12) or in ksp.log on disk. I have a pile of mods installed, but no mods that directly impact the contract system. I am using Treeloader 1.15 with a custom tech tree, although reviewing the Treeloader source it doesn't look like it does anything contract-related at all, and it doesn't seem like the code would even be running while I'm orbiting the Mun.
  3. https://bitbucket.org/Taverius/b9-aerospace/issue/78 has pretty good repro steps, though after a couple of tries I still couldn't get the lists to format and it crapped some italics on me.
  4. Hmm, found a new issue. I added radial symmetrical MK1 2m Universal Fuselages to a simple spaceplane, set them to LF mode, and tweaked the tanks to hold different amounts of fuel. When I go to launch the amount of fuel in each tank changes. Sometimes it is the amount I tweaked into the left tank, sometimes it's the amount I tweaked into the right, and sometimes it's a different (but similar) number. Also, when I go back into the SPH the amount of fuel in the tanks has changed again. I'll open an issue and add some repro steps and other notes.
  5. Played around with Karbonite. It seems like it's too late in the tree to be useful, and the nodes are kind of expensive. Once you start using nuclear reactors or ion/plasma engines, fuel becomes a lot less relevant and mining gets kind of obsolete. Seems like it would make a good early option, available prior to Fission Power. Here's my suggested layout: Basic Resource Collection: Requirements: Advanced Rocket Propulsion, Fuel Systems VTS Karbonite Tank, KB-3000 Karbonite Tank, DRT-40 Radial Karbonite Drill, BSP-1 Karbonite Converter, BSX-100 Karbonite Distiller That's enough to set up Karbonite extraction and convert it to fuel. It's early in the tree so you can decide to sacrifice your early science to start setting up a refueling operation. Should probably only be 120 science or so. Heavy Resource Collection: Requirements: Basic Resource Collection, Heavy Fuel Tanks DRT-21 Ventral Drill Assembly, LS-40 Landing Frame, LSX Landing Frame, the bigger tanks. Probably the KEG-2500 Karbelectric Generator too Bigger tanks, better drills. Possibly move the two landing frames down to a landing or advanced landing node as they're generally useful even if you don't care about mining. Probably 225ish science. Colony Resource Collection: Requirements: Heavy Resource Collection, Ground Colonization DRT-21A and DRT-21B ventral drills, DRT-40A and DRT-40B radial drills These collect the resources used for colony mining. Can be fairly expensive. The propulsion nodes look good, and maybe chain em off Very Heavy Rocketry too. Also, I noticed that at least in modtree 2.2 + KSPI 12.2, you can't actually use the reactors when you get em. The KSPI reactors require the radiators and generators from Large Electrics.
  6. Turns out the largeProbes thing is a b9 bug, they have it fixed now. I'm not using custom biomes... hmm, probably do need at least one or two +science mods to make up for all the new nodes. The Basic Aeronautics node is a little odd. Could you move at least one standard wing into there, maybe the Swept Wings, and the Standard Control Surface too? The only option you really have for wings at just BA is the pivotable winglets and planes with fully pivoting wings seem really weird. Then maybe move the B9 3x2.2m winglet up into Aerodynamics to add a little bit of winglet progression. Do you have to lay out the nodes manually, or is there a tool that you use to do it? I could do the EPL nodes if you'd like since you don't run it.
  7. Also, the backwards dependency from Manned Control (which has lander cans and hitchhikers) to Space Exploration (which has the science lab) is kind of odd. It makes sense, but it's weird having a requirement above it in the tree. I've never really understood the concentrating solar panels from NFP, and sure don't know why I would spend like a thousand science on them. Sure does take a lot of science to work through the new tree. I feel like I probably need to get KSPI just for the extra science (the magnetometer & impactor, science labs aren't worth much).
  8. The B9_Cockpit_D25 part is parented in the tech tree node "largeProbes" and that's a node that isn't in the stock tree. I think it's in the KSPI tree. Created issue https://bitbucket.org/Taverius/b9-aerospace/issue/76/the-b9_cockpit_d25-part-has-a-tech-tree to track this.
  9. Ok, I think I found a way to see the parts that I haven't unlocked yet. Install the Part Catalog mod Create a career game, cheat yourself 90k science, unlock every node Open the VAB Click the Settings button on PartCatalog to open the part list Click on the "All" node (on the node itself, not on the little + next to it) The parts not unlocked by your science tree are in the Available Parts list in the middle pane It shows these parts from the NearFutureElectrical mod: nuclearfuel-0625 nuclearfuel-125 nuclearfuel-25 nuclear-recycler-25 radiator-confirmal-1 radiator-confirmal-3 radiator-universal-1 radiator-universal-2 reactor-0625 reactor-25 reactor-25-2 reactor-375 Did some looking through and they're parented or grandparented in newnode_527, AdvNukePropr. That node has three novapunch parts and five KSPi parts, and I don't have either installed. So I guess that makes the node empty and KSP throws it away. I'm also missing one part from B9, B9.Cockpit.D25. That part says its tech tree node is largeProbes, which I don't see in your tree.cfg. Could be a B9 bug, I'll report it in their thread.
  10. Little bug: The MassiveSolidBoosters node doesn't have spaces in its name
  11. I think maybe a single Asteroid Utilization node might be good, maybe at least put the stock Claw in there? Then dump everything else asteroid-related from any random mod in there. I found that added the -force-opengl commandline parameter (recommended in the B9 thread) saved me, like, 1.5 GB of memory, making it usable with all these mods. I do think I have all the NFT parts. They did a big update to it on the 16th that changed stuff around; is your tree built against v2.2? I should look for a way to dump my full part list from sandbox and compare it to the fully unlocked career tree to see what's missing.. I would love relatively early access to Karbonite/Kethane, at least their smaller & less efficient parts. Think you said you were already doing that though.
  12. Overall I really like it. Some feedback after playing with it a bit: - Is the grav detector too early? It's in a 150 science node you can get pretty early, and it delivers an incredible amount of science. Of course the tree takes a lot more science to get through, too. - It feels a little weird to unlock big new engines and only have small tanks for them at first. - Would be nice to group all the different lights into their own cheap node pretty early on. Lights are mostly cosmetic. - The ExtraPlanetary Launchpads parts are in weird places and should probably have their own nodes. You get your first (useless by themselves) containers early, in Advanced Rocket Propulsion, and the builder modules are down in Streamlined Construction which doesn't have any link to the ARP node. They're also too early in the tree. Also would be lovely to get the parts in the EPL->Karbonite mod added. - You get the Universal Storage Quadcore in the Specialized Construction node but I don't think you get any of the parts to mount on it yet. - The O-10 Monopropellant Engine is unlocked in "More-Specialized Control", ahead of the Monopropellant Propulsion node. - The MKS/OKS nodes contain deprecated parts that have been removed in newer versions of the mod. - I have all of the Near Future packs installed, but my nuclear nodes at the top ended with Fission Power. I don't have KSPI installed, maybe that's why? - RoverDude's new Asteroid Resource Tech mod would be a good one to add support for.
  13. Could you please add a version number to the zip's filename? That way we can tell from looking at our downloads folder whether we have the newest version or not. Thanks
  14. Hmm - those, at least, sound like things that can be added with an MM patch. Maybe if I get some time this weekend I might see if I can turn one of the huge new B9 HX parts into a hangar...
  15. Is the door really required? If not, it seems like you could just use MM to add the necessary modules to one of the HX hollow parts. You would get the awkward behavior of newly-launched ships just appearing out of thin air, but if a player doesn't like that they don't have to use em.
  16. I think he's referring to the beams across the middle of the HX4 hollow section that sort of split it into two stacked HX2 sections. If that beam was removed then you could fit something in to the HX4 hollow section that didn't fit into the HX2. It would be nice to make a huge docking bay like that. I would probably put a single centered docking node there because I tend to flail around a lot while docking so I need the extra room
  17. Regardless of how you decide to handle the different reactor sizes, I think that you should not worry about save compatibility with a different mod. Changing tech trees seems like a "start a new game" kind of situation.
  18. Looking over the tree, I'm not a huge fan of the way the Karbonite and Kethane entries are all grouped together at the end of the tree. It's nice when a game lets you unlock the basic versions of stuff early then have to struggle with them until you choose to spend to get the big ones. But I say that also not having actually installed the tree yet
  19. Here's a simple HX0 drone core I whipped up: PART { // --- general parameters --- name = B9_Structure_HX0_DroneCore module = CommandPod author = bac9 // --- asset parameters --- MODEL { model = B9_Aerospace/Parts/Structure_HX/model_hx_size0_endpiece } scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0, 4 // --- FX definitions --- // --- editor parameters --- TechRequired = aerospaceTech entryCost = 42000 cost = 10000 category = Pods subcategory = 0 title = HX0-DC Drone Bridge manufacturer = Tetragon Projects description = Ultra heavy drone core, because incredibly huge automated vessels never go horribly wrong. Will cap a size 0 HX cross section. HX series provides heavy structural components for large installations. Due to mass and size of the modules, designs utilizing them are usually assembled in orbit. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 4.488 // 51m3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 15 maxTemp = 3400 fuelCrossFeed = True breakingForce = 800 breakingTorque = 800 vesselType = Probe CrewCapacity = 0 MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 2 } } RESOURCE { name = ElectricCharge amount = 5000 maxAmount = 5000 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 500 YawTorque = 500 RollTorque = 500 RESOURCE { name = ElectricCharge rate = 20 } } } I tested it with a ship with no other command module and flew it to orbit. Didn't explode horribly.
  20. Perhaps just take the HX0-E endcap, glass the front and wraparound edges on the protruding bit, and give it a placeholder IVA for now? Seems like if we can build a ship with the part now then the IVA could show up in a 5.1 with no compatibility issues (though it limits your ability to change the model while building the IVA). I whipped up a quick .cfg to make an HX0 Drone Bridge, interested? A short inline HX1 to HX0 adapter (like the HX1-A-375C) would be great too; that would help mounting one and would also make it easier to use the HX0 and HX1 parts without the enormous adapter. I wish the HX4 hanger parts didn't have the central brace - I was trying to build a stupidsize spaceplane hanger but it seems like that brace just gets in the way. Also, it isn't flush with the top, so I can't stick an HX0 part to it without a big visible gap.
  21. I suggest that it be a separate download. That way you've permanently moved the deprecated parts out of the mod so you don't have to maintain em going forward. You just need a good bold sentence offering it on the main post right under the main download link.
  22. I turned the greens to grays and the oranges to light grays. They still don't look quite like stock because the materials don't match but they're kind of similar and don't look nearly as out of place. Just extract into the models folder in your hanger directory: https://www.dropbox.com/s/p6icbv4s9th1qck/HangerDesaturated.zip?dl=0
  23. I love the hangers. Not a fan of the colors on the textures, though I see you have an issue open on github to create stockalike textures. I took the inline hanger textures and desaturated/lightened the green and orange areas and they look pretty decently stockalike. Want my version? Also opened a pair of issues on the project hub - upping the attachment size on the nodes to 2.5m, and flattening the top and bottom of the inline hangers so they're flush with other 2.5m parts.
  24. I don't agree that fission's lifetime is a perk. In one of my saves I'd spent a long time building up relay satellites and power satellites and science bases/stations. I had a lot of fun doing that. Then I sent a few science and colonizations missions to Jool and the long duration of the trips meant that a lot of my infrastructure had decayed. I needed to replace or refuel six different places, at a cost of about six human hours. Maybe I would have been more efficient and it would have only taken three. But faced with that time investment I just gave up and I haven't built any of that stuff again (after a failure to get usable amounts of solar power in my next save). That's a shame - one of the things I loved most about Interstellar was that it gave a reason to do cool missions like setting up a satellite network or building bases and stations. But even a ten year reactor lifetime evaporates after a couple of roundtrips to Jool. (I agree that just making things expensive is a bad approach because it encourages currency grinding instead of building cool stuff and doing experimental missions. One problem with the currency system is that it seems to make me very risk-averse in my missions because a failure means I'm losing permanent resources)
×
×
  • Create New...