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tmbomber

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Everything posted by tmbomber

  1. Hi again everybody, The laundry list of problems from interactions between Intersteller, MechJeb, RT2, and AIES rocketry are way to long to recount, but I'm finally collecting data from impacts. I'm seeing something I don't understand and I was wondering if someone could explain what's going on. Before collecting the data from my fourth impact on Eve I checked that I had 1715 electric charge, zero waste heat, and 50 MJ in the resource bars in the upper right. My lander has three Microwave beamed power receivers active, (41, 38, & 5MW) a Z-1k and a Z-200 battery as well as two 62.5cm inline radiators) I collected my data. After 26% was transmitted I saw these two alt-F2 log entries... [Log]: RemoteTech: [Transmitter]: Uploading Data... (Impactor Data) - 6.67 Mits/sec. Packets to go: 108 - Files to Go: 0 [Log]: [Research & Development]: +78 data on Impactor Experiment from Eve's surface.. +78.0 Science Added. Subject value is 0.43 and at the end I saw these two: [Log]: RemoteTech: [Transmitter]: Uploading Data... (Impactor Data) - 6.67 Mits/sec. Packets to go: 0 - Files to Go: 0 [Log]: [Research & Development]: +214.8583 data on Impactor Experiment from Eve's surface.. +92.9 Science Added. Subject value is 0.41 The data was broke into two sections, and even thought the percentage under the little radio dish in the data collection popup said 100%, only got credit for 43% of the first block and 41% of the second. During the entire process, my EC, waste heat, and MJ did not change. I saw this happening on previous impact collections as well. I've seen the data broken into blocks as small as 12 packets. The second block in this impact was 108 packets. What determines how many packets get transmitted at one time for the current "subject value"? Why is there a "subject value" if the collection popup indicates 100%. What do I have to do to have the largest number of packets go at the same time so the "subject value" won't drop and I won't loose science points? (Granted, the difference between .43 & .41 isn't much, but the first couple jumps for the first impact are pretty large) I understand there's a cap for each body, If I keep raining down impactors will I eventually collect the capped value? Is the cap on the initial value as reported in WarpPlugin.cfg? (fourth impact listed 292 points available for collection) Or is the cap on the total points collected (170 points for this impact) If the cap is on the first, then I'm loosing 60% of my science points. (That means to get the full value I'll have to keep the data and fly it home.) Could someone explain what I'm seeing here???
  2. I have the patch installed and what about more than one probe core??? I'm thinking I missed the briefing on that one. If there's an issue with having more than one probe core than I have a bit of a problem. My current vessel is a huge transport loaded with eight landers, eight impactors, a bus structure that they're all mounted on, and the transport itself... That's eighteen probe cores, (each with it's own antenna, some with an omni and a dish) Do you have a link to a discussion on the issues of having more than one probe core???
  3. Ok, let me ask this. Seeing RTDebug is the last thing we see, and that RTDebug doesn't really do anything... What's the next thing that should be happening??? How quickly does that log something to the alt-F2 debug window? Could you add items (several) that'll generate log entries in that section so we can see how far it gets before things blow up??? (I just had a "duplicate ship and here take a look at the pretty blue ball at the center of Kerbal" crash again)
  4. Hold the phone.... Cilph, What is being "dumped"??? Where is it being dumped??? How exactly do you invoke the dump??? (Hold F11 during sceen load???) Would it be helpful for those of us who experience this issue to report the contents of the dump to you??? Could you put something additional in the dump that would help diagnose the problem??? Not so much now, but I've had this problem before. Other issues can be worked around, but this one prevents you from continuing. My solution involved me reverting back to a week old save game and loosing all kinds of progress. Not everybody can do that. What can we do to help you find the issue and fix it???
  5. Oh, here's a link to the album showing the updated Nuke Truck: http://imgur.com/a/L4hG0 (posted without html tags in the hope that this one works)
  6. Thank you for the information about the mission timer... good to know it's something I don't have to worry about. The deployable tranceiver is actually set to transmit. It folds up when I switch to it. There's nothing out in the network at the moment actually drawing power. The open receiver is a carryover from the fusion power stations... they need a power source for when they shut down and need re-starting. Sticking a receiver on was a quick and easy solution. It was included on this station without thinking about it. Both generators are set to direct conversion... as I was building it I put out the control, then the generator, then the reactor. For an orbital craft the nozzle would come next but I didn't need one of those... not knowing what to stick on there next I copied the generator, then added the science lab and antimatter containment... I'll be running a truck out to the thing to harvest the antimatter. Then recovering the reactor and re-launching (well.... rolling) this reactor with the single panel microwave transceiver. This has turned into a bit of a side issue... getting impactor data from Eve it turning out to be a pain. (getting a 40m/s impact is rough because the atmosphere is so thick, and the impactors I sent have the wrong antennas, among other issues... <sigh>... at least it's keeping me off the streets at night
  7. Ok, so I now have three orbital fusion power plants that have their microwave antennas set to relay so the reactors don't shut down. (I have them breeding tritium while they idle) and I built a fission ground power station to feed the relay network. Here's a pic: I constructed it in the hanger and drove it off the back end of the runway. It's presently parked a klick or two away from the runway... Everything looks alright, except the Mission elapsed timer reads zero and in the tracking station it shows up as Awaiting Launch. I'm not exactly sure how to check, but I don't think it's included in my relay network. I'm probably missing something obvious here, but does anybody have any idea how to "launch" what amounts to a rover from the runway??? Thanks.
  8. Hello Everyone, I'm having an issue with my orbital fusion power plants shutting down while I'm not looking at them... Here's a photo gallery showing what's going on. I have a 3.75m fusion reactor along with a like sized generator connected to one of the large microwave transmitters. It has a dozen of the large radiator panels along with some batteries and solar panels. Everything will be stable and I'll go off and do other things... some time later I'll come back and find the fusion reactor shut down. My usual solution is to shut the microwave transmitter down and either let the solar panels charge the batteries so I can do a re-start or switch the microwave antenna to "receive" and use it's power to do the restart. This has happened several times, I usually catch it, but on occasion I've had all three power plants shut down (good thing I have the solar panels & batteries) Does anybody see something I'm doing wrong here??? I also notice that while I'm transmitting power my tritium level falls off even though I have tritium breeding selected. Any help would be greatly appreciated.
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