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Snoman314

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Everything posted by Snoman314

  1. Hmm, the new version is giving me the following error when I try to run it. v1.2.0 seemed to be running fine before I tried v1.2.1
  2. Yeah I re-downloaded the firespitter dll and it started working fine again. Apparently the Firespitter dll gets updated without any notification, version numbers or changelogs getting posted (that I could find). But if you re-download from the source you'll likely get a different file. (When I re-downloaded the dll it was a different size file from the one I downloaded approx 3 weeks ago. This despite the latest announced version dating to September last year).
  3. I've done some further testing. In a new Sandbox campaign, everything works as it should. In a new Career campaign that I edited to have 100000 science, I unlocked KSPI nodes one by one, and then eventually the entire tech tree. At every step, the only generator that was ever upgraded was the 0.625m version, as above. I didn't check the radiators, but I'm guessing they're not upgrading either. So it seems to be something wrong with KSPI recognising the upgraded tech node?
  4. No I'm talking about ships built brand new. In the VAB the option to switch the generator between KTEC and Direct Conversion is not available, and when I build a new vessel, the radiators are of the old type. I'll check and see if the option to upgrade existing vessels is there. - - - Updated - - - OK, so I was able to upgrade the 0.625m generator on my space station, but not the radiators. I went back to the SPH to see if the problem was still there, and it is, except the 0.625m generator is showing as the upgraded version in the SPH. (Previously I had only tried the 3.75m version). So that's weird. I checked the config files for the two generators, and I can't see any differences.
  5. I'm having a problem I can't see referred to anywhere else. I've just unlocked the experimental Electrics tech node, but I still can't build graphene radiators, or the upgraded generators. It's as if I never unlocked that node.
  6. Well I re-downloaded the dll, and you were right, it fixed everything! Thanks! (Still don't understand why it started glitching up in the first place, or how one is supposed to know when the dll has been updated, but oh well).
  7. As far as I can tell there's been no update to Firespitter since September last year. That's the version I've got installed. Thanks for the quick response though.
  8. OK, so here's a problem I've never seen before. I don't even know what search terms to try and search for it, but a quick look and noone seems to be talking about it: It just started doing this since I played a few days ago. Since then I updated ScanSat, Karbonite, Regolith, TacLifeSupport, Community Resource Pack and Deadly Reentry to their new latest versions. When I load the spaceplane pictured, the staging interface is missing, I cant activate the engines, I can't close the cargo bay, and the landing gear is falling through the runway surface. Anyone have any ideas what the problem might be?
  9. No no! I use longitude every time I set up relay satellite networks with Remote Tech and Interstellar Mod, for exactly the reason you describe. It's brilliant!
  10. I looked a couple more times and never did figure out what I was supposed to do regarding the log file, but the problem has gone away since I stopped using strategies that modify vessel cost.
  11. Ah OK. Yes I do have the hangar mod installed, but I've never actually used it. I might uninstall it in the meantime. I do also have the B9 procedural wings installed, and I have the procedural fairing as well. I've not noticed any problems with the fairings. I think I'll also uninstall the procedural wings, as they don't work that well yet. Here's my log anyway. link And yeah, I've had to cheat back a lot of funds. I first noticed the problem after I first noticed that the nearly 1 million I'd saved up was gone.. I'll check without those two mods and report back. - - - Updated - - - OK, no dice. I uninstalled the Hangar mod and the B9 Procedural Wings mod, and I'm still having the same problem. Here's my log from the last test: second log I hope it helps, there's a lot of stuff in that log when I turned debug messages. In this last one, I tried it twice. Now I'm going to try and figure out how to get that debug version.. - - - Updated - - - Hmm, still no change. I already uninstalled the Hangar mod, and this time I replaced KerbalConstructionTime.dll with the one from build #54, and I'm still getting the same behavior. Paying closer attention I see that I'm not losing the entire value of the ship, and I also notice that it's happening in the VAB as well as the SPH. (I wondered why I could never seem to save up a decent amount of funds). Is it possible it's something to do with the strategy I'm using which decreases costs for new vessels? (at the expense of increasing the cost to unlock parts). I've kept the log for this as well if you want it.
  12. Are the funds for simulations from the spaceplane hangar bugged? I'm having trouble getting evidence of this, due to the fact that it happens when I'm doing 30 minute simulations of my spaceplanes, and I forget. Basically after 5 or so simulations of a spaceplane costing approk $70k, I noticed I'm about $300k - $400k short of funds compared to when I started. I've only noticed this while using the SPH. I typically use 'revert to editor' when testing designs to end the simulation. Is it possible I'm on to something, or is it just me? It seems like the value of the spaceplane is lost during each simulation.
  13. Yeah, place them on the ground via the right click menu, if I remember correctly.
  14. All good. I think everyone makes that mistake at least once. It's not very intuitive. - - - Updated - - - So no one else is having their omnis not extend when activated?
  15. Yeah it would be nice if MFT didn't remove other resources. It's not really feasible to add every possible resource that a command pod might to contain to the tank types, for every possible case.
  16. I was referring to the file in the MFT folder of TACLS. I was just going to abandon use of MFT in command pods instead of trying to fix the problem.
  17. I'm not sure if this is the standard behaviour now or if it's just my setup, but are RT antennae supposed to have their extension animation decoupled from whether they're activated or not? It used to be that when I activated the antenna, it would then extend automatically. Now the activation and extension have separate buttons.
  18. Yeah I'm having the exact same problem, but hadn't had a chance to investigate it as well as you have. So far all I've thought of is to remove the MM_AddResources.cfg file from the TAC Life Support mod. I've yet to try it, as I'm hoping that the problem can be fixed, instead of removing MFT from command pods.
  19. In the 'Edit State' window, after double clicking the initial state entry in the mission planner, right click on one of the fields, such as the SMA field. Then select 'Get Orbit From KSP' to import live via the plugin, or 'Get Orbit From SFS File' to import from a savefile, such as a quicksave just before you paused the game to enter the mission planner. I've had a lot of trouble with the plugin not working, but importing from a file always comes up. Then in the next window, select the object whose orbit you want to import.
  20. Ahhhh!! Finally the light comes on! Thankyou! Your post should totally be in the documentation. Yep, I get it now. Where I went wrong is here: So I then understood that a direction rotated 90 degrees around the X axis, when then applied to another vector as a rotation, would rotate that vector around some X axis perpendicular it, not around the universe's X axis. So obviously (well obviously now I understand that) I need to find a direction that describes a 90 rotation around an axis perpendicular to the sun position vector. I now see the requirement for the new direction functions! No I get it. As soon as I read your first couple of sentences, it all clicked. I guess I had been too close to the problem for too long, and I kept going back to the same interpretation of the documentation. Fair enough. Maybe the documentation could be clarified on this point? OK, so with all the above in mind, I wrote this: Print "===============================================". Print "Orienting to point Solar panels facing Sun". Print "===============================================". //The goal here is to get the ship's +Y axis pointing directly at the sun, by pitching down //by 90 degrees from an (imaginary) start state of pointing at the sun with the ship's roll //relative to the ecliptic being zero. SET a TO V(0,1,0). //A vector pointing in the Raw +Y axis direction. SET b TO SUN:POSITION:NORMALIZED. //A vector pointing to the sun. SET rotAxis TO VCRS(a, . //A vector (hopefully) pointing to the right as you look at the sun. // Oops! I had to swap the above as it seems that even the cross product is left handed in KSP. SET startDir TO LOOKDIRUP(b, a). // A direction pointing to the sun, up oriented towards +Y(Raw). SET rotDir TO ANGLEAXIS(90, rotAXIS). // A direction that gives the required rotation (hopefully). SET finalDir TO rotDir * startDir. // The direction I want to be pointing in at the end LOCK STEERING TO finalDir. WAIT 60. Success! Thanks for your help Steven. Both your video, and especially your post in response to my barely filtered frustration.
  21. I use the mission planner. Guesstimate the anomaly of the burn, and let KSPTOT optimise it. Helps if you fix the radial velocity of the burn at 0. Then optimise for your target periapse at the Mun, and voila!
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