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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I'm curious to know what the issues were. It would be nice if the stock module worked, I could easily build a wrapper for it to support action groups. What happens if parts are spinning during timewarp, and then the ship is brought out of timewarp?
  2. FYI, Megajoules is listed twice in the 1.0 file. Looks nice though.
  3. Get the latest here. 0.3.13: Broken Wings (https://youtu.be/nKhN1t_7PEY) - Truncated the Large Graphene Radiator to 3 segments instead of 5. NOTE: With the smaller radiator size, you'll need 14 radiators instead of 10 to cool the Supernova at full thrust. Be sure to build new ships accordingly.
  4. Ok so I'm unable to reproduce your issue. For me, the MCM and MBU combo works just fine and I have no lag issues. Did you update Firespitter to the one in MKS/OKS or MCM?
  5. Thanks for the logs, I'll take a look tomorrow once I get my taxes done. A quick look shows me that you have some "Input is null" errors in the logs. Not sure if that's what is causing your issue. Regardless, I don't see any issues, and for me it runs fine.
  6. Interesting, I don't see that. Can you post your logs? What other mods do you have installed?
  7. Get the latest version here. Release 0.4.7: Module Madness - Fixed Kerbitat shortName template issues. - Added missing maintennance and recycling code modules. Thanks for the analysis, funk! - The mouse cursor no longer selects parts behind the M.O.M. when in the editor. Yay less aggravation! - MKSStorageController can now load modules in its templates. - Added MiniAVC support
  8. Get the latest version here I didn't expect to fix the bugs and retexture the spindle and figure out MiniAVC support so quickly, but here you go! 0.3.12: Like A Record Baby Hex Trusses - Added a configurable Hex Node. You can toggle the side attachment nodes and switch between open frame (default), bracing, and pressurized crew tubes. Centrifuge - Retextured the Spindle. No more primary colors! Other - Added MiniAVC support Bug Fixes - Fixed an issue preventing the proper number of equipment racks from showing on the hex trusses during flight. - Fixed an issue allowing the double-hex truss's center vestibule to be toggled during flight. New promo images: At this point, you have everything you need to build a kerbalized Discovery II. Barring any major bug fixes, DSEV is in good shape and ready to go on autopilot for a bit- but nowhere near as long as before! My plan going forward is to switch between DSEV and MOLE every couple of weeks so I can make progress on both- and fix bugs in MCM as they crop up. Next up for DSEV will be some revisions to the fuel tanks. Those pesky balloon tanks will be phased out in favor of the new multipurpose storage tanks. I'm also looking into creating LiquidFuel only tanks for those who don't use Near Future Propulsion (which I highly recommend, it is awesome). I think the most expedient method will be to make stock tanks able to switch between LFO and liquid fuel. I think PorkJet's Atomic Rockets does this already, so DSEV's LiquidFuel modifiers will step aside if Atomic Rockets is installed.
  9. Ugh! Looks like some mesh errors that need to be cleaned up. Good spot!
  10. Get the latest release here. 0.3.11: Moar Jungle Gyms Hex Trusses - Added the double-sized hex truss. - Hex trusses have additional cross bracing to prevent eye strain. No more escher trusses! - Hex trusses can be toggled in the editor to have three types of end caps: Open, Braced, and Vestibule. Open is the default. - Hex trusses can be toggled in the editor to have 2, 3, 6, and no equipment racks. Two racks is the default. NOTE: If you have 6 equipment racks then you won't be able to access any equipment installed inside the truss. - Hex trusses can be hidden if you have Near Future Construction installed (which has a better selection of trusses). simply rename MM_Hex.txt to MM_Hex.cfg. FLM-1800 Multipurpose Storage Tank - To prevent accidental dumping of resources during flight, the storage tank now requires a confirmation click to change the stored resource type. Docking Ports - The glow-rings on the HexPort and 3.75m Docking Ring can now be toggled in flight or in the editor. Supernova - If the Supernova is staged before starting the reactor, then the reactor will be automatically started and the capacitor will begin charging. - After the capacitor is fully charged, the engine will automatically activate. - If the Supernova can't get enough electric charge while charging the reactor, then it will switch off the reactor to prevent the ship from becoming E.C. starved. - The Start Reactor button has been renamed Start Engine. - The Stop Reactor button has been renamed Shutdown Engine. - Added engine temperature readout in Celsius. - Removed the Activate button from the context menu. - Removed extra Shutdown Engine button from the context menu. - Removed the automatic mode switching button from the context menu. Other - Removed the Nuclear Aerospike. Be sure to retire any spacecraft that use the aerospike before installing this update. Bug Fixes - Fixed an issue with the Supernova where staging to activate the engine before starting the reactor would cause the engine to overheat. Thanks for the debug logs, Kamuchi! - Fixed an issue where the Supernova could be activated without starting the reactor, thus bypassing heat management. Thanks for the playtest, BuzZBladE! - Synchronized ship-wide heat generation and heat radiation via a centralized heat manager. This might actually improve performance as well. NOTE: radiators will still have different temperatures due to the way the game heats up nearby parts and dissipates heat. - Fixed an issue preventing the ArcJet RCS Thruster from firing when a ship is equipped with fuel pipes. - The WB-120 GrapheneRadiator now shows temperature in Celsius instead of Kelvin. It actually already was showing Celsius, but the label said Kelvin. No more temperatures below absolute zero! - The 3.75m docking ring now shows the correct names for the variant button (Open, Vestibule), and no longer shows the Previous Variant button. - Fixed an issue where the 3.75m docking ring would show the variant button while in flight. Special thanks to DasValdez, Kamuchi, BuzZBladE and the viewers of KSPTV for providing vital feedback and testing. It really helped to see the mod in use and to see what worked and what needed improvements. Known Issues - Hex trusses aren't showing the proper number of equipment racks while in flight. A fix is in progress.
  11. Thanks for the feedback! I am working on a bunch of issues today. I've solved the RCS thruster problem. I have tested the engine running in space and 12 radiators is just right for the engine running at full thrust. On the pad it does overheat due to the higher temperatures on the ground. To me that is ok, the engine is designed to work in space.
  12. KSP has a problem with tga files, and KSOS is full of tgas. To be fair, the new mk3 parts also use tga format, and will have the same problem. One solution would be to convert the files to png format, which can be done with any number of graphics converters. Another would be to use the mbm format, but i think you'd need Unity and the PartTools to do that.
  13. Thanks for all the feedback and help testing the mod last night! It was really great to see how people use the mod, and to see what works and what needs improvement. I especially appreciate the help to play-test the Supernova and the stand-alone heat management.
  14. Thank you for the logs, that will definitely help find root cause!
  15. I haven't tried running KSP on Mac OS X or Linux, so you're in uncharted territory. I can't make guarantees that it'll work, and definitely need logs.
  16. @RoverDude: Lol, yup! @Gabriel: Without exact steps to reproduce and logs (almost said device logs, I've been doing iPhone development all day..), I cannot help you. Glad you like the models though. Personally I use a mix of RoverDude's models and my own during my play-through, especially now with the new Mk3 spaceplane parts being big enough to hold the Mk II MKS modules. With the Mk3 parts, my need for using KSOS, which was the driving force behind the mod, has diminished.
  17. Ok, found and fixed a couple of bugs that prevented the HexPort from working properly. Get the latest here. By the way, any MiniAVC experts out there? I tried to get Mini AVC to work but had no luck.
  18. Get the latest version here. Be sure to completely remove the existing DSEV directory! 0.3.9A: It's Not A Jungle Gym - Added the Hexagonal Truss. The truss segment is based on the design from NASA's Discovery II paper and is sized the same as a Near Future Construction's Octo-truss by Nertea to accommodate octo-standard 1.875m by 4m truss payloads. - Added the Half-sized Hexagonal Truss. It is based on the design from NASA's Discovery II paper and can accommodate 1.875 by 2m truss payloads. - Added the HexPort hexagonal docking port. It is compatible with the Clamp-O-Tron Sr. Thank you for the tips, sumghai and nil2work! NOTE: MM configs hide the hex truss, half-hex truss, and HexPort if Near Future Construction is installed since NFC has a much better selection of parts. Delete the MM_Hex.cfg file in the DSEV folder if you still want to use them. - Added the 3.75m docking ring. - Added the WB-2 MHD Fusion Reactor. - Added the RT-4 ArcJet Reaction Control Thruster. It's like a Place-Anywhere 7, but it uses LiquidFuel (LiquidHydrogen if Near Future Propulsion is installed)- and a lot of power. - Tweaked resource densities for Glykerol and FusionPellets. Thanks Nertea for the new values! - Parts now support Community Tech Tree if installed.
  19. Well, I cannot reproduce the exploding radiators problem. Steps to reproduce: Create ship with 1 Supernova and 10 of the Graphene radiators. Add enough batteries to start the Supernova. Launch the ship Extend all 10 radiators Start the Supernova. Wait for the reactor to fully charge and start idling. Expected result: radiators don't explode. Actual result: radiators don't explode. I did a lot of changes so it may be that the release version has the exploding radiators. Make sure that you install all of DSEV's contents. After looking at the Spindle, I think that the best way to support radially attached 2.5m parts (aside from using extension arms) is to build a 3.75m version.
  20. I appreciate the asteroid test, thanks for taking a look. Too bad about the claw. Makes me think that if you could attach a KAS pylon to the asteroid and then attach a KAS modified docking port to the pylon, maybe you could then release the claw and dock to the asteroid. If that works then I have a suggestion for RoverDude's asteroid mod that involves a KAS attachable docking port that auto-pivots to the asteroid's center of mass...
  21. I will have to take a look tonight and see if I can reproduce the problem. The Supernova is designed to need ten radiators and the need to be fully deployed. @FreeThinker: the way I set up the reactor, most of the heat is rejected via the engine exhaust. The NASA paper says that the ship only deals with a portion of the total heat produced as well. For gameplay reasons I decided that you only deal with 1200mw of heat that isn't dumped through the exhaust when running at full power. As for KSPI, this mod is designed to run stand-alone but also work with Near Future Technologies. There won't be KSPI support out of the box but you could certainly change things by modifying the config files. The Supernova probably matches up closest with that conic fusion engine.
  22. Radiators exploding... Ok, do you deploy the radiators before starting the fusion reactor? I haven't seen your issue before. SystemHeat will always be low to nothing if the radiators don't explode and do their jobs. i have noticed that the spindle will need to be resized to host a larger hub that supports 2.5m attached parts. For now, what I do is attach 1.25m arms that end in 2.5m parts. See the pictures in the album for an idea HexPort hasn't been released yet, expect an update by tomorrow. Didn't realize that the hex trusses were part of the current release. Heh. Oh well, they will be officially released soon.
  23. The filtering function in KSP is something I haven't even begun to look at yet so definitely expect to see bugs. I'll look at it in a future update. Thanks for the feedback! I don't intend to move to KIS for awhile. MCM needs to be more stable first. That, and the ability to attach things to the ground is paramount. KIS looks really cool though! now that I've effectively finished the latest round of updates on DSEV, I can continue sorting through MCM's bugs. The new USI modules are a challenge to incorporate. MKSStorageComtroller will now be based on WBIModuleSwitcher to help.
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