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Everything posted by westamastaflash
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I created a MM config that I use for this. +PART[proceduralStructural]:NEEDS[ProceduralParts]:FINAL { @name = proceduralCrewTube @title = Procedural Crew Tube @MODULE[ProceduralPart] { !TECHLIMIT,* {} TECHLIMIT { name = start diameterMin = 0.5 lengthMin = 0.5 volumeMin = 0.09 diameterMax = Infinity lengthMax = Infinity volumeMax = Infinity } } !MODULE[ModuleConnectedLivingSpace],* {} MODULE { name = ModuleConnectedLivingSpace passable = true surfaceAttachmentsPassable = true } }
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
westamastaflash replied to Raptor831's topic in KSP1 Mod Releases
I'm using stockalike RF engine pack, and I found that the poodle is draining my fuel in the station even though crossfeed between the tug's docking port and the station is off. Is this an engine-specific setting or a RealFuels feature? -
Got one of those "ERROR! ... UNPLAYABLE.. " messages after returning to the KSC. I've got like 20 ships in the hopper but nothing currently being built. Version 1.2.2.0 from CKAN, running Linux 64-bit (Ubuntu) Exiting to main menu and reloading the save game doesn't help. Restarting KSP (a 5 minute process with my modlist) did the trick in fixing it. Log File
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I'm using stockalike RF engine pack, and I found that the poodle is draining my fuel in the station even though crossfeed between the tug's docking port and the station is off. Is this an engine-specific setting or a RealFuels feature?
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KScale64 v1.2.2 16th April 2017
westamastaflash replied to Paul Kingtiger's topic in KSP1 Mod Releases
I think there's just too much heat generated. I installed RealHeat and have had no trouble since. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
westamastaflash replied to DMagic's topic in KSP1 Mod Releases
Thanks - it works now that I restarted KSP. I dunno why I used a quicksave, I have the S.A.V.E. backup mod I should have just used a backup! -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
westamastaflash replied to DMagic's topic in KSP1 Mod Releases
Oh I know what happened!!! I had a crash and my persistent sfs was not loading up, so I loaded a quicksave as my persistent. Sorry about that :-( ! -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
westamastaflash replied to DMagic's topic in KSP1 Mod Releases
Log file here (player.log.tar) Screenshot of CapCom here. I've got a bazillion mods (64 bit Ubuntu). I know it's a specific "available" contract but I don't know which one. Sometimes the window works but then it stops when that contract re-enters rotation (i think) -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
westamastaflash replied to DMagic's topic in KSP1 Mod Releases
I just started getting strange errors in Logs when I open CapCom. It's been working fine for weeks, and now it just stopped ? Any ideas - looks like its locking up at the drawing of the current contracts. I think one of the agencies I have - the flag is borked. Could it fail gracefully like the stock app rather than not showing anything at all? null texture passed to GUI.DrawTexture (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at UnityEngine.GUI.Button (Rect position, UnityEngine.GUIContent content, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 at CapCom.CapComWindow.currentContractControls (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.CapComWindow.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.Framework.CC_MBW.DrawWindowInternal (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) NullReferenceException: Object reference not set to an instance of an object at UnityEngine.GUI.Button (Rect position, UnityEngine.GUIContent content, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 at CapCom.CapComWindow.currentContractControls (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.CapComWindow.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.Framework.CC_MBW.DrawWindowInternal (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
westamastaflash replied to SpaceTiger's topic in KSP1 Mod Releases
Also having NRE with landing legs in the VAB. NullReferenceException: Object reference not set to an instance of an object at KerboKatz.ModuleAutoBalancingLandingLegUpgrade.updateVesselLegs (.Vessel data) [0x00000] in <filename unknown>:0 at KerboKatz.ModuleAutoBalancingLandingLegUpgrade.OnInitialize () [0x00000] in <filename unknown>:0 at Part.InitializeModules () [0x00000] in <filename unknown>:0 at EditorLogic.SpawnPart (.AvailablePart partInfo) [0x00000] in <filename unknown>:0 at EditorLogic.OnPartListIconTap (.AvailablePart p) [0x00000] in <filename unknown>:0 at EditorPartList.TapIcon (.AvailablePart part) [0x00000] in <filename unknown>:0 at EditorPartIcon.OnTap () [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) EZInputDelegate:invoke_void__this___POINTER_INFO& (POINTER_INFO&) at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 at UIManager.DidAnyPointerHitUI () [0x00000] in <filename unknown>:0 at VABCamera.Update () [0x00000] in <filename unknown>:0 Looks like the "vessel" variable doesn't point to anything when you click a leg in the editor. -
KScale64 v1.2.2 16th April 2017
westamastaflash replied to Paul Kingtiger's topic in KSP1 Mod Releases
I tried it with DRE + FAR, as well as stock heating. Coming in at ~8000 m/s with a PE even at 50km seems to blow up my heat shields. I tried the ones that come with Realism Overhaul but they don't seem to be "rated' for munar return. I want to be able to do an apollo return. I ended up removing DRE and turning down reentry heat in the Mod-F12 menu to like .4. Enough that a lot of ablator is used up but not enough to kill my kerbals (landing a 3-man 2.5m pod). -
KScale64 v1.2.2 16th April 2017
westamastaflash replied to Paul Kingtiger's topic in KSP1 Mod Releases
I'm still having trouble doing a direct reentry from the mun without *many* aerobraking orbits of 15 hours each. :-( I'm not good with the heat system, anyone know of a way to reduce the heat generated? I tried lots of ablator but the shields just blow up. Note - i'm using deadly reentry. Any good settings for it? -
KScale64 v1.2.2 16th April 2017
westamastaflash replied to Paul Kingtiger's topic in KSP1 Mod Releases
I created a spreadsheet that lists useful orbits, constants, etc of each of the bodies. Includes some useful calculators as well. https://onedrive.live.com/redir?resid=1731C32CC90F1274!133&authkey=!AGg0h6phYvOXqjQ&ithint=file%2cxlsx -
MAJOR Heating Bug
westamastaflash replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
I've had success by undocking and redocking to a station to get rid of the heat. It's a huge PITA. My LLL Communotron 64's all started heating up at the same time. Undock, Redock, and the skin temperature started going back down. .... -
My ships are blowing up with the Elektron and Water Purifier running (TAC LS). I've attached a bunch of radiators and a heat sink from Nertea's heat management mod to try to help but they continue to blow up, especially if I time warp. Any ideas as to why they put out so much heat that doesn't get radiated? In addition, they don't seem to actually be doing anything. I right click on the WP and it says "7.60% load" but when I look at the tanks the waste H2O never goes down and the H2O never goes up. In addition, the Elektron doesn't seem to want to electrolyze water. O2 remains the same. And as I speed up time... the ship suddenly starts heating up and then blows up. One thing - I think the overheating problem is a stock bug. But why are none of my converters running?
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I have similar trouble sometimes I can't even ignite engines when I have SRB ullage motors running for several seconds, and it says "Very Stable"... Seems to happen usually when the physics is slowed down (less than 1x frame rate - the "T+" indicator is yellow)
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When I load a quick save i made in atmo while running engines, I get the "vapor in feedlines" message! anyway to change this? Sometimes quicksave is only way to get around the stupid launch clamps showing up later in flight bug.
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Number of Active Contracts
westamastaflash replied to westamastaflash's topic in KSP1 Gameplay Questions and Tutorials
This has been fixed!! https://www.reddit.com/r/KerbalSpaceProgram/comments/37x63q/psa_if_youre_finding_the_10ish_active_contracts/ -
Changing parts in the save file
westamastaflash replied to Majorjim!'s topic in KSP1 Gameplay Questions and Tutorials
If you find the vessel (search by name in the sfs file) you can change a part by replacing a PART { } section with one that works for Clamp-O-Trons. Your best bet would be to "launch" the craft you want to change but with clamp-o-trons in place of the kerbirails. Then save, and copy the PART { } for the clamp-o-tron over from that craft to the one in orbit. (replacing the kerbitrail one). You could also try the universal docking ports mod: http://forum.kerbalspaceprogram.com/threads/73005-1-0-x-Kip-Engineering-All-Ports-and-Hubs-fixed-and-updated-for-1-0-x!-(2nd-May-2015) With this plugin: http://forum.kerbalspaceprogram.com/threads/79128 which should make all docking ports universal. -
Precomputed Low-TWR Interplanetary Transfer Burns
westamastaflash replied to Red Iron Crown's topic in KSP1 Tutorials
Thanks for this! I am putting this as a tab on my spreadsheet for 64k. I added mu since I precompute most of the orbital constants on their own tab and use lookups to get all the rest of the data. Makes it easy to switch between escapes from various planets. -
[0.25] Orbit Manipulator Series (Updated March 12 2014)
westamastaflash replied to HoneyFox's topic in KSP1 Mod Releases
You can try Time Control's hyper warp to speed up the burns a bit... (set physics to 0.25) http://forum.kerbalspaceprogram.com/threads/69363-0-25-Time-Control-9-23-14-v13-2 I've patched it to 1.0.4 (see the end of the thread). -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
westamastaflash replied to Raptor831's topic in KSP1 Mod Releases
With realfuels, cyrogenic fuels like Liquid Hydrogen boil off over time. You can reduce the boiloff with a Cryogenic tank, but never (I think) fully eliminate it.