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Maelstrom Vortex

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Everything posted by Maelstrom Vortex

  1. Does that include the firespitter core that B9 was showing as a dependency? I saw two firespitter variants, both install to the same directory but CKAn sees them as distinct.
  2. Congratulations! I hope you guys make Kerbal Space Program 2 and it's on something OTHER than the very limited Unity engine.
  3. Having strange issue where firespitter and it appears b9 are causing some fsm issue which are causing parts to spawn in the ground of the VAB on 1.3? Solved: Firespitter not updated on ckan. Must first install b9 with old firespitter then get the 1.3 issuance of firespitter.dll from Github, now working normally and fsm error is gone. Since B9 still slates the old firespitter core as a dependency it may not update via ckan unless the dependencies are changed.
  4. It was tweak scale. @FreeThinker You may want to check if current Ckan dependencies indicate and include the current tweakscale version. Working now after separately updated tweakscale.
  5. After updating to KSP IE 1.3 the game is still crashing on the load screen. Are there dependencies that still have not yet updated?
  6. The Infinite range, able to land almost anywhere.. Phoenix 2, High Velocity touring vehicle. 100% re-entry heating, can hit orbital velocity around 25k meters up with carefully handled flight using solely the nuclear ramjet on atmosphere intake. Rugged landing gear and chutes can let this aircraft climb some steep slopes. https://kerbalx.com/Maelstrom_Vortex/Project-Phoenix-2-Final Crew exit is Cargo bay 3. Vital stats: Details Type: SPH Class: spaceplane Part Count: 79 Mods: 5 Mods B9 Aerospace Parts Pack KSP Interstellar Extended Near Future Spacecraft Warning: Landing gear retraction is not ground physics/collider friendly, may "bunny hop" if retracted while on ground.
  7. Hrmm is there a new modcraft thread somewhere I've missed?
  8. A single ship has done a planet wide anomaly run in a single mission, landing at almost every anomaly, both poles, and now sits precariously on a ledge I hope to be able to take off from to get to the final anomaly and then bring them home. Total mission elapsed time is about 2-3 days with some time warp to have anomalies appear in daylight. The craft being used can go > 2km/s in high atmosphere without burning up and hit space on its ramjet. Updates are coming in the form of a Project 3 that may use compressed air to allow it to be used beyond atmosphere. Oh, and did I mention that it has a lab, all science types (except the pressure test, I forgot to add it. Will correct later in the science bay.) Craft available on Kerbalx: https://kerbalx.com/Maelstrom_Vortex/Project-Phoenix-2-Final
  9. Thank you for this. I haven't seen it able to toggle over to any other fuel yet, but I will try tonight. CKAN collapsed after downloading the upgrade, but appears to have successfully applied the patch despite the bizarre null reference error.
  10. ISRU refrigerator doesn't seem to consume compressed air and distribute to intake air on the Thermal Nuclear Ramjet, or if it does so, is doing so at such a rate the compressed air drains in seconds even when only adjusted to a 5% compressed air > intake air setting. Fuel container it is drawing from has 50,000 compressed air. Null Reference error after download when attempting install via ckan.
  11. I have compressed air and a ISRU convertor on board to turn it into intake atmosphere, but as soon as it engages, all 50,000 units of the compressed air appear to vanish or are immediately consumed. (I cannot tell which). I'm not sure what is causing this behavior, is it normal? Am I just using too little compressed air? I know normal intake atmosphere only consumes about 1-3 per second so I thought this seems abnormal.
  12. Created a Thermal Nuclear Ramjet concorde using KSP Ie and Kerbal Aerospace Plus on my twitch stream. Began to lose peripherals at about 1.3km/sec. Going to try to fine tune for even higher speeds by moving external parts into cargo bay. Trying to make a fast way around in atmosphere to biomes and anomalies.
  13. Went to MInmus and Mun with 12 tourists and landed with a boatload of money.
  14. I do not believe any reasonable person believes entire expansions, which can be wholly other game systems, should be free if they love the game. Updates, sure, but expansions? Ask for expansions to be free is like asking for your favorite game to die because it has no funding to keep it going. Please be reasonable. Even if the developer tried to offer free expansions, if they intended to keep developing and I truly loved the game as I do this one, I'd beg them to take my money instead. That said, I think those not familiar with the gaming development community will easily get the two mixed up. I think Squad found the right compromise. I may be buying the expansion and giving it to friends who do not get it free just to support the game.
  15. If you get a problem like this, try running in admin mode, should resolve.
  16. The AE-FF2 airstream pro and likely other fairings are causing CTD on launch when there is any clipping at all and can corrupt a save as well, 0ing out funds in career and if the save manages to revert and saves to the persistent back up deleting the craft from the pad in the tracking center will result in a high pitch audible scream til the game ctds again. Rigorously tested while live streaming on twitch. The episde link is provided below and provides about 2 hours of test data showing different configs it was tested in. Oddly, the configuration worked once, normally in a engineering sandbox mode, and then crashed again when almost the same exact vehicle was reloaded and the same modifications were made in career mode. All parts were rigorously tested to confirm it was not a part issue of any sort whether stock or mod as they would all load to the pad independently just fine it was just when they were brought together in a fairing in a particular combination that this very serious crash style occurred. I suspect it has something to with fairing / engine interactions with colliders but even inverted the error still occurred. Submitting error reports generated by the game as well as a twitch tv link to the video where I attempted to diagnose the cause myself. I also suspect it may have something to do with the game thinking the craft is somewhere else for some bizarre reason other than the launch pad because it always switches scenes to space wtih 0 coms though still showing the stages on the left as if it never left the pad. The interaction is with KSP Intersetellar Extended Candle engines, but could conceivably happen with others though I ran out of time to test that theory. Here is the logs, the save files associated with the repeated testing CTDs: https://www.dropbox.com/s/qebzscrjgn1bvmn/05092017errorlogs.zip?dl=0 Here is the video on Twitch TV that contains the troubleshooting effort. It starts around 2:15 to 2:30 and runs until the end about 4:30, a full 2 hours of rigorously attempting to identify and troubleshoot the problem. Inverting the payload in the fairing hangar also did not solve the problem. https://www.twitch.tv/videos/141246182 Craft file causing the CTD: https://www.dropbox.com/s/7ywx2gx5uub7bgd/Micro Probe 2.craft?dl=0 update: An even more bizarre complication has arisen, this craft can be launched in sandbox, it only crashes in career. Repeatedly tested in career, with and without the decoupler, with and without the fairing, with and without it being at the bottom of the inter-staging rack. Unbelievably odd. It has to do something with the name and perhaps the initial game crash? Going to destroy the craft in this particular save, rebuild it from scratch, rename it and see what happens. Rebuilt it exact to spec under a new name, still crashes in career only, new name Mun Micro Probe 2. The original craft that it was based on is also crashing. We're making progress in narrowing down cause. Updating title. Suspect previous deletion of a probe in space did not complete properly in the tracking center corrupting the save and possibly making it so that all probe cores of the same type launched now register at a random point in space rather than at launchpad. Left the name unchanged, stripped down to probe core, launched. Stable with just Hecs core, went back reloaded primary craft file so that once again all parts were present, launched, ctd. Something is broken on the payload, still working out what. This craft launched before with no problem, something has changed. Removed all parts from corrupted craft that were mod-based and only utilized its stock part elements, the craft deployed without crash. Adding back the navigatin light and launching, then adding back the candle engines and launching, will update again momentarily. Navlights confirmed good. No crash. Re-add candle engines.. no crash? Craft is mysteriously stable again as a whole after re-add of parts. Possible issue with saved crafts from between KSP IE updates. Removed and re-added candle engines to the full payload/delivery booster assembly and still crashing, so re-adding the engines does not always fix whatever is underlying this. Debugger menu will not open when the view is changed to space prior to ctd and funds are wiped. The crash dumps are indicating some form of bizarre memory access error. Putting ksp into admin mode. But why only affecting this particular craft file and why only career? Craft loaded without crash after 3 way coupler removed, landing gear, candle engines, and the nav lights were removed. Adding back only sm-3 mount and putting on the fairing rack and reloading. Still stable. Adding landing LT-1 gear back to the sm-3 mount, retracted as before. Normal launch. Adding back candle engines. Normal Launch? Adding back nav light. Normal launch! ...... Conclusion: KSP not running in admin mode was causing a random failure to access some part of the craft file for reasons that are unexplained as all the parts in this build have been utilized before. This began after the recent ksp ie mod update, so uncertain if interaction has been caused by updates. Solution: Run KSP in admin mode, this was not a part or apparent staging/physics error. Why it has chosen to randomly manifest a memory access error now remains undetermined, but launch is able to progress without error.
  17. Confirmed the candles are okay. They're just long enough that if you mount it in the first payload rack mount above the fairing that they will clip through the fairing and cause a collision which doesn't cause the parts to explode or fly off as it should, but fully crashes the game. If you move it up to the second mount in the fairing column, they work fine. Conclusion, 3 colliders clipping a plane causes significant damage and the candles are just long enough to do that on the lowest part of a fairing column for a rocket. All parts confirmed good, it's a physics problem and a game handling the collision problem not a part or mod problem.
  18. The sound hasn't repeated thankfully, I think it may have been caused by what ever triggered the crash in the save. I have ruled out the Candle as a soul cause. It appears to be a 3 symmetry / stock fairing payload bay interaction that may be causing the problem. Update: Extremely high confidence problem is interaction between 3 symmetry engine mount payloads and stock fairings.
  19. Free thinker, currently still performing troubleshooting on the candle in my stream. It's starting to look like two possibilities, either the candle has a malformed bottom connector that isn't doing well with staging in a fairing, or the fairing/separator combo I'm using itself is not interacting well with the trio of candles I'm using as the bottom of the payload due to their proximity so that when it deploys to the launchpad it gets confused as to where it should connect. Waiting for ksp to load as we speak. The probe itself loaded fine to the pad, clearing all parts on board. The sub assembly with the fairing has loaded to the pad with other payloads before so it is something with their interactions at the connector point that is causing the crash.
  20. 1.13.3 appears to be having very serious issues with the candle engines. Ive repeatedly tested them on KSP and so far, (still testing) the candle appears a strong candidate for causing repeat crashes with 0ing out of career funds, and when deleted from the radio array it causes a loud pulsing audio burst. I've captured this all on twitch in my Dragons in Space, episode 20 stream. If you're online go watch my stream and you can see the merticulous troubleshooting I am doing.
  21. 13.3 seems to be causing crashes with the nuclear candle rockets, the small ones not the LV-N style nuclear rockets. The probe sized parts. Had it happen to me twice so far streaming on twitch in Dragons in Space Episode 20. Suspect possible malicious code may have uploaded on ckan's 1.13.3 version. When trying to destroy the probe that was put on the pad from the tracking station, it shows it as in a very far displaced orbit and triggers an extremely high pitched pulsing audio siren that sounds almost like pacman. Caught it all on tape on twitch, 2 hours 15 minutes into the program roughly is when the siren shows up. Still trying to work out the error. Cleansed the save, made a back up, repeated the issue. Same thing happened. Funds were 0'd out and made NAN when craft was launched with candle engines and game crashed.
  22. I appear to be having this issue as well now, did anyone determine the cause? Nevermind, solution is simple folks: 20 m/s start speed required on runway before ramjet intakes kick in for initial ramjet.
  23. I remember when it was just command module 1, boosters, and no moon or ocean. Just how high can you go?
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