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ebigunso

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Everything posted by ebigunso

  1. It'd be nice if you could adjust proc SRBs to be more inline with other real SRBs, since it's way underpowered right now, and it doesn't have a config for real SRB fuels. Then maybe you can hand that over to Raptor831 so he can add his adjustment for the stockalike config too, which would be super awesome.
  2. Sorry for being so late to reply. I think this problem is due to some sort of conflict with RealFuels. I don't know if it's this or RF which should be fixed so it'd be great if you could check your part.
  3. You can go on and enable partless mode, then you don't have to worry about it.
  4. Yes... but still there's something obviously broken here, and it looks related to my original problem so I'd like to continue this investigation.
  5. I have tested my issue with reduced mods. (only with ATM, Community Resource pack, CrossFeedEnabler, HyperEdit, RF, SloverEngines, ModuleRCSFX, RFStockalike, and RealPlume+SmokeSkreen which is mandatory with stockalike configs) I have created a minimalistic craft with just a pod, tank, engine, and RCS. Then popped it up to orbit with HyperEdit. The engine's fuel status quickly falls back to "Unstable" in literally a second, and manages to stay there for a quite a long time (about 30sec, didn't check exactly) before I decided to do the next test. Then when I fired the RCS to thrust forwards, it took much longer than it should (about 13 seconds) until the fuel flow budged from Unstable status and after that quickly switched through the states within half a second to reach Very Stable. I tried thrusting reverse with RCS while the state showed Very Stable, then the state went back to Unstable and never seemed to move from there while I was thrusting. Note that it never reached Very Unstable. Letting the craft float without any thrust while the state showed Very Stable brings the state into Very Unstable given a pretty long wait (felt like a reasonable time for this). Thrusting forwards with RCS after this resulted in a expected behavior of fuel flow state quickly switching back into Very Stable within half a second. I have tested again to see how long this initial Unstable state lasts, and surprisingly it lasted for longer than 2min where I gave up, not going into Very Unstable. Intriguingly this time forward RCS thrust brought the state back to Very Stable quite fast, then when I released the thrust it quickly returned to Unstable again in a blink of an eye. Next forward thrust made the Very Stable state stay as it should. I have then tried to test when this returning to unstable thing happens, and have got the results that a short backwards thrust of about less than 3 seconds doesn't cause the issue of returning to Unstable when you do a short forward burst, and a backwards thrust of about 5 or more seconds causes it. I was also able to escape the bug if I thrusted forwards -in one go- for longer than I have done backwards at the start. I have tested this a few times and confirmed these below happens all the time. Super long Unstable fuel state initially after hyperedit Reverse thrust RCS = Fuel flow Unstable Backwards thrust for sufficient time causes a bug where fuel state rolls back to Unstable every time you stop thrusting forwards Please note that it is fuel flow "Unstable" and not "Very Unstable". I took a copy of the output log and took a peek in there but I found no line that suggests anything happening. It just has a few lines saying RCS lock/unlock which I performed... It might have been that the phenomenon (much longer than expected thrust needed to achieve Very Stable state) has been exaggerated in larger crafts, due to diminished TWR of RCS thrust, thus seeming like the state never changed despite the thrust provided. No proof or anything here. If there's anywhere other than the output log I could look into to find an even more detailed debug log, please tell me and I will take a look. If you need the output log file of the final and second to final test, I will leave it here although I don't think there's anything worthwhile in there. Second to final: https://kie.nu/2L_z Final: https://kie.nu/2L_N
  6. You can use the Heat Pump mod to actively cool the tanks. http://forum.kerbalspaceprogram.com/threads/128502
  7. I have the same problem in stock size Kerbin with RF. So I assume this is a compatibility issue with RF and KER, and maybe even MJ looking at what the first guy said. I'd love it if somebody could go check if this actually is the case, and find out which mod and where needs a fix.
  8. OK I've gone to remove "Time to Atmosphere" on the KER displays, but the fuel Unstable problem still persists. This looks like it's not related to the KER log spam issue. I would be very grateful if anyone can go on to find out what this is all about... or at least help me find out.
  9. Thanks, I had that on. I'll try removing that readout for now Although the strange thing is, that this orbit was in space, not inside the atmosphere... Still it did have a part of it in the atmosphere.
  10. Huh... ok. I have no idea where that came from either, and not at all see how that affects things so I'll let those that know handle the bug finding. Sorry I'm not being helpful at all.
  11. This is for RealFuels not specific to StockAlike config, but what I do to make things not too easy for stock Kerbin is to set "Use realistic engine mass" option inside RealSettings to False.
  12. Right. Since I didn't have this issue for previous launches of the same craft, I can't say for sure what is the cause. But I'll instead post my save game so anyone who wants to test can take a look at it. The craft named "Lunar Mission Mother Ship" is the one in question. Also I'll put up my craft file so you can test that alone. For the craft you'll need KW Rocketry, HullcamVDS, BoxSat, COSMOS SSPP, Procedural tanks, Procedural Fairings, FASA Launch Towers, RealFuels and the Stockalike config for it. For the mods I have, there's a whole bunch so I'll put that inside a spoiler. 1.0.4 (Stock - Adjusted transmit science scaler for Accelorometer, Barometer, Gravitometer, Thermometer, Atmospheric Sensor. Increased average contract number to 20.) Active Texture Management (Agressive, w/ Naten's Configs & Original Configs) Advanced Jet Engine Alternate Resource Panel Astronomer's Visual Pack Auto Pruner (pruned KW SRB,Stock Heat Shild, KOSMOS SSPP, RO Global Tank, RO Global Fairing) --Original Prune list: KOSMOS_SSPP, KW_SRB, RSCapsuledyne_Tank, Stock_Fairings, Stock_HeatShield, Renewed Stock Tanks list/RO Global Tanks list/Stock Wings list(incomplete) B9 Aerospace (Infodrive only/adjusted mass to 0.01) B9 Aerospace Procedural Parts Better Buoyancy BoxSat (1.0.2 patched) ClampsBeGone Cloud Configuration for OPM (AST-Int) Community Tech Tree Connected Living Space (w/ Taurus HCV config) Contract Configurator (Field Research, Tourism Plus, Useful Space Stations) Contract Window+ Crowd Sourced Science Deadly Reentry Default Throttle Distant Object Enhancement Docking Port Alignment Indicator Editor Extensions Enhanced Navball Environmental Visual Enhancements Extraplanetary Launchpads FASA Launch Towers Ferram Aerospace Resarch Final Frontier Flight Manager for Reusable Stages (1.0.2 ver) Heat Management (w/ Community Tech Tree patch) Hullcam VDS Impact! Infernal Robotics Rework (Core) K2 Command Pod (Ablator added) Kerbal Alarm Clock Kerbal Attachment System Kerbal Construction Time Kerbal Engineer Redux Kerbal Inventory System Kerbal Joint Reinforcement Kopernicus Kopernicus Expansion kOS KOSMOS SSPP (Fixed Node attachement direction) KSP TOT KW Rocketry (1.0.2 ver w/ community 1.0.4 patch) ==WAITING UPDATE== Near Future Technologies (Solar, Electric, Propultion, Decaying RTG, Low thurust Electric) Outer Planets Mod Persistent Rotation Planet Shine Portrait Stats Precise Node Procedural Fairings Procedural Parts Raster Prop Monitor RCS Build Aid Real Fuels (w/ stockalike config, realistic engine mass false) Real Chute (w/ Community Tech Tree Patch) Real Heat (WIP 2015/7/15) Real Plume (w/ Stock config) Remote Tech SCANsat Ship Manifest Simple Orbit Calculator SmokeScreen Stock Bug Fix TAC Fuel Balancer TAC Life Support Taurus HCV (w/ Community Tech Tree patch) Texture Replacer (w/ Rareden's Real 8k Skybox) Thermal Monitor Toolbar Transfer Window Planner Trajectories (1.0.2 ver) Tweak Scale USI Kolonization Systems Waypoint Manager Here's the files: Save Game, Craft File I'll also post the Module manager cache for this specific engine if you want to take a look at that also. UrlConfig { name = KW2mengineSPS type = PART parentUrl = KWRocketry/Parts/Engines/2mSPS/part url = KWRocketry/Parts/Engines/2mSPS/part/KW2mengineSPS PART { name = KW2mengineSPS module = Part author = KW Rocketry node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top2 = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.687, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = heavyRocketry cost = 526 category = Engine subcategory = 0 title = KW Rocketry Hypergolic Service Propulsion System manufacturer = KW Rocketry description = A simple motor for small spacecraft that shares the same propellants as your reaction control system. Built for efficiency in a vacuum. Plume configured by RealPlume. attachRules = 1,0,1,1,0 mass = 0.59 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 1523.15 emissiveConstant = 0.8 stagingIcon = LIQUID_ENGINE entryCost = 2630 oldMaxTemp = 1531 tempMult = 0.994872632266493 MODEL { model = KWRocketry/Parts/Engines/2mSPS/KW_2mEngine_SPS_M scale = 1, 1, 1 } MODEL { model = KWRocketry/Parts/Fairings/UnifiedFairings/KW_Auto_2mSPSShroud scale = 1, 1, 1 } MODULE { name = ModuleEnginesRF thrustVectorTransformName = NozzleTransform engineID = KWSPSLE runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 95.5077726975833 atmosphereCurve { key = 0 330 key = 1 116 key = 3 0.001 } PROPELLANT { name = MMH ratio = 49.965541 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 50.034459 ResourceFlowMode = STACK_PRIORITY_SEARCH } } MODULE { name = ModuleGimbal gimbalTransformName = NozzleTransform gimbalRange = 3 useGimbalResponseSpeed = true gimbalResponseSpeed = 15 } MODULE { name = ModuleAnimateEmissive ThermalAnim = GriffonEmissiveAnim useHeat = True lerpMin = 0 lerpMax = 750 lerpOffset = -150 lerpPow = 0.875 lerpOuterScalar = 1 lerpInnerScalar = 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 4 } } MODULE { name = ModuleJettison jettisonName = 2mSPSShroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.4 maxDistance = 30 falloff = 1.5 thrustTransformName = NozzleTransform } RESOURCE { name = ElectricCharge amount = 2 maxAmount = 2 isTweakable = false hideFlow = true } MODULE { name = BBModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MGFix plusEnabled = True } MODULE { name = ThermalMonitor } MODULE { name = TweakScale type = stack defaultScale = 2.5 TWEAKSCALEEXPONENTS { mass = 2.5 } } MODULE { name = USI_ModuleRecycleablePart Menu = Scrap Part ResourceName = Recyclables Efficiency = .8 } MODULE { name = USI_ModuleRecycleablePart Menu = Salvage Part ResourceName = SpecializedParts Efficiency = .4 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = KOSNameTag } MODULE { name = ModuleEngineConfigs techLevel = 4 origTechLevel = 4 engineType = O origMass = 0.59 configuration = MMH+NTO modded = false type = ModuleEnginesRF CONFIG { name = MMH+NTO maxThrust = 200 heatProduction = 95.5077726975833 IspSL = 0.9600 IspV = 0.9500 throttle = 0 powerEffectName = Hypergolic-OMS-White PROPELLANT { name = MMH ratio = 49.96554100620262 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 50.03445899379738 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2 } } } CONFIG { name = UDMH+NTO maxThrust = 200 heatProduction = 95.5077726975833 IspSL = 0.9500 IspV = 0.9500 throttle = 0 powerEffectName = Hypergolic-OMS-White PROPELLANT { name = UDMH ratio = 47.82321899736148 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 52.17678100263852 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2 } } } } ModuleEngineIgnitor { ignitionsAvailable = 24 autoIgnitionTemperature = 800 useUllageSimulation = true } PLUME { name = Hypergolic-OMS-White transformName = NozzleTransform localRotation = 0,0,0 localPosition = 0,0,-0.84 fixedScale = 7 energy = 1 speed = 1 flareScale = 7 plumeScale = 7 flarePosition = 0,0,-0.84 plumePosition = 0,0,-0.84 } EFFECTS { Hypergolic-OMS-White { MODEL_MULTI_PARTICLE_PERSIST { transformName = NozzleTransform localRotation = 0,0,0 localPosition = 0,0,-0.84 fixedScale = 7 energy = 1 speed = 1 name = plume modelName = RealPlume/MP_Nazari_FX/ssmeflame2 fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0 randConeEmit { density = 1 0.2 density = 0.3 0.4 density = 0 0.7 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0 density = 0.46 0 density = 0.2 2 density = 0.1 3 density = 0.0 3 } linGrow { density = 1.0 0 density = 0.46 0.0 density = 0.2 5 density = 0.05 7 density = 0.0 8 } grow { density = 1 -0.99 density = 0.8 0 density = 0.0 0 } speed { density = 1.0 0.7 density = 0.46 1 density = 0.2 1.5 density = 0.05 1.8 density = 0.0 1.9 } emission { density = 1.0 1.5 density = 0.8 1.5 density = 0.2 1.7 density = 0.1 1.7 density = 0.05 2 density = 0.0 2.5 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 1.7 density = 0.05 0.8 density = 0.0 0.7 } size { density = 1.0 0.85 density = 0.8 0.80 density = 0.2 0.65 density = 0.0 0.75 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_spsloop volume = 0.0 0.0 volume = 1.0 1.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_sps volume = 1.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } }
  13. Update on my issue, restarting the game hasn't helped with the situation. The craft's engine still shows the Unstable state and won't budge at all. The fuel state shows Unstable at first when you load, then it goes to Very Stable then quickly to Unstable again all before physics kicks in, and once physics are in and I can control the craft it's stuck there. I may as well have to abandon this mission and return the crew if RF doesn't bring a fix for this soon...
  14. OK to end this conversation, I'll bring up a different problem. I seem to be having the fuel unstable issue too, that somebody previously reported. I remember that guy had the issue on launchers, but in my case this happened in orbit. I had a KW 2.5m service propulsion system on my craft with the dev version of Stockalike configs. The other engines I had on the craft (that was on a different stage) functioned properly, but this one in particular didn't work in this case. The fuel flow state for this engine rapidly changes to "Unstable" and never moves from there. Applying thrust from RCS doesn't make it go towards a stable state at all, and the suspicious part is that it never even goes to being "Very Unstable" but just stays unstable the whole time. This is not due to the RCS not having enough thrust, as my previous missions using the same craft design worked as I intended. Quicksave and Quickload didn't solve the issue. This phenomenon leads me to think there is some phantom force being applied by a bug, that holds the fuel in the unstable state. I will give a link to my output_log. https://kie.nu/2Ldg
  15. It'd be awesome if KER could give me sidereal longitude readouts too, so I can finally stop eyeballing the contract's launch times. I assume this is not too hard?
  16. So I've gone to use Zkey's version of this, and have an issue. The engine sound comes from the left hand side of the room for some reason, and that really annoys me. Is it possible to fix that by say, rotating the room 90 degrees to the left?
  17. Just a heads up since I have updated this mod and added a new list
  18. I've got a game crash while building a craft in the VAB, the game then created a crash dump file and gave me an error message saying to tell the devs about it so here it is. This happened when I attached a part to another part. It was sort of clipping into another part so maybe that has something to do with it? Anyways I'll let the devs figure out what that was. http://www./download/0pbh3d4uk5rhjc3/2015-10-02_090916.zip
  19. Personally I'm doing fine with RealPlume, but for those that doesn't want that, it'd be nice if you or anyone else could plop down a template which ppl can reference when going on to modify the files.
  20. OK my previous issue with no effects was me just not having smokescreen... sorry for the confusion. Though now I have that installed, I've found another small issue so I'll put that up here. The plume position for the LH2/LOx configuration of the LV-909 engine seems to be wrong, and the plume is engulfing the whole engine. Please take a look.
  21. I'd love it if stock fuel cells could be integrated with realfuels, converting it to use realfuels resources.
  22. It'd be great if we could get RPM integration for the engine/fuel status just like back when we used EI. I hope you can add that to the list of things to do. With that I can go on to doing those full IVA missions for the immersion!
  23. I assume you have that particular engine rescaled using tweakscale? I've had that issue myself too. I don't know what is causing this to happen but rescaling engines/RCS ports/solid motors leads to game crashes when loading the craft. If this started to happen for you only after installing RFStockalike and that's the only change you've made, maybe this is the cause. Please correct me if I'm wrong.
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