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Posts posted by ebigunso
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I've got an issue with rescaling RCS thrusters and KW ullage motors.
When I rescale any of those said above, initially it is ok but once I try to move the part in the editor the game freezes and occasionally crashes. Also the game crashes if you try to load a craft with those rescaled parts attached.
EDIT: I've confirmed the crash happens also when you scale engines of any sort. Below is what it said in the last lines of the output log.
I can not reproduce this, my dev install is fine with scaling engines of any sort. So it looks like a broken install or mod conflict.
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.
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Does anyone have like a tweakscale config or something for KER? Having a lot of trouble fitting it onto smaller probes without looking really wonky
You can go on and enable partless mode, then you don't have to worry about it.
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@ebigunso: So seems like ullage is working correctly. Am I right? Because before it seemed it didn't work at all for you. Never moving into any sort of stable state. Now it is.
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.
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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
- Super long Unstable fuel state initially after hyperedit
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Does anyone know how to make the Lqd Hydrogen to not boil off that quickly ?
You can use the Heat Pump mod to actively cool the tanks.
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I dont have a solution for this but I can confirm it happens to me as well.
Here is a quick album of it.
The first pic is of my craft attached to the supports. No throttle and KER reads the delta V correctly.
The second pic I have started the engines and they are firing but the supports are still attached and KER is giving me correct data still.
The third pic is when I have released the clamps and now KER has gone to 0 for the delta V readout.
I am using a new install with KER v1.0.18.0
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.
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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.
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Do you run KER by any chance and have you recently added the "Time to atmosphere" readout?
This happens when your "orbit" is entirely within the atmosphere due to a bug in that recently added readout (I'll hold my hands up here, it was me and it was a silly thing that should have been caught in testing). The bug has been fixed for the next version of KER. It is harmless other than the excessive spam slowing the game down. Turn off the readout while flying or run KSP with the -nolog option (or, get the latest code from cybutek's repo and build a fixed version for yourself).
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.
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Well. Looking at your log you have this
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaNNot entirely sure where it's coming from, but, there is your problem. Your game is being spammed.
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.
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How well does this work on a normal scale kerbin system "out of the box"? I noticed in the Real Fuels topic that Nathan said using RF on stock-sized Kerbin drastically reduces the amount of rocket needed, but it never specifies if this is just for the RSS configs or for RF in general. If it doesn't work out of the box, what would be needed to het it to work, seeing as how KIDS hasn't been updated for 1.0.4?
Second, is there any way to replenish the number of ignitions an engine has left? I remember there being a mod that did that using KAS back when RF used Engine Ignitor, but I can't find anything like that now.
Finally, how does this interact with the stock ISRU system?
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.
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ebigunsosd. Please provide a detailed scenario of duplication steps. I'd also like to propose that this may not be an issue with RealFuels but with the stockalike config itself. If this were a giant bug within RealFuels, then essentially anything that used it would not work. Since that appears to not be the case, then I'd look further at the engine config itself.
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
}
}
}
}
} -
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...
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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.
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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?
bump since it's way back there now.
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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?
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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?
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Just a heads up since I have updated this mod and added a new list
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Zkey, you are so amazing XD
You're the best, of course along with Tabakhase.
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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.
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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.Did I say anything about RealPlume? I said they require EFFECTS nodes, which are easy enough to make. That's your "workaround" right there. -
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.
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I'd love it if stock fuel cells could be integrated with realfuels, converting it to use realfuels resources.
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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!
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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.
[1.8+] Real Fuels
in KSP1 Mod Releases
Posted · Edited by ebigunso
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.