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ebigunso

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Posts posted by ebigunso

  1. Real Fuels doesn't come with an engine config pack. Realism Overhaul, the only engine config pack I'm involved in, does indeed assign real fuels to real SRBs. :)

    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. quote_icon.png Originally Posted by ebigunso viewpost-right.png

    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.

  3. @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.

  4. 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

  5. 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

    http://imgur.com/a/vwyra

    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.

  6. 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.

  7. 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.

  8. 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: NaN

    Not 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.

  9. 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.

  10. 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
    }
    }
    }
    }
    }

  11. 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...

  12. 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

  13. 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

  14. 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! :D

  15. 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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