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Everything posted by Tokamak
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
It works differently than it used to. It confused me too, when I came back to KSP. Those parts are now no longer androgynous. A socket won't connect to another socket, but a tow bar, or resource hose, or winch cable will connect to it. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Tokamak replied to stupid_chris's topic in KSP1 Mod Releases
The cool thing about Open Source software is that you can fork it if you want to. -
I'm incorporating this mod into my main career game, because it is useful and neat. One issue that's just coming up for me now, however, is knowing how much EC/sec my (MKS) workshops will need to do the construction. (My early experiments were powered by decent nuclear reactors, so it wasn't an issue) I see a _total_ EC requirement, but I'm not sure of the actual rate at which I'll need to keep my workshop powered. Am I missing this information somewhere?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
I pretty much always do career. Is there info somewhere on how that actually works, or do I just need to drop a pioneer module at my colony and find out? Also: Thanks for the awesome mod, which is almost a new game in itself. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
I can find lots of references to Kolony Rewards, including how to collect them, but I haven't (on the wiki or the internet at large) been able to find an explanation of what they actually _are_. XD Can anyone point me in the right direction? -
TLA_DEBUG_STACK_LEAK
Tokamak replied to Commodore_32's topic in KSP1 Technical Support (PC, modded installs)
Well, that particular hang/freeze is fixed, but now I'm getting a slightly different one. Wheee... This occurs when I actually place a part. Again it's a stack overflow. In this copy of ksp.log, the gui hang starts at line 34508, followed by 50+ megs of error spam. One notable feature of the log is many, MANY instances of the line "DragCubeSystem: Rendering procedural drag for InflatableHeatShield", and so far I've only replicated it on craft that have (surprise surprise!) one or more inflatable heat shields. But sometimes I can put on several and KSP deals with it just fine. If it ends up just being this one part, I can work around it, I guess, though I haven't yet found if anything else still causes KSP to hang in the VAB. We'll see. But if anyone did have any thoughts, I'd love to hear them. Help is appreciated, but not demanded; none of you are getting paid to do tech support. XD Edit: Whoops, forgot logs: ksp.log https://mega.nz/file/llpnFAzQ#Vk2kJ89d5Dx5qPyaXsVd5ROWhbX8IEybX6fNhyTdf3Q player.log https://mega.nz/file/koBgnY4A#JVtDuDGFK48gdc2tsY51a-c1skd1oiLj-3not46NDnk -
TLA_DEBUG_STACK_LEAK
Tokamak replied to Commodore_32's topic in KSP1 Technical Support (PC, modded installs)
Problem solved. Brilliant! I'm sorry for missing that in the thread. When skimming through I misunderstood apparently, and thought that the MiniAVC issue was just responsible for his original startup crashes, not the VAB/SPH crashes. Thank you so much. I really appreciate the help. And the bazillion mods you maintain as well. -
TLA_DEBUG_STACK_LEAK
Tokamak replied to Commodore_32's topic in KSP1 Technical Support (PC, modded installs)
Oh, well. That'll teach me to skim. I'll try that. I wonder why that would cause problems in the VAB though... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Tokamak replied to stupid_chris's topic in KSP1 Mod Releases
I stand corrected. -
TLA_DEBUG_STACK_LEAK
Tokamak replied to Commodore_32's topic in KSP1 Technical Support (PC, modded installs)
@Commodoregamer118 asked me to post my issue here, so here I am. I get frequent crashes/hangs in the VAB/SPH. While they are intermittent (so hard to replicate) they are always related to one specific action: "holding" a part or assembly of parts over the vessel under construction. Forgive me if I don't know the correct KSP terms, but I mean when you import a subassembly, or detach a part with child parts, so it is semi-transparent , and hover it over the vessel such that the "ghost" part snaps into place to show where it will attach if you click. The actual attachment isn't what causes the hangs/crashes; it's always just the hovering and display of the "ghost" preview. Sometimes if I let it sit for 10 minutes or more, the game un-hangs and returns to normal, until I try to attach the part/assembly again. It is probably related that I often get short hangs (a few seconds) when hovering some parts with symmetry enabled. But different parts from different mods trigger it, like the mechJeb probe core, RealChute parachutes, and the stock separatron I. It doesn't always do it with these parts, mind you. Those are just a few of the parts that I've noticed it happening a lot with. There isn't any common thread of parts from a specific mod causing it. And it can happen with single parts, or assemblies of just a couple, like a SRB+decoupler and the like. When this happens, my ksp.log is full of a truly fantastic amount of stack overflow errors. Here is my ksp.log file: https://mega.nz/file/whx0VIYK#wFyFQl8MPL8jp0AmTa5sBdVk5z3VmIpH2KoYhD3GfCQ And player.log: https://mega.nz/file/kgJB1AJJ#yWGLNQ5oFwG7ZRvHK7UTVUmuP2F6nlPTIYekTW4mEVA Here is my mod list: I haven't updated any mods recently. I do notice that I have MiniAVC and full AVC, so I will go ahead and remove one of those, since that can cause conflicts. But if I understand correctly, AVC problems are usually at startup, right? Is there any information that I've failed to provide? -
I haven't changed my install for a while, but recently I am getting (as the title says) seemingly random hangs, in the VAB/SPH that _sometimes_ resolve themselves, if I let it sit for 10+ minutes. This is always associated with placing multiple parts. By that I mean when you disconnect a part that has a number of children parts, and reattach it, or attaching a subassembly. I haven't found any common factor other than that. It can be as simple has having an SRB with a parachute and pylon on the side of a rocket, taking it off, and putting it back on. I've looked at my log file, and there is a truly ludicrous amount of error spam, but I can't make heads or tails of it. The detail of the errors touch on nearly every mod I have, but I think that's mostly a stack trace, so that doesn't really narrow it down, and if there is something more specific I'm not seeing it. Can anyone help me at least figure out what to start looking at? I'm stumped, and it's making the game basically unplayable. I hope mega is an okay way to convey a log file. Here is the link: https://mega.nz/file/whx0VIYK#wFyFQl8MPL8jp0AmTa5sBdVk5z3VmIpH2KoYhD3GfCQ I'd appreciate any help I can get. Thank you.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Tokamak replied to stupid_chris's topic in KSP1 Mod Releases
I believe it's whichever you have selected on your altimeter. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Tokamak replied to stupid_chris's topic in KSP1 Mod Releases
This mod is one of my basic vital mods, so thank you! I'd love a bit of help though. I know the dev isn't supporting it any more, but KSP players in general tend to be helpful, so I thought I ought to ask. Landing safely on Duna is a pain, for obvious reasons. I'm trying to do it with parachutes only, to simplify my supply drop craft, but hyperediting to Duna for test after test is getting tiresome. Is there a way to just make a reasonable guess as to whether a given set of parachutes will give me my target speed in a particular atmosphere? I know that RS tells you if it thinks you don't have enough parachute to land safely, but as far as I can tell it only takes into account the currently selected parachute and its symmetry counterparts, which doesn't help if you are using multiple stack chutes, or radial chutes in a variety of areas. If not in the interface itself, I would be more than happy to just have an equation to manually use with a calculator for speed = f(area,drag_coefficient) if anyone knows the relationship. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Tokamak replied to SuicidalInsanity's topic in KSP1 Mod Releases
This mod has its own unique manufacturer that can be used for filtering.- 1,507 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Tokamak replied to tomek.piotrowski's topic in KSP1 Mod Releases
I've been experimenting, and I'm still a little bit confused. I'm not able to get the probe control point feature to work with anything but the "RC-25 Remote guidance Unit", even though there are a handful of other parts that do have the "probe control point" module, like the smaller RC-12. In other words, a craft with 6 kerbals and an RC-25 can control probes just fine, but if the kerballed craft only has an RC-12 instead, no dice. But both probe cores list "probe control point" as modules in their part info. Sorry to ask so many questions, but am I still missing something? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
Gotcha. It's good to know if I'm doing something inherently wrong, or if it's just a case of "yeah, it'll do that". Thanks! -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
Thank you! That's at least gotten me a lot closer. I did get "active steering" to do something, though it took me a bit to realize that I needed to toggle the "steering direction" option. Because of the orientation at which I built the trailer, the trailer was actively trying to turn in the wrong direction. XD The towbar is still _really_ springy, so even starting to move very slowly causes the tractor and trailer to 'sproing' (the technical term) together and apart until I get moving, and the same when I stop. The active steeing doesn't seem to extend to the brakes on the trailer, so it does its best to smash into the tractor even if I slow or brake very gently, and usually lifts the back of it off of the ground. Is this just something I'll have to deal with, or am I doing something else wrong? Again, thanks for the help. I appreciate it a lot. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tokamak replied to IgorZ's topic in KSP1 Mod Releases
Can someone help me out? I'd really appreciate a pointer in the right direction. I'm trying to use the tow bar, and having no luck at all. I can connect a tractor to a trailer just fine, but then when I try to go anything but straight, I immediately jackknife, because the trailer doesn't want to go any direction but dead straight as if along rails. Presumably this is because it isn't steering, which makes sense. I've tried enabling active steering, but it doesn't appear to do anything, as far as I can see. It certainly doesn't make the wheels on the trailer move to steer. I'm confused, and I'm clearly doing something wrong. Can anyone help? Also, "lock joint" doesn't seem to do what I'd think it would, because it doesn't make the joint stop bending. Very confused, I am. D: -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Tokamak replied to SuicidalInsanity's topic in KSP1 Mod Releases
Update: Okay, I feel really silly. I forgot just how thin Duna's atmosphere is, and didn't go deep enough. It turns out for there to be enough FanIntakeAir you have to be almost at the surface. Derp. I'll just leave this here in case anyone else has the same problem, so that they might find it and not repeat my mistake.- 1,507 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Tokamak replied to SuicidalInsanity's topic in KSP1 Mod Releases
I checked the fan part CFG files, and they contain the following: MODULE { name = ModuleResourceIntake resourceName = FanIntakeAir checkForOxygen = false area = 0.04 intakeSpeed = 30 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } But the part is clearly still checking for oxygen. Am I perhaps posting this in the wrong thread? I'm not sure what to do from here.- 1,507 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Tokamak replied to SuicidalInsanity's topic in KSP1 Mod Releases
I'm a bit confused about the banshee fan engines. I thought I understood that they were meant to work on planets without oxygen, since they require liquid fuel _and_ oxidizer. That, and the description says so. But when I attempt to use them on Duna, they do not work. Specifically, the right-click context window for the engines says: Prop Requirements Met: 0.00% Thrust 0.0kN Status: Flame-Out! Cause: Air combustion failed I've installed using CKAN, and changed nothing in the mod config files.Is there something I fundamentally missing? If it's relevant, in the VAB, the propellants are listed as "liquid fuel", "oxidizer", and "fan intake air"- 1,507 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Tokamak replied to tomek.piotrowski's topic in KSP1 Mod Releases
Oh, so it _has_ to have that one specific part? I didn't realize that. There aren't a variety of parts with that functionality? Thanks for clearing that up! -
Sometimes, for no apparent reason, one of my vessels will start spinning a vessel around, sometimes very fast. Sometimes it's a small amount that my SAS can counteract, and sometimes it tumbles at literally multiple revolutions per second. Is this just something that happens to me? Is it a known kraken that I can do something about? The couple of other bits of information that I have are that it most often (but not always) happens when I switch SOIs, and usually when it happens my console/log gets spammed with " [Orbit] SolveClosestApproach: solve took too many iterations, result incorrect" Any thoughts?