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Tellion

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Everything posted by Tellion

  1. Fool me once... ;D Hyperedited the reactors into orbit, that should count as launched. Also did some quicksaving/loading in between. Also fuel was consumed while the vessel was focused, just not when it was, well, not. Oh and the radiator option is not that big of a deal imho, more of a nice to have thing.
  2. Aww, yess! Thank you very much kind Sir. Is there anything in line of PQS adjustments, tweaks to radii, semi major axes etc?
  3. Real Solar System is a plugin that modifies planets, things like 64k, but for the time also this mod, work only with RSS. Since you are asking here though, you might want to know if the Outer Planets Mod is compatible with 6.4x - yes it is as well. Yup, the CKAN install seems to non functional.
  4. The name of the thread is the one thing that needs updating. Those visual packs are configs for other plugins, *they* have been updated for 0.90 and work with reasonable stability.
  5. Ahh, thank you very much! This slipped past me because I initially noticed it on 64k, where the RT ground station is at the right place visually, but apparently still further than 3km away ._.
  6. Positive on the fuel depletion issue, nothing is subtracted. Are there any dependencies for that to happen that are assumed to be installed, because I used a more or less clean install for it... You got me on the rtg, that is quite smart actually (smarter than me for sure). Oh, and one more thing I noticed is that the Start [open/closed] option in the VAB/SPH does not have any effect, neither before or at launch.
  7. There you go. If you want to know what I changed specifically, I posted it somewhere early in the OPM thread, and noted it in the RealSolarSystem.cfg file.
  8. Thank you so much for finding the time to keep working on all of this, it is greatly appreciated! Having said that, a few general observations made, not sure if any of this is news to you: -As noted, Reactors dont play well with high timewarps, although it works up to 100000x without issue. This is only a problem while the vessel is focused - when it is not, reactors do not die even at truly ludicrous speeds, however they also cease consuming fuel. -Heat management logspam. A lot of it, it even seemed to make the game lag a little with a 9 part vessel, but that is to be expected at this stage. -Love radiators being attachable everywhere - they seem to have lost their glow though :3 -With the RTG decay patch, the NFE rtg does not deliver any power output, and the stock rtg appears unchanged. If I notice anything else, I will add to this list
  9. Heya, having RSS installed seems to break the integrated 3km omni functionality from Remote Tech. The modules seem to get added to the probecores, however there is no connection established. Removing RSS resolves the issue, I could not find anything messing with RT specifically though at a first glance, so I am at loss as to what causes it. KSP is 64bit, OS is linux Ubuntu. Player.log, Screenshot Thanks for any help in advance!
  10. Sounds great, downloading now! Btw, is this working with the newest TAC_LS, because there were some compatibility issues with RF/MFT I believe...
  11. There are not, and since most people get it working without issue, there must be some specific cause to it in your install. Try reinstalling, repeat on a clean install if that does not help.
  12. That is not exactly useful information for getting help in diagnosing the issue. Have you tried a full reinstall, double checked everything is where it is supposed to go, checked against conflicting mods, tried to install on an install without *any* other mods, looking at your player.log file etc? Also, did you download from here, or install via ckan?
  13. Alright, I got the culprit: This section from the Fuel_Conversions.cfg @PART [*]:HAS[@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]]:NEEDS[RealFuels]:Final { MODULE { name = ModuleFuelTanks volume = 0 // creates a blank volume for utilization @volume = #$/RESOURCE[MonoPropellant]/amount$ // searches for previous amount of MonoPropellant to use as volume @volume *= 5 // multiplies by 5 type = ServiceModule // this is best type to use for RCS tanks, also can hold LS resources basemass = -1 } !RESOURCE[MonoPropellant] // removes old MonoPropellant resources { } } Causes the RPM screens to go black. I have not the slightest idea why - maybe someone in the RPM thread does though, so I will ask there too. Edit: Lol, got it, I should have followed the RPM thread while dealing with this. Its the batteries, apparently rpm refuses to work at all when there are none in the pod itself. Thanks for all the help everyone!
  14. Not surprised about d311, but opengl should work. If it does not, all the linux and mac people have quite the problem for now.
  15. I found out about doing it by comparing the configs from the rescales, usually the people who wrote them commented a little bit on what they did. Basically, you want to put the planets 3.2x further out and make their radii 3.2x larger - to do that you need to edit the semi-major-axis and radius properties in the system.cfg from kopernicus for all the planets you want to change. You can also leave some the same (Hale's radius for example) or play around with mass/geeASL values if you want to change the gravitational pull for some bodies. If you want to retain an interesting terrain as well, you will have to dig into the somewhat more complex realm of PQSMods, which the ingame GUI of KittopiaTech (it was ctrl+p I think) is best suited for. I hope this helps!
  16. Thats unfortunate, since aerobraking makes the transfers soo much easier to do, especially in upscaled versions :/
  17. You were right, that was the issue. I did not know that FAR and/or DRE were picky about these things, so thanks alot for clearing that up!
  18. 2.5.8 on that install, and since 2.5.9 was just abo ut loading speed it is most likely not that :3 Interesting that you note that, I wondered a bit as well, but I cannot place it any differently in the editor without using offset. The same setup with one of the stock chutes exhibits the same fault though, so it is most likely not that either Edit: okay, I misplaced the parachute and that seems to matter, mea culpa on that one :| So apparently, that makes a difference for FAR/DRE, and I feel stupid now. Sorry for having wasted your time And big thanks for clearing that up!
  19. Aw, nothing to be sorry about at all! Weird, so RPM is working for you without issues? Those are the worst kind of bugs. Will do that tomorrow, I need a break from troubleshooting my hopelessly overmodded install ._. And thank you very much
  20. No need to be sorry at all, I just wanted to see if it was reproducible for other people before doing *yet another* one of those nasty bug hunts. Thanks for your help ! Oh I know that, problem is: the parachute is not radially attached. It is where you would expect it, behind the heatshield, yet still burning up. EDIT: Alright, reproducible on a clean install for me. It seems to be an issue with the heatshield, I made some screenshots to clarify. Hopefully it helps. Using one of DR's heatshields below the one from the capsule does what it should, as soon as that one gets jettisoned though, the parachute heats up immediately.
  21. Well, that was quick The latter, it is actually orientating itself perfectly as long as FAR is installed. The parachutes just heat up at a rate comparable to the heatshield - and burn up before the capsule slows down enough for deploying them. I wonder though, surely there are people playing this in RO, they should also have had the issue... Weirdness ._.
  22. First, this is a great mod and it is stunningly well done, so a huuge thank you to everyone involved! Having said that, has anyone experienced an issue where parachutes on the TST return capsule would get heating similar to the heatshield, everything being oriented correctly? Using Deadly Reentry 6.4 and 64K, I just had to hyperedit the a capsule to the ground because no matter what reentry profile I chose, the undeployed parachute would burn up without the ablative shielding being anywhere close to doing the same. Effect not reproducible with stock capsules, KSP is 64bit, OS is Linux Ubuntu. Thanks for any help in advance!
  23. I would have told anyone having those issues the same things that you just told me, yet, unfortunately, I have reinstalled RPM more than one time. It is also working flawlessly up to the point of installing the stockalike configs, at which it breaks, until I remove them. I do not understand why it is doing that, but there definitively is a correlation there. In the very same game that the logfile I posted is from, the only thing I had to do to get RPM working was delete the RealFuels folder and reinstall it (without engine configs). I could even use the same vessel ._. As soon as I readd the stockalike configs in the very same game, it is dead once more. Here is the MM config cache, oh, and thank you very much for your help and patience, I know it can require quite the patience sometimes.
  24. Screens are staying black, no buttons shown and the ingame debug log gives "target is null" whenever a button is clicked. And it seems to affect all of the pods I'm afraid. Here is the player.log if that helps.
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