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KSP2 Release Notes
Everything posted by Tellion
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Testing 1.6 on an existing savegame; most things seem to be working wonderfully. One thing i noticed was that selecting the option to see the dish cones in the tracking station, no cones were actually displayed and the debug log was spammed with this: RemoteTech: Unexpected dish target: 35b89a0d-664c-43c6-bec8-d0840afc97b2 (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) RemoteTech: Unexpected dish target: 35b89a0d-664c-43c6-bec8-d0840afc97b2 (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) RemoteTech: Unexpected dish target: 35b89a0d-664c-43c6-bec8-d0840afc97b2 (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) RemoteTech: Unexpected dish target: 35b89a0d-664c-43c6-bec8-d0840afc97b2 (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) RemoteTech: Unexpected dish target: 35b89a0d-664c-43c6-bec8-d0840afc97b2 (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) along with "[Exception]: InvalidOperationException: Nullable object must have a value." in the ingame debug menu. This happens right after entering the tracking station, and stops as soon as any vessel is selected from the menu on the left; at that point everything is displayed correctly. Selecting an asteroid from the tracked objects list starts the errors again, with this happening. Nothing gamebraking, just a something minor i noticed. Also while I am at it, when making inputs in the flight computer, say for the orientation, the input is also registered for actiongroups and anything else you can trigger via hotkey. Typing something like "20m/s" in the flight computer window will activate actiongroups 2,0, open the map overlay and throttle up if one used left shift. This can be quite devastating to your missions if not known This one issue is nothing recent, in fact it occured since I can remember. No idea if relevant, but i am using Ubuntu 14.10 and the 64bit version of KSP (heavily modded). Thank you for bearing with me, I hope it was somewhat constructive.
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Tellion replied to nightingale's topic in KSP1 Mod Releases
Aww yess, this is awesome!- 557 replies
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- contract configurator
- remotetech
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Atmospheric engines with canned oxidiser?
Tellion replied to FlyingPete's topic in KSP1 Mods Discussions
Regarding Resources, maybe Regolith does atmospheric definitions? It should... Then you could modify planet x to have resource y in its atmospheric definition, and basically use your custom intake as a efficient air scoop á la Karbonite... This is probably a pretty "unelegant" solution, but it doesnt require fiddling around with the stock code. I am not sure whether the modules that are responsible for that job in regolith take altitude/atm pressure into account though. Also one would have to do all the number crunching and physics calculation for the exact reaction... Which sounds hard -
Atmospheric engines with canned oxidiser?
Tellion replied to FlyingPete's topic in KSP1 Mods Discussions
Well in theory it is the same principle as a jet engine, taking in some of your reaction mass from the environment and making the whole "moving forward by pushing stuff out backwards" a whole lot more efficient... But if this has any feasibility in practice I have no idea... I do not know enough about the exact reactions/mass ratios in common jet engines, but I would guess that carrying the oxygen around with you while getting the hydrogen from the atmosphere would be significantly less effective, than the other way around. Methane looks more interesting in that regard if i am correct - but that's in no way guaranteed Its a very interesting concept to speculate about though. -
Out of curiosity, what are the displayed Isp values for the B9 Sabres ASL for you? I was a little surprised about 20k today Surely i have something installed incorrectly, but i would like to know for sure before i delve in the mysteries of my gamedata folder...
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[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
Tellion replied to Zorbaq's topic in KSP1 Mod Releases
Low range and very low transmit cost would be great. That way it can be used as a convenience item for getting those EVA reports and surface sample results transmitted, while still relying on your network being in place. Will try asap -
This is weird, since this mod is not adding much of anything RAM-wise, so the ATM bit I cannot understand... I know you said clean install, but did you install any visual packs (Astronomer's latest?) or any other mods? Just to make sure, you *are* running 32bit KSP on Windows, right? Make sure you installed exactly according to the instructions included with the download, and double check that every file is where it belongs to. If you have done all those things and it still crashes, what does the log say? I am afraid I'm running out of ideas here
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[WIP] Mining and Processing Extension [KIMP] resumed
Tellion replied to riocrokite's topic in KSP1 Mod Development
100% agreed! -
[WEB] Visual RemoteTech Planner for MOD RemoteTech
Tellion replied to ryohpops's topic in KSP1 Tools and Applications
Great work, thank you so much! -
Well, you do have to replace the RealSolarSystem.dll file that comes with this download with the one from the official RSS package, since the one coming with this download is outdated.
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Yes it is, and flawlessly so
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tellion replied to nightingale's topic in KSP1 Mod Releases
Wonderful! Thank you so much! What was the issue?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tellion replied to nightingale's topic in KSP1 Mod Releases
Wow, hat was fast! Of course, take all the time you need - and if there is anything else, just let me know- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tellion replied to nightingale's topic in KSP1 Mod Releases
I have stumbled upon a very nasty bug that is triggered by approaching a previously unloaded vessel. As soon as the target vessel gets loaded at ~2.3km range, some massive nullref spam occurs in the debug log, the game hangs and crashes seconds thereafter. There are quite a few mods being mentioned in that error spam, but the only one it is reproducible with is contract configurator. Now, I am running a heavily modded install and the problem lies with the interaction of some of those mods most likely. This is probably not sufficient information for you to diagnose the issue, but maybe you can give me some clues from the log, since this issue only occured after some time in the save (i have assembled parts of a space station without anything of the sort). Also I suck at interpreting logs Running 64bit Ubuntu and 64bit KSP; player log below. https://www.dropbox.com/s/bjndyvmxpnc4qfa/Player.log?dl=0 Thanks for any help in advance!- 5,225 replies
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[0.25] Astronomer's Visual Pack - Interstellar V2
Tellion replied to Astronomer's topic in KSP1 Mod Releases
I dug up some instructions in the texture replacer thread and ended up with some EnvMaps for the recommended Skybox in Interstellar V2. Dropping this in your gamedata folder will add the proper visor reflections to the skybox. https://www.dropbox.com/s/rnsmn3y4nvwgxd4/EnvMap%20for%20Astronomers%20Skybox.zip?dl=0 -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
A closer look reveals that it might be Realfuels and stockalike engine configs. Those two also add a U235Rods resource to the LV-N that gets consumed *very* slowly by engine and generator. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
I am quite sure my LV-Ns have a generator module with an output of 1.5EC/s... i thought it was added by this mod Absolutely magnificent work btw Ven, it is stunning! -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
I am not sure if he means that... If he had a 6h day with the rescale, he would have to know about the 24h config as well since both have to be installed separately. When you take the default 12h day for example, Kerbins Rotation takes "2d" as listed in the information window in map view. So maybe that is the issue here... If it is, i think there was an option for that in the general settings tab of KSP? -
Precisely. Establish a small satellite network around Kerbin with an antenna pointed at the mun on every satellite for a permanent connection (as long as you are not behind it). If you want a connection when behind the mun as well, you will need another small satellite network around the mun. Welcome to remote tech
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Here you go: http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement-Tutorial Did you try that one already? Working mostly fine on my install Edit: it relies on a plugin called SmokeScreen though, which you need the 0.90 update for.
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[24.2] Karbonite Ongoing Dev and Discussion
Tellion replied to RoverDude's topic in KSP1 Mod Development
Or take a converter with you to use whatever engine you like Drilling up Liquid Fuel and Oxidiser on the Munar surface just seems... terribly, terribly wrong. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Tellion replied to ferram4's topic in KSP1 Mod Releases
Weird, I have hyperedited alot of craft into orbits today and have the latest KJR installed. What does happen sometimes on my install is parts burning up due to overheating (thats an Hyperedit/DRE/maybe RSS interaction i guess), but that can be fixed by going into an orbit that is a few magnitutes higher initially. Have you made sure that its structural failures and not just parts burning up? What does the mission log (F3) say?- 2,647 replies
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- kerbal joint reinforcement
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Magnificent work here, this has made modding so much easier! One thing i wanted to note about RSS is that there are mods out there, which utilize RSS to resize the stock Kerbin system without replacing any textures. Removing the requirement to install at least one texture pack for RSS would remedy the issue of being stuck with some unneeded/unusable textures - although it would be understandable if you wanted to wait for the respective resizing mods to release on ckan themselves.
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Changing tech tree
Tellion replied to Raiden's topic in KSP1 Technical Support (PC, modded installs)
Here: http://forum.kerbalspaceprogram.com/threads/98293-0-25-TechManager-Version-1-5 This works flawlessly in 0.90