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Akira_R

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Everything posted by Akira_R

  1. I see, out of the above options then the one I would choose is having them gain science points. However, just as a suggestion, I think it would be pretty cool to have it so that in order to "unlock" a node you must use science points, but then you need actual scientists to do research to actually get the node and it's parts, if that makes sense. Essentially making a timer that is based on the number of scientists assigned and there respective levels, and the cost in science points of a node, that must complete before you actually unlock said node. (from a role play perspective the science earned would represent all the raw data you have collected from experiments and such, this would keep experiments, planning missions to go collect science, as a still necessary game mechanic. The scientist would then be taking this data and performing analysis and such on it in order to apply the findings to newer and better components) Something like this should be somewhat doable, of course the most I have ever done coding wise was JAVA and a little C++ in highschool, so I really don't know what I am talking about. Kerbal Construction Time has a similar thing where there is research time associated with actually unlocking nodes. You can go into the R&D building and unlock nodes, but then once you leave the R&D building it has a timer that counts down before the node actually becomes unlocked, the time is based on the expense of the node and an upgradable research speed stat. Some thing else that could be cool as an additional hard mode, like the stock games setting where you can research a node but then need to pay to unlock each individual part, would be using my above suggestion with scientists researching and unlocking nodes, but then needing scientists and engineers to actually develop the parts in that node. Anyways just some ideas and suggestions that I'm tossing out there
  2. dropboxMy output_log is right here, also Dropbox My KSP version is 0.90 Windows 8.1, using 32x KSP I really don't know what the architecture and memory size is, so this is all the information that I have If you request more information, I will give it to you The current error is that there are pink splotches on all the atmospheric planets, there are also noticeable question marks on Eve, and a weird field around Moho (as you can see in the images) I believe this is actually due to an issue with EVE and OpenGL, not positive though, I would check over in the EVE thread. The current version of ATM should come with a config telling it to compress but not unload the textures associated with EVE, so as long as that hasn't been changed it shouldn't be causing any issue there. I am currently running the aggressive version with EVE and have no issues.
  3. Question regarding the poll, if scientists were assigned to researching a node how would that factor into the science system? Would you need to acquire the needed science and then send them off researching?
  4. Yeah no errors, I am using FAR and K2 (2x size planets and solar system) Like I said in my earlier post it is usually due to a pod that uses a fairing on the bottom of it, has something to do with the coliders and how FAR views the part, in the last mod that had this issue when the author removed the fairing and made it a seperate part the problem was resolved. The reason why even SAS can't keep it straight may possibly be due to the increased entry speeds and therefore increased aero forces due to the upscaled planets. For now I will use my modified Taurus capsule until the new release with the new Orion.
  5. OK so reporting back I have been using it for the last ten days or so in a new career game, heavily modified, using FAR, DRE, RT plus lots of others. Heres AVCs list of mods I have installed, this is also a week old or so, there are many more that don't appear on the list. KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 1.17 USI Tools - 0.3.2 B9 Aerospace - 5.2.6 B9 Aerospace Procedural Parts - 0.34 Chatterer - 0.8.1.86 Community Resource Pack - 0.3.3 Contract Configurator - 0.6.6 CC-CP-SCANSat - 0.5 Contract Pack: RemoteTech - 1.0.2 Contracts Window Plus - 1.0.3.4 DMagic Orbital Science - 0.9.1.1 Editor Extensions - 2.5 Ferram Aerospace Research - 0.14.6 Firespitter - 7.0 RasterPropMonitor - 0.19 K2 - 0.0.90.2 Kerbal Construction Time - 1.1.2 Kerbal Engineer Redux 1.0 - 1.0.15.2 Kerbal Joint Reinforcement - 3.1 HyperEdit - 1.3 KineTechAnimation - 1.1.1 KSP-AVC Plugin - 1.1.5 Docking Port Alignment Indicator - 5.1 Part Angle Display - 0.3 Pilot Assistant - 1.3 PlanetShine - 0.2.2.1 RCS Build Aid - 0.6 RealChute - 1.2.6.3 Regolith - 0.1.7 RemoteTech - 1.6.3 ResGen - 0.28.2 SCANsat - 1.1 Soundtrack Editor - 2.1.1 StageRecovery - 1.5.3 TAC Fuel Balancer - 2.4.1.1008 TextureReplacer - 2.1.2 TAC Life Support - 0.10.2.15 Trajectories - 1.1.3 Kerbal Alarm Clock - 3.2.3 Alternate Resource Panel - 2.6.3 USI Exploration Pack - 0.3.1 Freight Transport Tech - 0.3 Karbonite - 0.5.5 MKS - 0.22.8 USI Survivability Pack - 0.2.2 Universal Storage - 1.0.90.2 It works fantastically, it is just the boost in difficulty I was looking for!! With FAR it takes around 4900 dV to get to a circular 70-80km orbit with just barely enough to return. This boost in dV needed is just perfect, I always hated how with stock scale and FAR I could use a tiny 2 stage booster, plus final payload, single core 1.25m rocket and get to the mun. Now the same design will barely get me to LKO and back now the game itself is restricting me as far as career progression instead of me having to role play that we need to progress to nice large rockets before getting footprints on the Mun.
  6. the quality of your models and texturing skills are astounding. You may feel that the surface textures don't look satisfactory but compared to most anything else in KSP it is incredible.
  7. Awesome! Definitely looking forward to that. I did try using SAS and even added a bunch of RCS jets to it but still can't keep it pointed in the right direction. As for now I have modified the Taurus HVC capsule and the additions added by Aerojet Kerbodine to provide the same functionality as the Orion and am using that as my late game crew transfer module. Thank you and your teem for all the awesome work and am looking forward to later releases.
  8. I believe you are mixing up paint (white or black stuff like what we see in current renderings and what was on the Saturn V) and the foam insulation which is orange. From what I have read here the SLS tanks will most likely be unpainted, as in you will see the exposed orange foam on them. Ultimately painting them would be majorly impractical as it would add a not insignificant amount of unnecessary weight to the vehicle. The only instance I can foresee them actually painting the SLS would be if the lower stack or any part really is going to be spending a significant amount of time outside exposed to the elements, in which case some kind of additional coating would indeed be needed. That and maybe the first couple of launches where delta-v requirements are well within the capabilities and margins of the vehicle and they are looking for a publicity angle, trying to harken back to the days of the iconic Apollo program. Similar to STS-1 and STS-2, they had their external tanks painted white. Not painting them saved around 272 kilograms (600 lb) according to this wiki article and is why every shuttle mission afterwards didn't.
  9. I am loving the look of this mod, the level of detail and quality are amazing. I do have one small gripe though, in FAR the Orion capsule wont maintain a heat shield first decent, I know that you have FAR MM configs, but even with those it still flips out. However I believe there may be a solution. I ran into this same problem with the Mk1-2 pod from Vens Stock Part Revamp and it had to do with the "shroud" on the bottom of the pod when you attach something there. It would always cause the pod to act really weird with FAR, remove it and everything works fine. Is there any chance you could please remove the shroud and make it an actual decoupler part? It doesn't have to animate or anything like the SDHI mod, but as long as it is a separate part then the pod behave fine with FAR. I really hope you will consider doing this, I really want to use your Orion set up in my game.
  10. Soo part test contracts started showing up again, no idea why, I had reinstalled a few mods, but it hadn't fixed the issue, so I was like screw it, got that gov funding mod and such and just went about my business with out them. Loaded the game up last night and all of a sudden I had part test contracts
  11. honestly I don't know, but x64 is extremely unstable, especially with mods, a lot of mods just don't work properly and the base game itself has all kinds of weird bugs. Either way I would get the x86 version, and if you can bring your saves over then sweet, if not well at least the game will be playable lol. When you make the switch don't forget to get Active Texture Management as well, it will help reduce out of memory crashes and allow you to run more part mods if you want to, and in case you are one of those people that install a mod before reading all of the fine print, the first load with ATM will take a long time as it goes through and compresses all of the textures.
  12. The majority of those I believe are due to DDS conversion of textures, some plugins have the texture format written into the code and will throw errors, in some cases the texture wont load at all, in other cases it will just throw the error but still load the texture and work fine in game, since I wasn't running into any issues actually in game I had been ignoring them. I may role some of those textures back to their original formats. I had missed the KSP-I one, it looks like that error is due to something internal to the KSP-I plugin, most likely something introduced by the KSPI-NF conversion pack, it comes with a new Interstellar dll and changes a bunch of that stuff. I'll try re installing TAC-LS, I know it is supposed to add the ModuleTestSubject module to all command pods with life support so they can be used for part test contracts, so there may be something happening there. Can the contract system get overloaded with to many parts having the part test module on them?
  13. Not enough info!! What OS and what version of ksp are you running? If it is the 64bit ksp then just dump that and get the 32 bit version. Can you post your output_log? If you don't know where to get it look here Did you install everything properly? B9 requires the Firespitter plugin to switch parts up, should be included in the download. Do you know about the firespitter part switching? Pretty much all of B9s parts will be found under structural, place a part then right click it and it will let you switch between different fuel tank options and such from that one single part.
  14. That's what I thought, there is a log file linked on the support thread I posted if you want to take a look at that. I still haven't had a chance to test with out the MM cfg for the KW engines, should get around to that this evening.
  15. Interesting, honestly I highly doubted the issue really had anything to do with CC, since I was getting zero help on the thread I posted in the support forum I figured i may as well ask here were people actually understand the contracts system. Hmm is there any way to find out what exactly isn't loading up properly? On the CC side the only contract packs I am using are the RT and SCANsat ones. I have actually received the first RT contract. As far as a part test contract missing a part is that possible? I figured they were essentially procedurally generated by just picking parts with the ModueTestSubject module and then generating a situation based off the environmental parameters, so removing parts would just mean that those parts obviously don't get added to the list. I did add the following MM script to my game in order to add the part test module to all of the KW engines since I was removing all the stock ones. @PART[KW*]:HAS[@MODULE[ModuleEnginesFX]] { MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True } } @PART[KW*]:HAS[@MODULE[ModuleEngines]] { MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True } } I may try removing that and see if it has any effect. Will have to wait until tomorrow though. Any help on this matter is greatly appreciated!!
  16. Definitely gotten a kerbal to orbit, not sure if this is even in relation to your mod, although one of the things that I did before this happened was update CC. Is there someplace where I can find out what the prerequisites for part test contracts are so I can make sure I have completed them? Also the other interesting thing is it continually gives me the first launch contract, like I said I have completed that one many times now. As far as a log what would you like to see done in the session for the log?
  17. Update: new install has the same issue, no part test contracts. Suspect a mod is causing this, no idea which or how. using the Alt-F12 menu to add contracts I get the following message in the Alt-F2 log window [Error]: Contract of type 'PartTest' was not be generated The same kind of message pops up when trying to add any other contract with two exceptions: Rescue kerbal contracts, it will allow me to generate two of them and then begins giving the same message First Flight contracts, I can add a seemingly infinite number of the launch a new vessel type contract The output_log has no more detailed information regarding the error. I am trying to see if I somehow ended up with a MM patch that changes any thing in the stock contracts config. So far haven't found anything, nothing apparent in the MM cache file and so far everytime I have tried to have MM do a file dump from in game it crashes out of memory before it finishes.
  18. Help!! I have been trying to figure out what is going on with my game for weeks now and I am rapidly going bald as I pull my hair out trying to fathom what is going on! Basically in a new save the part test contracts aren't showing up, so I guess the first question would be what are the requirements for these contracts to start showing up? Am I a dunce and miss remembering and you have to have the R&D building upgraded once in order to start getting them? They are a fantastic source of funds and science, some may consider it cheaty, however I am using CTT which adds a lot more nodes and needs a lot more science to unlock, and I am running a scaled up kerbol system so rockets need to be larger and therefore more expensive. Plus I am not a huge fan of the visual survey contracts, while I enjoy occasionally flying planes around if I have to land them somewhere other than the runway that is just a recipe for disaster, they take a decent chunk of time to complete, and I would much rather be launching space station modules and Mun bases than flying planes most of the time. Also once I complete those first initial contracts I prefer to do mostly unmanned launches for the majority of the early game, I do my own little roleplay realism thing and I think it is absolutely ridiculous to launch a single man in a tiny can to the Mun, I don't start doing manned missions until way down the line, unfortunately a large number of the parts I need to send probes and "realistic" manned missions are way down the tech tree, so having the part test contracts to build up funds and science to get to those things works fantastically for my roleplay. Here is basically what happened and what is now going on. I had a good career game going, lots of part testing contracts, I had established a RT comms network and sent probes to the Mun, however memory usage was quite high and I was getting a little tired of crashing every hour or so. I had already pruned a number of my mods and some of the stock squad and NASA stuff. So I decided to prune further and remove a majority of the stock squad lifter and upper stage engines, I pretty much never used them since I have KW installed and use those instead. At the same time that I removed the squad engines I also updated MKS/OKS to 0.22.8 from 0.22.6 and MCM from 0.4.4 to 0.4.5 I also updated this to 0.6.6 around the same time, although I think I did it before hand. These are the only significant changes I made to my game that I can remember at the moment, and this is when everything went to hell. When I reloaded my save after updating the above mods and removing the stock parts all of the buildings at the space center were max level, also I had no active contracts, I went and took a quick look into my save file to see if there was anything obvious, first thing I saw was that in the save file it stilled showed the appropriate upgrade level for all the buildings, but no matter how many times I loaded my save they all showed up as fully upgraded. I declared that save to be dead, deleted it and went ahead and started a new game, I assumed one of the parts I had removed was needed for an active contract and my removing it corrupted my save. However in the new save I wasn't getting any parts request contracts at all. I decided maybe something in my install got corrupt, so I reinstalled KSP and then moved the majority of my mod folders over from my old game. I didn't move anything that to my knowledge involved the contract system, like this mod, contracts window+ etc. those I did a fresh install of. Yet in this new game I am still not receiving any part test contracts other seemingly weird things that are happening: I keep getting launch a new vessel contracts, Iv'e completed that one like 8 times now just cuz. I only get like the same 5-6 contracts offered. Two one star perform visual surveys contracts, a one or two star position a satellite contract, a two star rescue from kerbin orbit mission, and the three star explore the Mun contract. no matter how many times I hit the decline button, the contract doesn't go away just changes agencies. When I try and force create a part test contract in the alt-F12 menu it shows: [Error]: Contract of type 'PartTest' was not be generated in the alt-F2 log window Now it does this for pretty much all of the other contracts as well, except rescue a kerbal, this it will let me add two and then will show the same error, and the First Launch contract, this it will let me add seemingly infinite launch a new vessel contracts. please any help and trouble shooting tips are greatly appreciated Edit: link to my thread in the modded support forum
  19. Is there a way to get an output of every change made by MM? I am running into a very frustrating issue with certain contract types not spawning, specifically part test contracts. At this point I believe it is due to a MM patch changing the contracts config to make them either not show up or show EXTREMELY infrequently. The thing is I have no idea where exactly said MM patch would be and at game load it is loading around 9302 patches Trying to figure out why I am not getting my part test contracts has been driving me nuts for this last week, any help I can get would be greatly appreciated.
  20. Are the save files and folders actually there? Edit: Copy pasted your imgur links and wow like the saves are quite literally gone. Can you start a new game? I had a bug I created where I edited a save file and then my game wouldn't show any saves in game but the files were still there, removed the save folder I had edited and everything came back. Never heard of or seen anything like this
  21. As long as it has the suffix .craft it should be fine, if it doesn't if it's like a .txt or something just open it in a text editor like Notepad, or Notepad++ and do save as, and make sure in the name field you enter whatever.craft Also which folder are you putting it in specifically? in the root KSP directory there is a Ships folder, inside is a VAB or SPH folder, as long as it goes in one of them then you should be able to load it in any sandbox game, but not in career/science mode games, unless you clicked the little bubble allowing stock crafts. If you want to load it in one of those games then you need to open that games save file and it will have a Ships folder with VAB and SPH folders in it, you will then have to put it in one of those.
  22. Access Violations are usually RAM crashes if I remember correctly, does your output_log.txt show a lot of NREs before the crash?
  23. This is an old stock bug that has to do with the kerbal getting classified as debris, to fix it you have to edit your save games persistance.sfs in a text editor, also it looks like some one has written a plugin that will actively fix this issue, info on the bug and fixes as well as a link to the plugin can all be found here Cheers Edit: I guess I should read the entire post before replying lol. interesting I'll go over your save and see what I can find
  24. Could you post your output_log? to find it please read this on how to get support. This only ever happened to me after spending an extended time in the VAB building a large vessel and then leaving the VAB, never seen it on first load in.
  25. Do you have tweak scale installed? I had this issue with any part that had an air intake on it, for some reason it would start spamming NREs when trying to symmetry them. I ended up removing most of the tweak scale configs and only left the ones in for like KW and any mod that comes with their own config.
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