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AlonzoTG

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Everything posted by AlonzoTG

  1. =\ I'm not asking for a full update, I appreciate that takes time and effort, just a poor man's workaround to load the save even though the affected parts will be nonfunctional.
  2. Hey, my career save has been broken since 1.4 because ur mods throw a temper tantrum with the new version, I lost all of my major manned flights, including a 20 man, 600 ton mission at Dres because I was testing a mini ISRU on a drone miner only to find that it required a technician to operate, but since the vessel was still carrying it, the entire ship goes poof... (mission elapsed time ~21 years...) So yeah, at least publish a workaround so that the save can be loaded and the kerbs recovered from affected vessels and the offending parts can be jettisoned. I've not lost a single kerb this save, and I would really like to maintain that.
  3. Well, I have an example... Near Future Launch Vehicles, where I took that code snippet from. the version of IFS I have installed right now, does install itself over top of the explicitly configured B9 part switch module.
  4. Updating your mod is annoying because I have to go in, find every (Obsolete) part, remove those then find each of the two types of trusses you have been shipping lately and remove both of those sets because they're either redundant to other mods I have or just aren't complete enough to have any useful purpose, (no adapters/nodes/etc...)... I think the game treats things in a directory called "Deprecated" as load but don't list in editor, I think this would be a good clean way to allow newer users to quickly remove parts that aren't needed and longer term users to still be able to load older designs.
  5. Hey, there are waaaay too many part switchers/tank configurators out there. I KNOW because I have waaaaaaaay too many mods in my modpack... One such conflict is " name = ModuleB9PartSwitch moduleID = fuelSwitch" If a tank is explicitly configured to use B9 part switch, don't trash that config! The default config should look for the presence of this, or any other [known], fuel switch setting and not add any IFS patch when such a config is detected.
  6. plz mark the blukhead profile on all HL parts to "mk3" instead of size3, I'm pretty sure the HL profile was the prototype for what Squad later adopted, doing that to my own install, but alot of work, don't want to have to do it again.
  7. Hey, I'm 20 years into my career, I have one or two scanners around just about everything in the system... Okay, my eeloo scanner was on an efficient but very slow trajectory and is still a year from a coridor correction burn despite being roughly 17 years into its mission... Okay, I have this mission headed to Jool. It consisted of three launches, An alcor based lander for Vall (or failing that, Pol), a venerable old 3.75M tug that I first built in 2014, it's the biggest tug from that era that still survives, and a shuttle for 10 tons of "Kibbal" a Station Science resource intended to resupply a massive 500 ton rig that's currently trying to refuel itself at Dres. The flight plan was to use the tug to pull the kibbal shipment up to interplanetary velocity then cut it loose. The burn was about 17 minutes but it was successful and it looks like the tug will have enough to make it to vall, and at least start the return voyage with the lander after it does it's thing. The flight plan for the kibbal shipment was to do a direct insertion into Jool orbit in the parking zone (between Tylo and Bop) and camp until the big rig arrives. The lander was to perform a "Laythe Snag" then directly shunt over to Vall on the same orbit and insert at a high enough inclination to reach the ruins... So each mission needs to enter the jool system on it's own trajectory so each has to do a corridor correction burn at roughly the same instant.... So I execute one of these burns, immediately followed by the other, then this happens: [EXC 15:09:36.004] NullReferenceException: Object reference not set to an instance of an object KerbalRoster.ValidateAssignments (.Game st) Game.Updated () PauseMenu.<draw>m__713 () DialogGUIButton.OptionSelected () DialogGUIButton.<Create>m__6FF () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.Eve ntSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [LOG 15:09:36.320] Flight State Captured I've seen this several times, I had thought it had something to do with the Wild Blue tourist contracts, dunno... When it goes into this state, it is impossible to switch to any other vessel or tracking station or space center, or anything. I have reloaded the game and tried to execute the burns in the reverse order. I've tried a number of different things but there doesn't seem to be any workaround this time. My crewed flight roster is: The big station science rig, maybe two dozen kerbs, all my orange suits... 18 years MeT a small "bigby" module that was spawned as a shipwreck with a rescue target abard, I took that guy off and used the same flight to dress it up as a space station, crew of 1 currently, it's in a 100km kerbin orbit, haven't visited in ages... MET is showing 6 years... A slightly updated version of this: http://steamcommunity.com/sharedfiles/filedetails/?id=271121784 , I drove it around Duna to all the points of interest, and am now using it to build and support a Pathfinder base that was assembled on site. The site I'm on has no water so I'm a bit constrained with building, except for cheating... =P "Bad Rocket" , above mentioned mission to Vall, crew of 3 A rescue target near the sun, being used as a test for an ultra-high performance grabber... Urk! The Pathfinder colony on Duna should have a crew of 6, consisting of four tourists and two engineers, but it's showing empty in the tracking station!!! this must be the smoking gun. =(
  8. heads up! Voskhod coming to stock... Advice: write a module manager patch to apply your texture (might need to rework it for mapping) to the new stock part and hopefully it will be scaled right to fit your stuff.. http://kerbaldevteam.tumblr.com/post/170955123754/ksp-weekly-under-the-surface-of-titan
  9. yeah, the thing does need to be powered and have a suitable research staff, works ok with 3 scientists... I'm really late stage game right now, my rig is on it's way from Duna to Dres (took about a ten minute burn to launch from Duna), the thing is carrying both labs, two cyclotrons, a rig with one of each of the experiments, two stock-like laboratory modules, and a few other experiments... The thing weighs about 500 tons... I have two other missions to dres right now, a resource scanner (to try to use the ISRU unit on the rig) and a contract plant growth experiment... I'm not sure where I'm going to park the thing when I'm done with it, maybe above Tylo or even Eeloo...
  10. Hey, check the lf/ox ratio on the k1 heavy 2nd stage tank. =\ (long time issue), also update all 5m parts to use the #4 size node (legacy issue), this edit has no effect on saves.
  11. nailed it down to the DNEPR sub-directory, removing just this sub directory allows all of your stock craft to work, I'm not sure which craft the DNEPR parts are required for, haven't researched, I have not tried to nail it to a specific part as it is not quite trivial to identify the file sets for each part and then add them one by one...
  12. I found a new version of Texture Replacer, ("Texture replacer replaced"), however my limited mods test install still dies horribly with this. I'll try to isolate it to a single file next...
  13. By way of apology, I should explain where I'm coming from. My modpack is about ten times larger than any sane modpack should be. I'm not exactly sure what my operating system is telling me about it's memory usage, it seems to be allocating up to twenty gigabytes of ram and using up to sixteen gigabytes... Due to issues with the core game this does get worse over a game session. By way of metrics, ksp-avc reports about 71 mods installed and the module manager reports about 28,000 patches. Additionally, I have rockets in my active fleet that have been in service since 2014... So how do I make this all work? I go through each and every mod and evaluate every part, I trim out parts that have either been incorporated (in some way) with stock or have been done better by other mods, so for any given mod I might have 40-75% of the parts that came with that mod, the remaining being edited to resolve legacy issues. Nova Punch was released before people started using size node 4, so I have to edit those to use the newer size node. Other parts have legacy modules and have to be re-jiggered a little to make it work. I have the last extant copies of some beautiful transparent glass pods, I had to update the encoding of the jsi transparent pods. So when I come across your mod and yes you have some brilliant functionality but then many of the parts are either in this odd size (1p5) that I don't use in my game and most fall under the description "fashionista", yeah it makes rockets look beautiful but then I have twice as many fuel tanks as I'll ever use right now so no, I'm not going to install these. =\ Another red flag for me is the word "for" this means the part violates the Lego Principle and doesn't really belong in my pack, -- this is not something you have a problem with but I'm just saying...
  14. Whatever, actually I'm kinda falling in love with the bigby orbital workshop, it's almost an essential compliment to your Pathfinder stuff. You got a lot of good ideas here (and a few bad...). I think it would be a good idea to complete the factorization of the mod into different groups so it's easier to pick the stuff you want in your game.
  15. normally I'd be like 1.85m -> BLEH but then news is that 1.85 is coming to stock so I'm like =\ I'm probably not going to install this for my main game until after 1.4, but the main issue I have test-flying it right now is that the launchers you provide are much much too "hot" coming off the pad... The SLT should be exactly 1.8000000000000000, this comes from many thousands of hours of experience with the game. if it's 1.79 or less then you waste fuel and don't get enough speed. If it's 1.81 or more then you have too much engine and the rocket WILL break apart as you try to turn it. Also, Separatrons should always be positioned on the stage being discarded, not on the stage you keep, they are rarely actually needed....
  16. I'm playing the game again, my rig is currently at Duna. The thing really is a dynamo for generating science, I'm using the lab from WarpTech with a data capacity of 1,000, and it's taking months to do the work. =P Anyway, I just wanted to say that the #2-Oversized dimensions of these parts do create some headaches for large vessel construction... My current starship weighs around 400 tons (and flies like a parade float, but I have a new design in the VAB...). What I'm getting at, is that my ship could be more compact and less wobbly if the parts were proper #3 or even #4 stack designs. I would like to point out that the MKS-Tundra and current starlifter command module parts have multiple sub-meshes, as in the parts actually reconfigure themselves based on which attach node you use. So either a new set of large diameter parts or a mesh-switch feature on the existing parts would really help build more satisfactory designs.
  17. I've been flying the 5M large engine alot recently. Mid-flight, it's absolutely majestic... However it's basically a stone on the pad and I always have to boosterize the hell out of it to get it moving. =\ I'm not sure if this is a throttle-up issue or a SLT issue. =\ Anyway, I still have about 75% of this mod installed..
  18. This mod brutally crashes a test install I made just to isolate the failure here. I have a gonzo huge modpack that also crashes with this. I wanted to check out your space stations and it seems that your rockets pack are required to view the prefabs... (yeah, kerbal needs a better way of designating things as launchers or payloads...). But when I installed this, the pack died. On my test install, i have virtually no parts mods except mechjeb and only a few quality of life mods, I'm sure I have version 2.6 of just the "soviet rockets" mod. Mod manager is 3.01, The failure is a hard abort during game loading. There is no interesting information in the logs, it just ends. using 64 bit build, texture replacer hasn't been updated since 1.1 and doesn't work as far as I know. Game version is 64 bit on Linux.
  19. I'm kinda wondering how an inflatable module would work on a planet with 5 ATM of pressure and very hot (Eve)... Anyway, the reason I'm posting today is that I'm having trouble at the end of one of your tourist contracts. I know you designed these and these are actually "I want to join your colony" contract... Granted, understod, ok. So I have this obnoxiously tiny space station that I sent up on a previous contract on a sub-minimal #1-stack rocket and I wanted to recover the crew aboard, so I accept your tourist contract and send up an obnoxiously cheap craft with one spare seat to retrieve the crew from the station so I can decommission it later. Surprisingly, the crew pod survives reentry but now I can't recover it. I disembarked both pilots and can't recover either of them independently, or save, or switch to tracking station or do anything. =\ The console barf is: [ERR 12:01:36.059] Exception handling event OnVesselRecoveryRequested in class VesselRetrieval:System.NullReferenceException: Object reference not set to an instance of an object at KerbalRoster.ValidateAssignments (.Game st) [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at VesselRetrieval.onVesselRecoveryRequested (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 12:01:36.588] NullReferenceException: Object reference not set to an instance of an object KerbalRoster.ValidateAssignments (.Game st) Game.Updated () GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) VesselRetrieval.onVesselRecoveryRequested (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) KSP.UI.Screens.AltimeterSliderButtons:recoverVessel() UnityEngine.EventSystems.EventSystem:Update() I haven't seen this before, I had successfully flown this type of mission before to a station near Minmus (for enough gold to fund my space program for 50 years...) and all was good, so I'm more than a bit puzzled. There are no other crewed missions in flight right now. My main focus is moving to tier 3 science center so I'm trying to farm money contracts... Any advice would be appreciated, I can try to debug the save file but I'm not sure how productive that will be.
  20. I was suggesting that integrating with CTT would be a good replacement for the existing "bargain rockets.cfg"
  21. By the way, it's perfectly clear what's wrong with that engine, the collision mesh which is used for physics calculations was probably directly derived from the visual appearance. This makes it too complex and, more importantly concave, as it follows the inner contour of the bell, which is not kosher with Unity 5.1, just simplify the collision mesh and make sure it has no concavities, and it should work fine.
  22. thanks, I'm a notorious fiend for my excessively huge modpack and how I spend 2/3rds of my time editing mods to be compatible with each other. =P Note: the modpack includes a fleet of example craft and any change to the pack should be careful not to break any such craft, I've been doing this with my copy here, just mentioning. Let me know if I can be of any assistance.
  23. The geometry of the M50 engine is not compatible and reduces the framerate to a slideshow... I was also using a 2.5:1.25 adapter plate, which could also be the culprit. =\ Quite a few of the parts in this pack should be marked legacy and removed, the 1.25m launch escape tower for 3-man pods is a noteworthy example.
  24. Hmm, module manager seems to work fine as is, just make sure that nothing in the new version interferes with it. Also, it's good to have this type of thing be community because it's easier to extend and refine it where if it were adopted, it would become calcified... I don't use either, this is kindof a meta-level issue that isn't really a part of the game itself. Yeah, I don't know what I'd do if I couldn't do N-way symmetry... Yeah, my modpack has at least three distinct part type switchers in it, that worries me. =\ I should make a project and see if I can combine some of those... Technically speaking, Minmus is procedurally generated but the point holds... I have two station mods right now, Station Science and Station Parts Extension Redux (which is 453 mb!!!)... Right now I have Firespitter, some remnants of SXT and the WildBlueIndustries pioneer colonization pack which has a hidden set of tilt-rotor engines in it... I would vote in favor of firespitter integration because it is used by many mods. WildBlueIndustries has a set of inflatable habs, also several of the Umbra Space Industries mods include inflatable parts, Station Parts Expansion Redux too... Robotics: Agreed. Bleh, USI is a major headache, gave up in disgust... There are some "planetary logistics" systems out there that let you split up bases so they aren't so kraken-prone, haven't tried to use them yet. USI and Wild Blue have them...
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