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BoilingCold

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Posts posted by BoilingCold

  1. 7 hours ago, SilverlightPony said:

    @linuxgurugamer FYI, both KEI and Toolbar Controller aren't updating via CKAN.  KEI shows 1.2.6 as available, but CKAN won't update it past 1.2.3; TC shows latest version as 1.3.1.

    One of these being out-of-date is probably why the KEI window pops up every time I change scenes go to the astronaut complex or R&D complex at the KSC and can't be closed until I go back to the KSC-overview scene where I can close it with the toolbar button.

    Got the same problem. CKAN says that KEI 1.2.6 and Toolbar Controller 0.1.3.1 are installed though. This is on KSP 1.3.1.

  2. Hi there, I'm getting a small conflict with GPOSpeedFuelPump and Color Coded Canisters. With both installed the Rockomax fuel tanks don't have their GPOSpeed pump controls any more. Removing Color Coded Canisters restores the GPOSpeed controls to those tanks. As far as I can tell it only affects the Rockomax tanks, but this includes the ones added by Fuel Tanks Plus.

    Edit: Fuel Tanks Plus is also having the same problem.

  3. 5 hours ago, 5thHorseman said:

    I don't know all those mods, but you obviously have mods that modify the tanks themselves based on two (!) "Jettison Shroud" options on the tanks.

    I suspect something is loading after GPO that is removing all modules and replacing them with that mod's modules. But I don't know for sure. If you browse through the ksp.log and ksp_x64_data\output-log.txt you may be able to figure out what mod is erasing it. Or, you could make a modulemanager config that loads GPO's modules to all fuel tanks that don't have them, as a FINAL thing.

    OK cheers, I'll do some investigating and see what I can find. A quick look in the logs came up with some errors:

    3 errors related to GameData/GPOSpeedFuelPump/Patches/FuelSwitch.cfg
    1 error related to GameData/GPOSpeedFuelPump/Patches/ProceduralTanks.cfg
    1 error related to GameData/GPOSpeedFuelPump/Patches/StationScience.cfg
    
    
    
    
    
    [ERR 07:10:33.299] [ModuleManager] Error - more than one pass specifier on a node: GPOSpeedFuelPump/Patches/FuelSwitch/@PART[*]:HAS[@MODULE[InterstellarFuelSwitch],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:FINAL
    
    [ERR 07:10:33.300] [ModuleManager] Error - more than one pass specifier on a node: GPOSpeedFuelPump/Patches/FuelSwitch/@PART[*]:HAS[@MODULE[FSfuelSwitch],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:FINAL
    
    [ERR 07:10:33.301] [ModuleManager] Error - more than one pass specifier on a node: GPOSpeedFuelPump/Patches/FuelSwitch/@PART[*]:HAS[@MODULE[ModuleB9PartSwitch],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:AFTER[zzz_CryoTanks]:FINAL
    
    [ERR 07:10:33.302] [ModuleManager] Error - more than one pass specifier on a node: GPOSpeedFuelPump/Patches/ProceduralTanks/@PART[proceduralTank*]:HAS[!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:FINAL
    
    [ERR 07:10:33.303] [ModuleManager] Error - more than one pass specifier on a node: GPOSpeedFuelPump/Patches/StationScience/@PART[*]:HAS[@RESOURCE[Kibbal],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:FINAL

    I'll try removing a load of mods and re-adding them one at a time and see if I can track it down.

  4. Hi there, I'm having a small issue with this mod and I'm not sure if it's something I'm doing wrong, a mod conflict or something else. I've built an orbital station with some assorted fuel tanks on it and I've just discovered that the Rockomax tanks don't have GPOSpeedFuelPump controls on their UI. Here's the station in question, you can see the GPO controls on the KW Rocketry and FL-R1 RCS tanks, but not on the Rockomax ones.

    Any idea what could be going on?

  5. 2 hours ago, Liquid5n0w said:

    You don't have to unlock the upgrade to use the upgrade.  The part for upgrade in the tree is just to let you know that tech node unlocks the upgrade.  A bit deceiving.

    Unh.. nope, I don't understand that! You don't have to unlock the upgrade to use the upgrade? Do you mean you don't have to research the reactor upgrades in the tech tree? That makes no sense at all, or I'm misunderstanding you.

  6. 54 minutes ago, FreeThinker said:

    There is only one you should use, all other are pretenders. But you are using the wrong way to select the reactor. The correct way to select a KSPI reactor, is first to Select KSP parts and the the Reactors sub tab en then select the desirect reactor.

    Ah, OK, so researched upgrades are automatically applied when I build a new ship. Does that also apply to existing vessels?

  7. Hi again,

    I'm having trouble with multiple instances of the same reactor in the VAB, specifically upgrades. How do I know which one to use? There are, for example, 3 different Antimatter Initiated Fusion Reactor Upgrade parts, all with identical stats, same with the Magnetized Fusion Reactor Upgrade, Molten Salt Reactor Upgrade, etc. They cost the same, weigh the same and have the same listed numbers in the VAB for Thermal Power, Core Temperature, Energy Density/ISP for different fuels, etc. When I was putting them on a ship just for a contract it was easy to work out by trial and error, but when I'm building vessels for actual use I have no idea which one to use.

    The videos I've watched say that you can upgrade the various reactors in the field once you unlock the research but I can't see how to do that, has that feature been removed?

    Thanks for any help :)

  8. 7 minutes ago, FreeThinker said:

    I'm afraid this is unintended. The part is not visible when you make use of the filter extension. But I heard it is still visible in the non filtered list which contain all parts. If you still can't find it, I would advice to cancel the contract

    Aha, thank you :)  Found them in the 'Manufacturer' category of the filter extension. Unfortunately there's 2 Upgraded ones and no way to tell which is which, but a bit of trial and error got the desired result in the end.

  9. Hello again, I've got another question/problem I'm afraid.

    I cannot work out how to upgrade parts. I've accepted a contract to test the Closed Cycle Gas Core Engine Upgrade landed at Kerbin and in the VAB there's only the standard Closed Cycle Gas Core Engine. When I build a vehicle with one of these then there's no upgrade option on it when I right-click. I've searched high and low, I've tried with a Kerbal on EVA, I've googled and looked on the Wiki but I can't find anything. I've double checked and I very definitely have Exotic Nuclear Propulsion researched.

    How do I access the upgraded engines and reactors?

  10. Just now, Nansuchao said:

    The first thing I notice is that you miss the Blizzy Toolbar, that is required by Interstellar.

    Do you have Near Future installed? Cause, in that way, the Interstellar reactors are tweaked to be at the same level of NF.

    I do have the Blizzy toolbar, it's set to auto-hide up at the top of the screen :)

    And yes, NF is installed! So does having them both installed render the KSPI reactors kind of useless? Because a 100-1000 fold reduction in output seems extreme to me.

  11. Hi all, I'm wondering if someone can help me a bit with this mod? I'm new to it, currently trying my first career game with it, and have got to the point where I want to set up a microwave power network, but I can't seem to find a way to generate decent amounts of MJ. My reactors and generators seem to deliver a lot less power than the wiki and YouTube videos seem to suggest they should.

    For example, I just launched a test rig in a Sandbox game, with an Open Cycle Gas Core Reactor and a Thermal Electric Generator, both at 3.75m, and put it in a low Kerbin orbit. The charts in the 1st post on this thread say that this reactor should generate 3GW of power, but I'm only getting 3MW with a maximum listed of 30MW in the reactor info tooltip. Here's a screenshot of the whole setup, any idea what I'm doing wrong?:

    hReKuXq.jpg

  12. I have a classical playlist that is great for KSP, including:

    Arvo Part - Kanon Pokajanen, De Profundis, Tabula Rasa being my favourites.

    Chopin - the Nocturnes in particular are great.

    Saint-Saens - I love the violin concertos but all of his work is good.

    I do find choral music is very good for KSP too - Brahms - German Requiem, Vivaldi - Gloria, etc. I've got an album by The Tallis Scholars called 'The Best of the Renaissance' which is a really tacky title but a great album.

    Lots of other stuff - Bach, Schubert, Debussy, Mahler. I listen to classical radio when I'm driving and discover new stuff every week :)

  13. My post 1.1 crashes were frequent enough that I considered KSP unplayable for me until fixed.

    I uninstalled KSP completely, deleting all mods, reinstalled from Steam, reinstalled mods - only mods labelled as 1.1.2 compatible by CKAN and started a new game. Crashes have gone completely for me.

    I installed EVE yesterday, despite it not being listed as 1.1.2 compatible yet and promptly started getting crashes again. Uninstalled EVE and it's fine again.

    I know this won't help anyone who's getting crashes in unmodded, fresh installs, but if you're running an old modded install try a completely fresh start, it might help.

  14. The recent releases of 1.1 to 1.1.2 have created a lot of problems for some people, including crashes, bugs, etc. Many mods are, obviously, incompatible for now, and many others are themselves coming up with new bugs and problems. There's been some complaining on these forums and other KSP related forums because of this.

    Would it be possible for Squad to make old versions of KSP still available so that Steam customers could choose when to to upgrade to a new version? Europa Universalis does this by making old versions available on Steam via the beta menu options.
     

    Such a system would allow players to hold off on updating until they felt it was stable enough, or until their favourite mods were compatible, etc. It would also greatly reduce negative posts from people in the immediate aftermath of new releases and hopefully spare the developers from what I imagine can be very disheartening feedback right after they've worked really hard to get a release out of the door.

  15. Ahh OK, thanks, that makes sense. I'm guessing that capturing it into Kerbin orbit first and then transferring it to the Mun (my intended destination) is going to be the best way to do this.

    And the probe idea just occurred to me too, while I was in the shower :cool:

    I've also just discovered that you can add a body on the Transfer Window Planner. \o/ \o/

  16. Fantastic, that's great thank you very much, gives me a lot more to go on than my previous trial & error method :D

    Now... how much do asteroids weigh? :P

    Edit: found this -

    adaade7d208c84c3c09d5cecfe7367fd.png where M = mass in tons and x = class (A=1, E=5).

    /me starts a new page in the KSP notebook!

    Edit2: Another question, the asteroid I'm currently tracking actually has a Kerbin encounter (just) in about 300 days, am I right in thinking that if I wait until it's within Kerbin's SOI that the dV needed to capture it will be slightly less due to help from Kerbin's gravity well? Or would the difference be too little to worry about?

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