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blowfish

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Everything posted by blowfish

  1. Yes, there's a field acquireRange on ModuleDockingNode which defaults to 0.5 I don't think this strictly has to do with plugin development though
  2. Update Modular Flight Integrator Update Tac Life Support ... looks like you're a version behind Update Firespitter (do I really have to say this?) Don't use the SXT props for now See if that fixes anything. If not, post your log again and there will be a lot less noise to sort through.
  3. I don't see anything obvious that would be causing this behavior but I do see a few things wrong You're a version behind on Modular Flight Integrator Tac Life Support is spamming exceptions Firespitter is also out of date and causing exceptions A couple many of the SXT parts are causing issues both for stock drag cubes and FAR
  4. Small suggestion on the centrifuges: add a counter-rotating flywheel. It adds a second simple but visually interesting moving part and makes it plausible that the centrifuge could start spinning without spinning up the whole ship, or introduce weird torques when you try to rotate the ship while the centrifuge is running
  5. That log shows KSP crashing before it even finishes loading. Did you kill it or is that an actual crash? If you killed it, could you wait for it to reach the main menu at least and then get the log? Also, before you open KSP, please delete GameData/ModuleManager.ConfigCache so that ModuleManager will re-patch everything and it will show up in the log.
  6. Add it to the end. It should look something like KSP_x64.exe -single-instance -force-d3d11
  7. Could you find and upload KSP's log? Instructions on how to find that are in the first link in my signature. The log is almost always necessary to debug issues like this,
  8. Strange, KSP seems to be loosing its connection to the D3D device right before crashing The crash following looks like the memory corruption crash many people have been seeing since 1.1 but I've never seen anything like the above when it happens before. I doubt this has to do with SXT, in any case. Could you try running KSP with the -force-d3d11 command line option?
  9. Hie @potatos and welcome to the forums. I took a look at the model and I don't see anything out of the ordinary, so could you report this on the Tweakscale thread? I'd recommend including KSP's log in your post - if you don't know how to find that, instructions are in "How to get support" in my signature. Sorry if this feels like I'm just pushing the issue elsewhere, but Tweakscale does a lot of strange things to get scaling to work and I don't really understand how it works (there aren't many who do) or what it might be doing that would cause sucn an error.
  10. @Nertea you might want to talk to @JPLRepo about adding custom space center buildings. I would hate to see such a complicated task undertaken twice
  11. Welcome to the forums! What parts are missing, and which packages did you install? Could be that the parts you're looking for are in the HX or legacy pack, and you didn't install them.
  12. What are you using to compare? If you're using the same size tank, I'm not surprised, because oxidizer is very dense compared to LH2. I'd recommend trying to hold total vessel mass constant.
  13. Still trying to put the pieces together, but it looks like very old stuff we're dealing with here FS_PropellerEngine and FS_PropellerEngineElectric were moved to legacy parts FS_PropellerEngine2blades seems to only have ever existed in a zip file that was removed in the commit above I'm tempted to remove those parts since no one could have actually been using them for quite some time. Maybe those models have better equivalents in more modern versions of Firespitter but I really don't have time to hunt down those details right now.
  14. Hmm. @Gaiiden do you have the FIrespitter parts installed? There is a pre-existing and longstanding issue in AJE where those errors will appear in the log if you don't, because those parts are created from scratch rather than editing the existing Firespitter parts with MM (no real way around that except to convert them).
  15. @Gaiiden I've logged an issue, I'll take a look when I get a chance
  16. That's something you should be asking on the RO side. I don't think so though.
  17. Yes. Note though: the HX pack contains some duplicate dependencies from the main pack so only install B9_Aerospace_HX from the HX pack
  18. All this dates to way before my time. The command pod masses do seem off, maybe I'll think about trying to rebalance them at some point. I get the impression that the Mk5 command pod was a very unfinished part. But I'll take a look at the things you mentioned at some point. The regular pack contains most of the parts. The HX pack contains the big blocky sci-fi parts. The legacy pack contains the old Mk1/2 parts and wings.
  19. Oh ok. The word "vector" can take on other meanings in KSP modding which is why I was confused. There are various ways to do this but this is probably the easiest: I think I corrected a few other issues with your config too. Just to note however, the real SSME actually vectored equally along both axes.
  20. What vector? What is the current state of this config and how are you trying to change it?
  21. Sure. MODULE:NEEDS[km_Gimbal] {} or MOUDLE:NEEDS[Klockheed_Martian_Gimbal] {} should work
  22. Sorry to drag this off topic but KM_Gimbal shouldn't be necessary anymore. It's been deprecated since 1.1, as most of it's functionality is in the stock module now.
  23. All recent releases are available here. The KSP version is in the title of the release.
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