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Almodeon

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Posts posted by Almodeon

  1. I may have detected an incompatibility with Deadly Reentry. I dunno if this is already known, but here goes.

    I get NullReferenceExceptions whenever I put a procedural wing (whatever type) on a vessel while DRE is installed. I am not sure if this is caused by B9 or by Deadly Reentry, so I am taking the chance by posting it here. The rather slim rationale is that maybe this last version of B9 requires some sort of config for DRE?

    Environment:

    win7 64bit

    Reproduction Steps:

    • Fresh install KSP (1.0.5.1028),
    • Install CKAN 1.16.0.0,
    • Install B9 Aerospace Procedural Parts - Fork v. 2.1, with dependencies,

    Up to this point the game works and no NRE is thrown,

    • Install Deadly Reentry v. 7.3.1, with dependencies,
    • Launch game,
    • Go in SPH and place a pod,
    • Attach a b9 procedural wing (or moving surface, or all-moving wing),
    • Launch,
    • stare at the wall of NREs in the debug menu.

    Logs:

    https://www.dropbox.com/s/lf8iuaimfajc65w/output_log.txt?dl=0

    Installed mods:

    • B9 Aerospace Procedural Parts - Fork v. 2.1
    • Crossfeed Enabler v. 3.3
    • Deadly Reentry Continued v. 7.3.1
    • Module Manager v. 2.6.18
  2. 15 hours ago, inigma said:

    Thanks for the heads up, but the majority of GAP contracts use Kerbin terrain and waypoints, so I don't think it would be feasible to code for RSS compatibility without a major rewrite. It would practically be a different contract pack. Mods that overwrite homeworld terrain may not be compatible with GAP unless I split out the non terrain specific contracts and rewrite all landing params. Quite a project. Outside current scope and my avail time at the moment.

    This is bad news for me... :(

    Thanks for looking into this anyway. Hopefully someone will make an adaptation someday... (not counting on it...)

    Keep up the good work though!

  3. 3 hours ago, inigma said:

    @TruthQuark said he was able to test GAP with RSS. http://forum.kerbalspaceprogram.com/index.php?/topic/129208-contract-pack-giving-aircraft-a-purpose-gap-1021-air-flights-tours-coast-guard-sts-jan-11-2016/&do=findComment&comment=2353725

    I will look at testing RSS sometime and update the OP accordingly.  I opened #146 accordingly.

    Thanks for the reply. I have a plethora of mods installed so perhaps something else is causing the issue. Anyway I will provide you with the modlist (http://pastebin.com/285qQwrs) and the log file (https://www.dropbox.com/s/sy02o4eyqofvnfz/KSP.log?dl=0).

    I think the error is here, close to the end of the log, though there are many other similar occurrences:

    [EXC 19:29:04.370] ArgumentException: 'Kerbin' is not a valid CelestialBody.
    	ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName)
    	ContractConfigurator.ExpressionParser.CelestialBodyParser.ParseIdentifier (ContractConfigurator.ExpressionParser.Token token)
    	ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.Token token)
    	ContractConfigurator.ExpressionParser.ExpressionParser`1[CelestialBody].ParseSimpleStatement[CelestialBody] ()
    	Rethrow as Exception: Error parsing statement.
    	Error occurred near '*':
    	Kerbin
    	......* <-- HERE
    	ContractConfigurator.ExpressionParser.ExpressionParser`1

    I hope this could be helpful, let me know if you need other information!

  4. The idea behind the mod is exactly what I was waiting for since career was introduced.

    *rant* I really cannot fathom why so much effort was put into planes and aerodynamics in the last stock versions, while at the same time developing exactly zero career contracts around it... I will never understand this... */rant*

    Anyway, the problem is... I don't think RO/RP-0 are supported in GAP in any way; heck, even RSS seems to break the mod. Has anyone managed to get the mod working alongside RSS?

    I suspect the culprit is the fact that Kopernicus changes the names of the planets; in fact, as far as I remember the "debug" menu shows an error related to the name "Earth" which it does not recognize. I will post the log (and the error) as soon as I get home.

    In the meantime, thanks for the awesome work.

  5. I did some troubleshooting regarding the Dervent V.

    In chronological order:

    1. KSP fresh install

    2. Latest CKAN install

    3. Realism overhaul install as dictated by CKAN (so with all dependencies and suggested mods, I didn't check/uncheck anything)

    4. SXT install as dictated by CKAN,

    At this point I fired up the game and tested a craft with different engines (2 dervent, 2 other jets, and an IO-550). I was using the Conic Cockpit from RO (this is important). Everything works fine, except that when 2 derwent were on, the thrust was shown as negative (though it was thrusting forward, as usual).

    Then:

    5. Realistic Progression 0 install as dictated by CKAN

    I then tested the same craft (both by using the .craft and by assembling the pieces from scratch). The craft was working fine until all the engines were on. At this point I just shut down the 2 jets (not the derwents). Everything was ok, I could throttle back past 50% even. Finally, when I turned the IO-550 off, the throttle went to 0% and everything just shut down and became unresponsive.

    And then...

    Just to be sure I tried to swap the cockpit (the Conic one) with the stock 1.25m Cockpit... and magically everything worked again! Derwents and all!

    So, the culprit apparently is not the Derwent alone.

    I am not sure if this is the right way to help but in any case I will be available if further info. are required.

    Edit:

    Forgot to post the modlist:

    KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit

    Filter Extensions - 2.4.1

    Advanced Jet Engine - 2.4

    B9 Aerospace Procedural Parts - 0.40

    Community Resource Pack - 0.4.4

    Connected Living Space - 1.1.3.1

    Contract Configurator - 1.7.2

    CustomBarnKit - 1.1.1

    Deadly Reentry - 7.2.2

    Ferram Aerospace Research - 0.15.5

    Firespitter - 7.1.4

    Kerbal Construction Time - 1.2.2

    Kerbal Joint Reinforcement - 3.1.4

    KSP-AVC Plugin - 1.1.5

    ModularFlightIntegrator - 1.1.1

    Procedural Parts - 1.1.7

    RealChute - 1.3.2.3

    RealismOverhaul - 10.3.1

    RemoteTech - 1.6.7

    Saturatable RW - 1.10.1

    SolverEngines - 1.10

    TextureReplacer - 2.4.8

    TAC Life Support - 0.11.1.20

    VenStockRevamp - 1.8

  6. The equation of thrust generated by a Prop is

    efficiency*power/airspeed

    For much of the speed range props get about ~0.8

    Beechcraft engines generate about 200kW of power so at 100km/h on the runway we'd expect about 5-6 kN of thrus.

    Indeed I got 5.6 kN yesterday from the same formula, but I wasn't sure so I settled on 4.0 to be on the safe side.

    I will increase to that value now that I have some sort of confirmation :)

    Thanks!

  7. Hey guys, anyone know a fix for the low thrust on the IO-550 propeller engine ?

    It gives off way too low power. I like my early prop plane so if anyone have a tip what to edit to fix it, that would be awesome.

    Hey! Go to GameData\RealismOverhaul\RO_SuggestedMods\SXT\ and edit the RO_SXT_Bonanza.cfg file.

    Find the "@maxThrust = 1.0" line; on my config that's the 22nd line.

    Increase that value to something higher. For my part I have set that to 4.0. It's a good compromise, especially for smaller planes in early career. I came up with a similar value for the actual real-world IO-550, so I guess that's fair. I'm no expert on the subject, so I might easily be wrong.

    To be fair, I must say that I disabled AJE in my config.

  8. I have encountered a problem with the derwen V jet basic jet engine. Every time I try to fire it on the runway the controls shut down, the capsule says "no electric charge" although the battery is full. And the engine GUI is displaying negative thrust. Any ideas how to fix that?

    I don't think this will help the dev to fix the bug, but it may help you.

    I have the same problem, and I have noticed that this only happens when there is an additional engine (even a single one) on the craft; every engine counts, except maybe solid rocket motor. I'm sure I've tried with SRBs, but memory fails me and I am not in range of my PC.

    Try it, perhaps it is the same for you. :)

    Disclaimer: I should add that I have many mods and I have disabled AJE and edited some more other stuff, so don't count this as a bug-report or anything close to that! :)

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