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Paranox

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Everything posted by Paranox

  1. Same issue here, but I have something from the logs: After this all hell breaks loose and KCT, Kerbal Engineer Redux and Enhanced Navball throw nullrefs endlessly. I haven't even bothered trying with no other mods due to that not helping according to others above.
  2. I quite like the new version of the ARIE engine, and the overall design for the compressed air cycle. However, there are a couple of things making it a bit iffy to use. First of all, the compressor expends IntakeAir, Oxidizer and ElectricCharge even if the SuperCompressedAir container is full, and even if it's not getting spent to begin with. This makes it very inefficient at high altitudes where you could lower the thrust to lower the consumption rates and get more out of the atmospheric mode. It seems to be hugely less efficient than a basic jet engine in relation to how much intake resources (oxidizer) you have to carry with you to use it, although it has a lot higher thrust as a tradeoff. Another factor in this is that the OPT fuel tanks don't provide a oxidizer-only alternative apart from the OPT drop tank. Secondly, it's a flat rate for the compressor, producing 4.50 of SuperCompressedAir per "tick" in resource panel. It always works at maximum capacity it seems, meaning it doesn't care if it's overproducing. This means it can't be adjusted to produce just the right amount of SuperCompressedAir for a certain number of ARIE engines. Causes issues in designing crafts with it. This could be somewhat fixed by adding a tweakable limiter to it, or that it would produce just enough for a certain number of engines, and that you can then design the craft with a certain part ratio of compressor/engine. Right now I could only see that one compressor isn't enough for two engines and it's way over the needs of one engine. I hit some kind of a sweet spot for it around 40% thrust with two engines and one compressor on the runway. It also seemed that the engines use up to 2.0 of SuperCompressedAir per "tick" on the runway, but I couldn't get it exactly on 2.0. Anyhow, the vessel designers need some better utilities to balance the resource cycles, and maybe even during flight. Otherwise please keep bringing us more of this OPT awesomeness!
  3. I just found out the same issue, and immediately guessed it was Tech Manager, but thanks for the verification JeffreyCor. In my opinion it's not worth restarting over for. You just don't get to chain research. Not an issue for most of the time, and not a real issue even if you did have enough RP to spend on multiple subsequent techs in a chain. FYI: for me the subsequent tech nodes flash visible for a couple frames when I begin research on something, then disappear. No log entries are triggered whatsoever.
  4. Are you perhaps intending to ever add taller core parts? I mean it's ok to stack up to 3 of them vertically but it also risks a big wobble issue in rocket stacks. Using FAR I kind of fear this will already cause me trouble if I don't abuse some offset a bit. If you do consider adding taller parts, I suggest heights 1x (current), 2x and 3x. The taller ones could have multiple nodes vertically so you don't need to add multiple versions of different wedge modules.
  5. I can verify this issue existed in 0.25 as well, same RT version. I was building a 6-sat network in Keosynchronous orbit and dropping the 5th one. One of the satellites was right over KSC at the time. The connection worked up to three jumps but not to where my ship and current satellite being dropped were. All had their omnis on and solar panels out with sun coming into them. I had already dropped the satellite but couldn't adjust the trajectory to sync it up with Kerbin's rotation of course. Once the 5th was very far away from it's intended position it suddenly picked up the connection again with 4 jumps in the chain. I had to go a full 6 orbits more to get to the 5th one on the intended spot in the network, was the easiest way from there. All the other satellite drops went alright.
  6. That would be mirroring through two planes, should be relatively easy to make in theory but I don't know how well KSP symmetry would take that. At least Part Wizard used to make these things easy in 0.25. Make a radial symmetry of, say, 12, and then remove all but the wanted copies from the part symmetry group. It hasn't been updated to 0.90 yet but I haven't tested if it works without an update. I doubt it though. It would be really awesome if we would get to define at least 2 planes of symmetry to mirror through. Maybe even 3 like in Space Engineers? It's a really, really awesome and useful tool there. Basically while pointing at a part you would press a button which would toggle the symmetry planes and then another button to enable/disable said plane. And whenever you then point with a part somewhere it would show a preview copied through all the planes.
  7. I confirmed that the hotfix in RocketDude's dropbox indeed works as far as the HERP Maintenance Pod goes. There's still a model load issue but I think it only makes the AES pod IVA visually lacking some meshes. File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 Model load error in 'D:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\UmbraSpaceIndustries\ExpPack\AES\Spaces\AES_Internal.mu'
  8. I can confirm that the Maintenance Pod is broken in the latest release, even after reinstalling all USI-mods and the accompanied mods. Visually the pod is lacking the driver seat as well. Log says the following when launching anything with the pod: Cannot find InternalPart 'MaintPodInternal' ArgumentException: The thing you want to instantiate is null. at UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) [0x00000] in <filename unknown>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original) [0x00000] in <filename unknown>:0 at Part.AddInternalPart (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.CreateInternalModel () [0x00000] in <filename unknown>:0 at Part.SpawnCrew () [0x00000] in <filename unknown>:0 at Vessel.SpawnCrew () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at ShipConstruction.AssembleForLaunch (.ShipConstruct ship, System.String landedAt, System.String flagURL, .Game sceneState, .VesselCrewManifest crewManifest) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0
  9. *DUPLICATE POST FIXED* There is also an error loading a model: File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 ------------------- Model load error in 'D:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\UmbraSpaceIndustries\ExpPack\AES\Spaces\AES_Internal.mu'
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