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Citizen247

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Everything posted by Citizen247

  1. I'm liking this, but struggling to get a working sub. Just using the command pod on it's own, I always manage to have it sink to the bottom upside down, and building larger subs ends with them sinking to the bottom regardless of leadballast being present or not and being uncontrollable. Other people seem to be building things that look the same, so I can only assume I'm missing something fundamental in controlling them.
  2. You can increase the crew capacity in flight, but you can't fill modules in the editor, which means it can't really be used as a command pod. Windows, airlocks and IVAs I can think of ways around, but not the crew capacity. I suppose the only way around it would be to have extra code that allows you to add kerbals in flight before take off, a bit like how KCT does it.
  3. Much harder than you might think, since the crew capacity of a part is set in the parts database when the part is first loaded. It can't be changed later.
  4. I saw that, but the message passing stuff is fairly core functionality though isn't it? It's not insurmountable I'm sure, but it seems like it's a change that will take sometime?
  5. It appears that updating to 1.1 for procedural parts is going to be non-trivial. Looking at the code it makes extensive use of KSPAPIExtensions, which I believe isn't being updated to 1.1, largely because most of the relevant parts have been integrated into 1.1. However Proceduralparts relies heavily on the part messaging system in KSPAPIE, which I believe is not being added to stock. Meaning that in order to get it working with 1.1, there will need to be a fairly major rewrite, or so it seems to me.
  6. Glad to hear you're back on your feet Paul, if you need any help with anything I'd be more than happy to do what I can.
  7. Yeah, sorry. All controls appear as they should, but when you change width length or shape, the model doesn't change. It could be another mod adding another interaction, there's a few installed, but adding CLS makes the problem occur, removing it fixes it. I'll try and dig a little, there were some errors in the logs which I should have also provided...
  8. There appears to be a conflict with ProceduralParts and connected living space, with CLS installed procedural parts can't be resized.
  9. I've put in a pull request for an update that fixes this issue, but it's waiting for a commit. In the meantime you can change the contents of the HeatTweak.cfg file in 64k/Compatibility/ to the following: @PHYSICSGLOBALS:FOR[64K] { // AeroFX @aeroFXScalar = 0.003 @aeroFXDensityExponent = 0.5 @aeroFXStartThermalFX = 2.5 @aeroFXFullThermalFX = 3.5 @aeroFXExponent = 3.5 // CONSTANTS @spaceTemperature = 4 @solarLuminosityAtHome = 1360 @solarInsolationAtHome = 0.15 @standardSpecificHeatCapacity = 800 @internalHeatProductionFactor = 0.025 @aerodynamicHeatProductionFactor = 1.0 // CONVECTION // Convection areas @fullConvectionAreaMin = -0.1 @fullToCrossSectionLerpStart = 0.8 @fullToCrossSectionLerpEnd = 1.5 // Newtonian-To-Hypersonic transition @machConvectionStart = 2 @machConvectionEnd = 4.0 @machConvectionExponent = 3 @convectionFactorSplashed = 5000 // Turbulent convection (total guesses) @turbulentConvectionStart = 100 @turbulentConvectionEnd = 400 @turbulentConvectionMult = 25 // Newtonian Convection @newtonianConvectionFactorBase = 4.0 @newtonianConvectionFactorTotal = 1.0 @newtonianDensityExponent = 0.5 @newtonianVelocityExponent = 1.0 // Hypersonic Convection @convectionDensityExponent = 0.5 @convectionVelocityExponent = 3.0 @convectionFactor = 1.1 @machTemperatureScalar = 1 @machTemperatureVelocityExponent = 1 // CONDUCTION @conductionFactor = 5 @skinSkinConductionFactor = 0.06 @skinInteralConductionFactor = 0.25 @shieldedConductionFactor = 0.01 // RADIATION @partEmissivityExponent = 4 @radiationFactor = 1 }
  10. [quote name='Starwaster']You're using an outdated engine pack that's trying to assign a non-existent resource (U235Rods) meaning either the pack itself needs to be updated or you're using an outdated version of that pack. (U235Rods is now 'EnrichedUranium' and DepU235Rods is now 'DepletedUranium') (and it's been that way for quite a few months now)[/QUOTE] Hmm, it's all from CKAN, so I had assumed it would be all up-to-date. But I guess not. Thanks. I've installed the up-to-date pack and everything loads. The engines seem to have the correct settings, but are unusable because fuel tanks can't be configured with anything but their default liquid fuel/oxidiser. I tried testing with procedural parts and it's back to not loading again: [CODE](Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Part 'ProceduralParts/Parts/ZOtherMods/RFSRB/proceduralSRBRealFuels' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DragCubeSystem: Creating drag cubes for part 'proceduralSRBRealFuels' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *PP* InitializeBells (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: Unable to find engine-like module at KSPAPIExtensions.Utils.EngineWrapper..ctor (.Part part) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.get_Engine () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitModulesFromBell () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitializeBells () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)[/CODE] I guess this is also an engine pack problem? I'll go and bug the stockalike guys. Thanks for your help. ETA: Actually scratch that. I think it's a CKAN problem, installing real plume/fuels and configs manually, and everything seems to be working perfectly.
  11. Trying with RealFuels in ckan, the game won't load with just RealFuels, Stock configs and dependencies on a clean install: The relevant parts of the log files below: [CODE]*RF* Loading RFSETTINGS global settings (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleEngineIgnitor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngine48-7S/liquidEngine48-7S/liquidEngineMini' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleEngineIgnitor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngine48-7S/liquidEngine48-7S/liquidEngineMiniRescale' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleEngineIgnitor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngineAerospike/liquidEngineAerospike/toroidalAerospike' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added sound_rocket_hard to FXGroup running (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added sound_explosion_low to FXGroup flameout (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleEngineIgnitor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngineLV-1/liquidEngineLV-1/microEngine' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added sound_rocket_mini to FXGroup running (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleEngineIgnitor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngineLV-1R/liquidEngineLV-1R/radialEngineMini' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added sound_rocket_mini to FXGroup running (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleEngineIgnitor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngineLV-909/liquidEngineLV-909/liquidEngine3' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added sound_rocket_hard to FXGroup running (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleEngineIgnitor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngineLV-N/liquidEngineLV-N/nuclearEngine' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [ShipTemplate]: No Resource definition found for RESOURCE (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [ShipTemplate]: No Resource definition found for RESOURCE (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added sound_rocket_hard to FXGroup running (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) U235Rods not found in resource database. Propellant Setup has failed. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.SetConfiguration (System.String newConfiguration, Boolean resetTechLevels) [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModuleJettison.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) InvalidOperationException: Steamworks is not initialized. at Steamworks.InteropHelp.TestIfAvailableClient () [0x00000] in <filename unknown>:0 at Steamworks.SteamController.Shutdown () [0x00000] in <filename unknown>:0 at SteamController.KSPSteamController.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)[/CODE]
  12. [quote name='Starwaster'] If it still doesn't work after that then you'll have to wait for the real full update of Real Fuels. (if you do everything right in those steps it should work though) I'm taking down the pre-release though. The whole point of it was to stave off people trying to run RF 10.7 with KSP 1.0.5 but it's problematic either way :( Sorry guys.[/QUOTE] The only place I found those files was in the solver engine plugin folder. On a hunch I deleted that and installed the latest version, and the game loads, but engines don't work. I guess I'll be waiting for the official release, but thanks for your help. :) ETA: Actually, ignore me. I'm an idiot. I've screwed something else up elsewhere. On a completely clean install, using just the RealFuels and Stock configs, and the dependencies from CKAN, everything seems to work perfectly.
  13. I'm trying to test RealFuels with the stockalike configs on 1.05, with just Realplume, realfuels, configs and dependencies, but the game won't load. The loading screen hangs when trying to load engines. My Log can be found at the link below: [url]https://onedrive.live.com/redir?resid=F7341A7556FD45C4!33775&authkey=!AGn2IJeQYhauC8g&ithint=file%2ctxt[/url]
  14. I've uploaded my changes to the heat tweak to the github, I'm using windows instead of Linux at the moment, and the fancy gui, so I'm not certain that it worked, let me know if it hasn't. In other news 64K seems to work fine in 1.05.
  15. It doesn't really work like that. 64bit is more about memory addressing and pipeline width, and even then it's more relevant to integer operations than floating point, SSE predates AMD64, and that provided 128bit registers. Speed wise, there'll be little difference on the same processor, the calculations themselves will most likely be slower, longer floating point numbers take longer to work on.
  16. Sounds like the contract bug. In /GameData/64k/Compatability there should be a Contract_Bug_Workaround.cfg file. Replace the contents with this: @Contracts{ @Survey { @TrivialHomeNearbyRange *= 10 @SignificantHomeNearbyRange *= 10 @ExceptionalHomeNearbyRange *= 10 } } And see if that makes a difference.
  17. The latest versions include that tweak. If you enter the 64k/compatibility folder you should see a heat tweak file, try changing both machtemperature* settings to 1.0, which are the settings I'm currently testing. I also find that a periapsis of 30km is usually more survivable.
  18. In the file Contract_Bug_Workaround.cfg in the 64k folder there's this code: @Contracts{ @Survey { @TrivialHomeNearbyRange *= 4 @SignificantHomeNearbyRange *= 4 @ExceptionalHomeNearbyRange *= 4 } } Replace that with: @Contracts { @Survey { @TrivialHomeNearbyRange *= 10 @SignificantHomeNearbyRange *= 10 @ExceptionalHomeNearbyRange *= 10 } } The workaround being 4 times isn't enough, I've had no locks using a multiple of 10. I believe it's to do with imprecision in floating point calculations, so no. Erm, sorry for my long absence, I've had mountains of work and things to do since getting back from Japan (ironically mostly about going back to Japan). I've been playing around with the heat tweak settings again, trying to make a more forgiving but still challenging re-entry.
  19. I'll try to upload it this afternoon for testing. Also the game is still locking up with the current 4 time multiplication bug workaround for me. 5x still had problems with my testing, I found the lowest setting that worked for me was 10x.
  20. I'm getting the same problem, some engines just have no effects with and without smokescreen/hotrockets/realplume. ETA: None of the AIES engines seems to produce effects for me.
  21. I generally pitch to 85 when hitting any where between 80-100m/s depending on thrust and desired orbit, then you can use corrective steering when you're in the upper atmosphere. I usually turn off all control and let the rocket orientate itself for the time in the lower atmosphere. Tellion: I've adjusted the heating values some, and managed to bring your shuttle down to 30km, and everything was going well with no over heating until I lost concentration and lost control and the shuttle broke up. Still the crew capsule survived long enough to plough into the ground. I'll try and do some more testing over the weekend, but I'm flying out to Japan on Monday and won't be back for nearly three weeks, so don't have much time. ETA: when I lost control the shuttle was traveling at 3km/s so should have been well past peak heating, so I think the new values should work.
  22. @Tellion Could you send me the craft file for the space plane you're re-entering? I would like to give a few setting changes a try to see if a re-entry is survivable. Also what sort of orbits are we wanting to be survivable for space planes?
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