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baldamundo

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Everything posted by baldamundo

  1. How exactly does the engine malfunction system work? Have been having a really uncanny run of bad luck where every single one of my Mun/Minmus probes has an engine failure on launch, and it's gotten to the point that it can't just be coincidence. It's the same model of engine I've been using for all my other launches, and has worked fine before - but I've had four failures in a row with a specific model of rocket.
  2. Really fantastic mod. The Vostok/Soyuz/etc parts in particular are brilliant. Just some thoughts re balancing. Have been playing around designing Vostok-style craft, and I'm finding it very hard to find a use for the Bulkhead version of the 1.5m Cylindrical fairing. I think the issue is that it has a 3t (!!!) dry mass (compared to 0.09t for the Quad version). This means you get better Delta-V (and the same, or even a shorter size) even with just an empty fairing with the Toroidal tank than using the Bulkhead. If you use a Triple size fairing, filled with liquid fuel tanks, you still get a craft of the same height, but with far more fuel and far lower weight. As far as I can see, currently there's really no advantage in using the Bulkhead versoin (other than getting the exact visual look of a historical Vostok - but you can achieve that with the Quadruple version and a bit of clipping) and huge drawbacks. Then just one other thing to note. Parts like the 1.5m Cylindrical Fairing or the Vostok Fairing which have two separate options for fuel tanks (as in fuel tank options in the Toroidal Tankage choice and the Current Variant choice), they only seem to add the fuel from one of the two, while still adding the dry mass from both. Which can make it a bit confusing and very easy for an unsuspecting player to accidentally saddle themselves with some extra weight for no benefit. I don't know if this is a stock issue with the interface that can't be resolved better, but I figured it was worth flagging up.
  3. No, sure - I've got the second rate unlocked already. It's the third one that's giving me trouble. I've got Rates 1 & 2 at 0.9 BP/s, and in the upgrade screen it shows "Rate 3 - 0 BP/s", but there's no upgrade button to the right of it. I'm sure there's some knack to it, rather than it being a bug - I remember getting confused by this every single time I've played KSP, and eventually working it out, but each time I always forget what the answer was.
  4. Made sure to download all the latest versions from GitHub, which seems to have fixed most of it but the Vostok avionics/fairing part still has its textures broken
  5. What are the requirements for adding a third build slot for the VAB or the SPH? I can never remember. And is it configurable somewhere? Also, should go without saying really, but while I'm here: massive respect to everyone involved in developing & maintaining this mod - may honestly be the single best mod for KSP (despite very tough competition!)
  6. Thank you! I feel realy stupid for not having realised that lol. Don't want to speak too soon, but it seems like removing the offending mod has made the rest of my contracts start behaving themselves. Is that how it works? One faulty contract mod capable of screwing up the whole system?
  7. Am getting a lot of exceptions in my log that look like this: [LOG 10:45:04.644] [IM:8/15/2020 10:45:04 AM]: Trying to generate an impact contract [EXC 10:45:04.648] MissingMethodException: Default constructor not found for type kerbal_impact.ImpactContract System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Activator.CreateInstance (System.Type type) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) Contracts.Contract.Generate (System.Type contractType, Contracts.Contract+ContractPrestige difficulty, System.Int32 seed, Contracts.Contract+State state) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Contracts.ContractSystem.GenerateContract (System.Int32 seed, Contracts.Contract+ContractPrestige difficulty, System.Type contractType) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Contracts.ContractSystem.GenerateContract (System.Int32& seed, Contracts.Contract+ContractPrestige difficulty) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Contracts.ContractSystem.GenerateContracts (System.Int32& seed, Contracts.Contract+ContractPrestige difficulty, System.Int32 count) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Contracts.ContractSystem.RefreshContracts () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Contracts.ContractSystem+<UpdateDaemon>d__47.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) Any idea what it means? Have been having some irregularities trying to fulfill contracts from the HistoryOfSpaceflight contract pack, and struggling a bit to work out if the problem's with the contract pack, with Contract Configurator, some sort of compatibility issue, or just me being stupid. EDIT: Argh. This is driving me a bit mad. Doesn't look like it's CC that's causing this, but can't for the life of my work out what is. Not getting any errors on a clean install with only Contract Configurator & History of Spaceflight. Getting the same errors on my modded install even when I remove all contract-related mods - and seems to be causing a bunch of issues with contracts, the most annoying being completed contracts not being recorded properly.
  8. Are there any mods that add hollow spherical parts capable of containing other parts? I've always wanted to do more Soviet style probes - and especially e.g. spherical Luna 16+ style return probes capable of atmospheric reentry, but I never found a mod which let me do that very easily. Spherical probe cores are normally single piece, which means any experiments etc need to be mounted externally, meaning they'd all burn up in the atmosphere. Does anyone know of any mods that fill the niche I'm looking for? Ideally with options for 0.625m and 1.25m diameter.
  9. Am I right in understanding that compatibility between this and other mods (as well as Stock) is purely via specirfic patches with each part specified separately? Would it be possible to write a generic patch that automatically patches any and all tanks to use Configurable Containers? Are there reasons that that would be a really terrible idea? Am just looking at patching some mods I use that aren't already compatible (Tantares particularly) and looking for lazy shortcuts lol.
  10. Are there any existing configs for Kerbalism + Procedural Parts?
  11. Was just about to post the same bug. Vega 2->1 & 2->1.5 adapters, Aquila 2->0.5 & 2->1.5 adapter & crew compartments, Andromeda VK3 Avionics - all of them have broken textures. They also all have in-built fairings, which I'm guessing isn't a coincidence? Everything else seems to be working fine I think, except what I think are the deprecated old N1 parts are still showing up in my parts list for some reason
  12. Can confirm that deleting the ca_explorer part, the rest of the mod seems to work fine
  13. Tantares-style Soviet probe parts!!!!! Oh how long I've waited for you! Beautiful!
  14. Seems like it was caused by ScrapYard. Hasn't been updated yet for 1.10.X so not hugely surprising. Hopefully it gets updated before too long - is an absolutely fantastic mod.
  15. Is there an update in the works for 1.10.X? It seems like it mostly works, except I get enormous logspam of FlowGraph errors I think every time KSP needs to recalculate fuel flows (e.g. on launch, on staging, on failure of an engine module, etc). It's not necessarily debilitating - running it on a clean install, it's just a second or two of lag - but if you've got low FPS for whatever reasons already (e.g. running a lot of mods) it's totally crippling. Not clear that the FlowGraph errors have any impact other than lag though. Can submit logs if that's helpful.
  16. Has anyone tested this with KSP 1.10.X? Or is there an update in the works? Trying to use it, I get an enormous spam of FlowGraph errors on launch, and again every time there's a staging - or I think any event which causes the game to calculate fuel flows? Will try to test it on a clean install when I get a chance - could well be a conflict. EDIT: Wait. Need to do some more testing. It might be a ScrapYard issue. EDIT2: Okay, confirmed this is actually ScrapYard. Sorry about the confusion.
  17. Haven't tested extensively, but it didn't seem to happen to rovers - which would fit with what you've said, since they don't have any fuel. Trying to think what mods I have installed that could possibly affect fuel flow.
  18. Not really expecting a solution to this, since I was trying to play 1.10 with loads and loads of mods that aren't updated for 1.10, but sort of curious because it was a weird error and it seemed like an obscure one - found almost nothing trying to google it. Launching a craft on the launchpad I immediately get an overwhelming log-spam for every single part of [ERR 11:18:52.294] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4289765918 [ERR 11:18:52.304] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4289765918 which brings the game to a total standstill. But after it's processed it for every part, it seems to be fine at least while everything's stood still. Then as soon as I've hit the first stage, it seems to run the Flowgraph error for every single part every single frame, and brings the whole game to a grinding halt. Didn't happen though when I tried launching a rover from the SPH, so not entirely clear which conditions it occurs in, but haven't experimented too much. Anyone have any idea what the error's about or what "FlowGraph" even is? When I googled the error I couldn't really find anything. Having trouble uploading the full log, but will post it when I've got it up
  19. Was using v3.7.0.1 on KSP1.10. Could it be some kind of mod conflict? I'm running a stupid number of mods, several of which aren't yet updated for 1.10 (was just playing around to see if it works at all, honestly)
  20. Actually really glad that you're rescaling it. I thought the size made it really hard to actually find a use for - far. far too powerful for small payloads, but too narrow to mount most heavier payloads. Unless you just wanted to launch like a hundred soyuzes stacked end to end or something (??)
  21. Found my KSP was getting stuck in the loading screen (at the end, claiming to be loading the expansions). Checked the log and found it ended with: [LOG 08:13:02.184] Expansion makinghistory detected in path C:\Steam\steamapps\common\Kerbal Space Program\GameData\SquadExpansion\MakingHistory [LOG 08:13:02.184] Expansion serenity detected in path C:\Steam\steamapps\common\Kerbal Space Program\GameData\SquadExpansion\Serenity [EXC 08:13:02.246] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <c168e21ec56346b082f89043e76162e1>:0) Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <c168e21ec56346b082f89043e76162e1>:0) Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <c168e21ec56346b082f89043e76162e1>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 08:13:02.533] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: ThrottleControlledAvionics 3.7.0.1 GameData\ThrottleControlledAvionics\Plugins\ThrottleControlledAvionics.dll Uninstalled TCA and now it's working fine. I'm running loads and loads of other mods, so could well be some sort of conflict? Figured it'd be useful to share anyway.
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