-
Posts
90 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by jhook777
-
KSP Interstellar Extended Continued Development Thread
jhook777 replied to FreeThinker's topic in KSP1 Mod Development
Wow this mod changes quickly. I can't keep up. So I've a tiny issue and a quick question. KSP auto-updated to 1..2 (yay!) and AVC told me to download updated mods. So I did (this one included). Well, I made that noob error of firing up my save game thinking everything would be fine and realized just as the messages started popping up on my screen how big of an error I had made.... Every crewed station and base in my save file had a molten salt reactor with the integrated EG (~20 Kerbals MIA). I thought I read somewhere that while the part was being reverted back to it's original design, the integrated model would be left in to avoid breaking saves... Anywho, I have a backup save that is only a couple of hours older than my most recent persistent file, so all is not lost. Question is, what would be the best method of rolling back, loading the save, jettisoning all of the offending reactors, and then re-updating? Should I roll my KSP version back and then install the previous version of KSPI-E? OR will the previous version of KSPI-E work on the current 1.2 version of KSP so I can just install the older version of the mod, make the changes, then install the newer version and keep going (with many reactor replacement flights to plan...)??? Took r.l. months to construct. Finished it less than a week ago. One offending part: molten salt reactor (seen on top of the big ore container on the right) = poof. -but- the reactor is attached via a docking port, so, all I need to do is recover my previous game state somehow, remove the part, re-update. Big question is, what is the best way to do this without causing further damage to my save file? -
KSP Interstellar Extended Continued Development Thread
jhook777 replied to FreeThinker's topic in KSP1 Mod Development
I'm a bit confused by the molten salt reactor in career mode. I can't seem to switch it to Thorium in career mode. In sandbox, UF4 to TF4 and back all day long. In career, the option simply doesn't exist (neither in the VAB/SPH nor during spacewalks). Is there a specific science node I need to unlock in order to switch molten salt reactors to Thorium? Am I doing something wrong? Is it broke? Do I pack up shop and move the mining rig to the other side of the planet to mine Uranium instead? Nevermind, found it! One must first unlock nuclear fuel systems before fuel swap is allowed in career mode. doh! -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
jhook777 replied to Volwen's topic in KSP1 Mod Releases
I did a little play testing (more playing than testing) and couldn't get rid of the clones this time. Went on a bombing run with Jeb and a Volwen engineer, dodged an AIM-9, dropped some GBU's, went sub-orbital on the return trip and called it a day. I recovered the craft from the runway expecting the Volwen clones to be removed but they were still there in the Astronaut complex. This time though, they were the same three; two scientists and an engineer. The engineer had even gained experience. So, now I'm puzzled as it is not consistent behavior. It could be that this is a new save that I've started up and there was something else going on causing them to appear/disappear in the old save... edit: 2nd log after some game time: [url]https://www.dropbox.com/s/n6e293ehh5obczb/Player_1.log?dl=0[/url] -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
jhook777 replied to Volwen's topic in KSP1 Mod Releases
[quote name='jhook777']Roger that, I'll have it up in about 3 and a half hours.[/QUOTE] Sorry for the delay, work ran late. I've uploaded my Player.log to [url]https://www.dropbox.com/sh/xl8d81acmxwehzw/AABbvgBG1VvYfUnN-UpjOSLTa?dl=0[/url] edit: fixed link since it didn't point to the correct folder. Currently there are 3 Volwens in the AC. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Nov 12 21:06 000_Toolbar Nov 10 22:50 000_USITools Nov 10 22:50 AntennaRange Oct 12 23:22 AoATech Oct 12 23:40 Apex Oct 12 23:22 ASET Nov 16 11:12 AviationLights Oct 12 23:40 BahaSP Sep 28 19:38 BDArmory Nov 6 02:37 CAL Nov 11 20:24 Chatterer Nov 21 15:48 CommunityResourcePack Nov 24 19:40 ContractConfigurator Nov 24 19:49 ContractPacks Nov 21 09:36 DistantObject Sep 26 20:59 EVAManager Sep 26 21:00 ExtraplanetaryLaunchpads Nov 9 18:51 Firespitter Nov 10 22:50 InterstellarFuelSwitch Nov 10 22:50 JSI Nov 12 21:06 KAS Sep 26 21:00 KerbalStats Nov 25 19:58 Kerbaltek Nov 12 21:06 KIS Nov 21 09:36 Klockheed_Martian_Gimbal Nov 18 19:28 Kopernicus Sep 28 19:46 KopernicusExpansion Oct 12 23:40 Mk2Essentials Nov 20 09:34 Mk2Expansion Nov 10 22:50 ModuleManager.2.6.13.dll Nov 25 19:58 ModuleManager.ConfigCache Nov 25 19:58 ModuleManager.ConfigSHA Nov 25 19:58 ModuleManager.Physics Nov 25 19:58 ModuleManager.TechTree Oct 12 23:40 ModuleRCSFX Sep 28 19:46 NearFutureConstruction Nov 21 15:59 NearFutureElectrical Sep 28 19:46 NearFutureProps Sep 28 19:46 NearFuturePropulsion Sep 28 19:46 NearFutureSolar Sep 28 19:46 NearFutureSpacecraft Nov 8 11:25 OPM Oct 13 00:34 OrbitalSurveyPlus Nov 6 02:37 PEW Nov 17 21:08 QuizTechAero Nov 15 20:33 SCANsat Nov 11 14:19 Squad Nov 21 15:53 StarLionIndustries Nov 24 08:24 StockNoContracts Sep 28 19:46 TacFuelBalancer Nov 12 21:06 TarsierSpaceTech Nov 10 22:50 ToadicusTools Nov 25 20:01 toolbar-settings.dat Nov 9 18:51 TweakScale Nov 16 15:51 UmbraSpaceIndustries Sep 26 20:58 VesselView Nov 14 13:31 WarpPlugin Nov 24 08:30 WaypointManager ^---- contents of my Game Data folder. Also, the log I uploaded is on a newish save (started over and completed the first few missions to get some data to upload and to ensure save file bloat didn't factor in). Anything else I can provide, let me know. Also, this mod setup is not perfect: if i connect a craft with an alcor pod and a claw to any other craft (using the claw, docking port, kas pipe thingies, etc) RPM freaks out something fierce. Craft is still flyable but none of the MFDs work unless I quickload (then it goes back to normal). Again, not the biggest of deals since quickloading gets things back to normal. One more edit: contents of ContractPacks folder: Anomoly Surveyor KFiles KoF Tourism -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
jhook777 replied to Volwen's topic in KSP1 Mod Releases
[quote name='nightingale']It does concern me - raised [[URL="https://github.com/jrossignol/ContractConfigurator/issues/362"]#362[/URL]]. [s]I'll get back to you and let you know if I need logs or anything (it'll be at least a few days before I look at this one).[/s] EDIT: Actually, yeah post up a log here or on the linked issue. Since last time it was due to an exception, logs might be helpful here too.[/QUOTE] Roger that, I'll have it up in about 3 and a half hours. -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
jhook777 replied to Volwen's topic in KSP1 Mod Releases
[quote name='nightingale']Wait, what? I thought I fixed the Volwen clones. You're still seeing that in 1.0.5?[/QUOTE] Yes sir, using up to date mods from ckan except I downloaded this mod straight from Kerbalstuff since ckan says it isn't compatible with 1.0.5. Every time I accept a new KoF mission at least one Volwen shows up in the space center. These little guys tend to disappear randomly if I exit the astronaut complex, enter VAB, then go back to AC. Or, if I blow up all the targets and recover a vessel with a Volwen in it (from flight) it will remove the clones. Next KoF mission spawns more Volwens. It actually doesn't bother me as I can just go around them when selecting crew and they tend to become my 'test pilots.' But, if this concerns you I'll gladly provide logs, save files, screenshots or whatever you need when I get home (at work, currently). I love this mod, it really got me into designing atmospheric flight crafts (as opposed to rocketeering away). So literally, opened up a whole new game for me! -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
jhook777 replied to Volwen's topic in KSP1 Mod Releases
Any new updates in the pipe for this _amazing_ mod? Works with 1.0.5 (64 bit Linux) without any problems other than the Volwen clones in the astronaut complex (this isn't really an issue for me as I have... uses... for the clones). Just wondering if work is still being done on this mod :) Jhook777 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
jhook777 replied to rbray89's topic in KSP1 Mod Releases
I have a low end laptop with limited RAM and integrated graphics. With this mod and aggressive active texture management I get a stunning experience none the less. Thanks so much! edit: pic didn't link the first (or second) time around -
[0.90] KSP Interstellar port maintance thread
jhook777 replied to Boris-Barboris's topic in KSP1 Mod Development
Thank you so kindly! I can crawl back under my rock now -
[0.90] KSP Interstellar port maintance thread
jhook777 replied to Boris-Barboris's topic in KSP1 Mod Development
It's not that the parts are missing. It's that they are no longer available for construction. The ships with the old reactors and gennys load in the VAB and SPH but I'm not allowed to launch because the parts are now 'experimental' and thus unavailable. This means in order to launch a ship I've already designed, I must first replace the parts preventing launch. This isn't that bad, just tedious and I don't want to have to do it. At least the ships load because the info for the old parts is still there. Again, thank you for this. I can just replace parts on a launch by launch basis. (Though could I at least suggest using the texture from the old school .65 sethlans reactor? The Akula is drab by comparison and is used for the Akula and Sethlans reactors. Why not use the tiny sethlans skin for the resizable sethlans?). I fired up the game again and checked for error messages in the debug 'console' thingy. As of the version, it would be 0.7.10 as well as the related plugins current as of yesterday, the 23rd. I haven't patched with your update from today, yet. The version I was using before a few days ago, when I got to the end of the tech tree (the KSPI portion in CTT anyway, still have the karbonite stuff to finish unlocking) I built a warp ship, tried to warp and couldn't, which prompted my original post and your suggestion to make sure I was up to date. I updated, saw the reactor issue, updated again (wow you put a lot of work into this! so many updates...) and still can't get the one reactor to work. Everything else I've tested works as of .7.10. I understand you didn't touch the AIM reactors, but something is wonky and I'm unable to identify what I might have done wrong in installing (and reinstalling from scratch). The only things related to KSPI that I saw in the error console were a bunch of warnings about RDTechnode or something like that in regards to not finding certain techs. I ignored most of that... then there was this: [Log]: [KSP Interstellar]: MicrowaveSources initialized [Log]: [KSPI] - InterstellarFissionMSRGC.MaximumThermalPower exception: Object reference not set to an instance of an object [Log]: [KSPI] - InterstellarFissionMSRGC.MaximumThermalPower exception: Object reference not set to an instance of an object Only exceptions I saw when I started a new sandbox game, built a craft that was basically a probe core, science unit (for antimatter production) a fission reactor and generator (3.75m gas core and equivalent genny), radiators, antimatter storage, and the AIM reactor. In previous versions it was not necessary to use fuel lines to connect the antimatter, being on the same stack always worked. I alsot weaked the reactor to start off with an amount of lqdHe3 so it had all it's fuels. I tried with both ktech solid state as well as direct conversion generators for the AIM reactor. The reactor would activate and deactivate, but used no resources, produced no thermal power or charged particles. Waste heat was distributed between the fission reactor, the radiators and the AIM reactor, so connections were there, the thing just wouldn't do anything and wouldn't display any fuel-deprived messages. I also tried shutting down the fission reactor and the attached generator. The reactor/genny combos were located on opposite poles of the single stack 'vessel' seperated by several parts. It just flat wont turn on. To be honest I cannot remember the exact version I was using prior to updating yesterday and the day before. It would have been something from a week ago, friday or sat last week. Or maybe not. I know the ship I built that I keep talking about (S.S. Novara, pics on my steam profile, jhook777...) had the liquid cooling radiators and nitrogen tanks but the generator attached to the reactor is the 3.75m variety (not the 'large electric generator' variety). So, yeah... sorry I'm not used to posting on forums, when I encounter problems it's usually one someone else has already posted about.... Thank you for the empathy and proposed solution. Much appreciated. Regretfully, I am limited by hard drive space; I cut/paste KSP to a microSD card and cut/paste another game when I want to play it. Only room for one or two at a time. I make periodic backups of my save files and am pretty good about rescuing kerbals and recovering/scuttling ships if I know an update is going to invalidate a ship in flight. Please note, this isn't what happened. I didn't lose any ships. The only issue I'm actually experiencing is the issue with the AIM reactor. And, it's mind boggling because there's no reason there should be a problem with it. @Shtirliz72 Yes. Obvi. Not crying, bellyaching. There's a difference We all have our communication styles. (and yeah, I've mentioned my save isn't broken and expressed gratitude) The answer to your last question/suggestion should be obvious. I feel it need not be overstated. -
[0.90] KSP Interstellar port maintance thread
jhook777 replied to Boris-Barboris's topic in KSP1 Mod Development
Ok. Removed all things associated with KSPI. Downloaded all things associated with KSPI and extracted to a temp folder. Merged all the things. Merged all those things with Game Data. Clean install (ish). Most of my reactors and generators work now. Thank you for not totally breaking my save file by leaving in the old parts for craft already launched. The AIM reactor (the anti-matter initiated microfusion thingy) is the reactor the warp capable ship uses. It worked fine yesterday. Spent three days refining and tuning the craft to sustain the reaction and get itself into space (in one piece). Let me tell you what a chore it is to repeatedly revert flights, refuel the thing with antimatter over and over. I finally get it into space, point at the moon (which I could have just transferred to about a dozen times considering the DV of the craft) and boom, no warpy. I update, fix the warp but the reactor is now bugged. The antimatter reactor on one flight works fine. As does the fusion reactor I have going. I've a few fission reactors as well, those are all working fine. I had to reupgrade a generator for some reason... but it seems to work, even with the (now legacy?) old reactor. Beaming MW power works just dandy (which is good, or the warp ship would be doomed as it's carrying quite a bit of antimatter and has the AIM reactor and MW transceivers). The only one that doesn't work now is the AIM reactor on the warp ship. On the vessel that started me on this path in the first place.... Reactor shows active 0.00% genny shows active 165.6KW current power, 0.0 max power (crystats and am storage are drawing power from stored electrical charge/MJ left over from yesterday when the thing worked). Thermal rocket produces 0.00 thrust at full throttle. Vista engines pull their power from stored Mega joules till the joules run out. Beamed power still works though so I can pull it into a lower orbit and rescue the stranded kerbals... In short, I really don't want to sound ungrateful for the work done here but.... I feel like my game got broken overnight. I've spent almost 1500 hours on ksp since I bought it (that steam has logged anyway). 99% of that time was spent with KSP interstellar installed. 1500 hours of learning that system, designing craft, et cetera and poof, in one update (yes my fault for missing 3 weeks of updates) I feel like the system has been changed. I press load ship and just see a long, long list of craft that contain invalid parts. Sure, I could go in and swap out the old gennys and reactors for the new ones... but that also requires rebalancing, fine tuning, testing.... on over 100 craft :/ And that still doesn't help the fact that I've about 15 craft in space with parts that are no longer 'valid' and one ship in particular, my pride and joy, dead in the water. Anyway, that's my report. New craft with the new reactors produce megajoules. Old craft with old reactors produce MJ except (so far that I've tested) the AIM reactor that I have in flight. It doesn't do anything, no thermal power, no MJ, no charged particles, nothin. -
[0.90] KSP Interstellar port maintance thread
jhook777 replied to Boris-Barboris's topic in KSP1 Mod Development
My humble apologies for my chronic foot-in-mouth disease. It's why I usually don't post on forums. Yes, after firing it up again and poking around, I found that the tweakable versions fit my needs just fine . Thank you, kind sir. Well, except for the part about not producing electricity. It takes a while for my pc to load KSP and it runs out of memory (ctd) if I alt tab and open a browser. I'm trying to figure out what I did wrong when I updated but also noticed another update so I'll just take the opportunity to do a 'clean' install of kspi + extended + dependencies and start a new game. -
[0.90] KSP Interstellar port maintance thread
jhook777 replied to Boris-Barboris's topic in KSP1 Mod Development
So I downloaded and installed kspi .90 and the extended config patch. I can confirm that this solved the issue with the Alcubierre drive. Thanks for that! A new issue has arisen, however, now none of my reactors produce power. I am going to look through the posts again as well as double check my install to make sure I didn't muck something up (would have done it last night but I was too tired....) but yeah, seems like I spend more time troubleshooting KSP than playing it On a different note, I love that this mod is still being maintained and has such a community following with so many diverse ideas. That being said, I'm not really sure how I feel about the changes to the fission reactors. Namely, I miss the lil' .65m Sethlans reactor. That thing was perfect for long-duration probes that fit into a nice little form factor with plenty of surface attachment... Now I have to design new probes and a new launch vehicle to carry said probes But yeah, this is a small thing, and I understand the desire to reduce part counts and all that. I just miss the unique 'identities' of the individual reactors and think of the generic labels "gas core" & "molten salt" to be.... well... like placeholders. Even the lowliest of parts has a name/designation (lv-xxx, pbk, rockomax, probodyne, etc...). Now, don't take this as bellyaching. I'd like to reiterate my appreciation for all the work done to maintain this glorious mod. I'm just old and cranky and resistant to change. Keep up the good work. I'll get back with a report on those reactors not producing charge. -
[0.90] KSP Interstellar port maintance thread
jhook777 replied to Boris-Barboris's topic in KSP1 Mod Development
I'm truly a forum noob. I slogged through pages for hours until I saw the little 'Search Thread' do-dad... Anywho, I thought I do not have the latest version of FreeThinker's patch, I'll plug that in as soon as I post this and test it out. Great work on keeping this mod alive. It is the very reason I play KSP!! Thanks so much! -
[0.90] KSP Interstellar port maintance thread
jhook777 replied to Boris-Barboris's topic in KSP1 Mod Development
Greetings all. This would be my first post. Usually I just read through the threads until I find the solution I'm looking for. This time, though, I haven't had any luck. My issue is with the Alcubierre drive. I just (finally) unlocked the tech and built a sweet ship to test out the drive and discovered that the thing doesn't warp me in the direction I'm pointing!!! I aim at the moon, warp at .10c, and end up somewhere millions of meters -below- the moon in a random orbit. After extensive testing and quickloading I found that the drive will warp me in a random direction but not in the direction I am facing (usually at an angle of 45 - 90 degrees off). This is maddening and renders the drive (and ship) unusable. Could this be a mod conflict? Is it because I'm using the 64 bit version (works like a dream with this one exception)? I'm lost. What info would one need to troubleshoot this issue? Has anyone else encountered this (or a similar) problem? Oh, and to be sure it wasn't something with the craft itself, I built a test rocket with just a probe core, nuclear reactor/generator, alcubierre drive, a fuel tank and a thermal rocket nozzle (reaches orbit with inf. fuel turned on). once in orbit, same issue. The thing would warp in every direction BUT the direction I pointed the craft. Please help! Thanks in advance.