-
Posts
664 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by rasta013
-
Too bad. That would've been an easy slam dunk to identify what was causing the issue. KK and SR don't play well together.
-
This is still true for the digital camera although I agree, of all the cameras, this one shouldn't be limited. The original, low tech camera I can actually understand it not being cleanable, switchable or anything else. Many of the old cameras used on very early craft were sealed systems to preserve the film itself. Changing it out was pretty much an impossibility because of environmental concerns and the high degree of likelihood that the film canisters would be ruined. The mid-tech I'm not as sure about. Film cameras remained in use for many years and often were actually developed in space and scanned/transmitted electronically. This was being done as early as Luna 3 (see the camera here) and the systems improved dramatically over the years. Radiation proofing of film became better so I would imagine that later cameras wouldn't have any issue in changing canisters but again, I don't know much about these systems. NASA didn't really start using digital cameras until the early 90s even though the first CCD had been invented by Kodak in 1975. The first megapixel camera used by NASA was the H.E.R.C.U.L.E.S. (for those who like acronyms : Handheld Earth-Oriented Real-Time Cooperative User-Friendly Location-Targeting and Environmental System) and quickly moved the the Nikon F4 used on many Shuttle orbiter missions. For obvious reasons, there should be no limitation to how many images can be taken with a digital camera (see Hubble ). One other thing since were on the subject of cameras...shouldn't the weights of the systems go down, not up? The low tech camera has a mass of .01 where the high tech digital camera is .05. Just a thought...
-
When I loaded his save game I was seeing basically the same things he was reporting. The green lines are showing but link to every single craft that is in range and LOS. The right click menu was showing all the antennas connecting to Kerbin though. I'll take a screenshot and post it on this message later today when I'm at my system to demonstrate what I mean and I'd be interested to know also if @rkman has the same thing displayed on his end.
-
'll see if I can get your save game up and running to take a look at it as I'm really curious now. Something I forgot to clarify better, it isn't the number of hops. It's only the next hop that matters for the purposes of each antenna. It's looking for the closest/best link it can make with all things considered and even though the logical thing is to jump right to Kerbin when in LOS if the numbers tell it to jump to Minmus, it'll do it. I especially see this type of behavior on my games in the local system as craft with the 88-88 start heading out. Again though, I'm really curious so will do my best to get your game loaded up and take a look. UPDATE: OK so your game loaded just fine and seeing is 200% of the battle in this case. Should've thought about this while outside the game rather than responding to posts between burns LOL. Here's my results and you'll get the same, then I'll explain So as you can see, with the exception of Scanner 1, all the probes have Kerbin listed as their relay. Scanner 1 had changed to Kerbin by the time I cycled through the others and came back to it so I'm guessing there was a tiny LOS issue when I first check it. Now the explanation... The pretty lines are not your actual links. They are showing the potential links that could be made to any given craft from any given craft at the time you have it selected. To find out exactly which antenna your relaying though you need to right click the antenna and look at the relay info listed there. If you go through all your craft you should find the same thing. I was reading way too much into what you've been asking (hence the read while not playing comment I made LOL). I was thinking you were listing the links being made as if you were pulling the info from the antennas and not purely the potential link lines. The lines are there purely to show you the condition of any given connection that can be made from a particular craft. It helps you when determining whether or not you want to improve a link (if you see it yellow) or add one (if you see it red). The pure data information though must still be pulled from the right click menu. I apologize for all my back and forth over this as I could've answered this right off if I wasn't over thinking it. Hope this clears up the confusion that I most likely caused.
-
As Master Yogurt would say...Yur Velcome! Anyway, poke around with all the different little things in this mod and I think you'll find like most of us that it is one of, if not the most, flexible mod around. Honestly, I used to rely on PP for all my custom tanks and I almost never use them anymore except for the occasional really oddly sized adapter I just can't quite get right.
-
Scatterer can do clouds but is more oriented to providing light scatter effects from water and atmospheric conditions. EVE is specifically built to integrate clouds, so much so that Scatterer rides on top of what EVE does and allows it to place the cloud/fog effects.
-
[1.2.x] [Test Release] BioMass Continued (Development Thread)
rasta013 replied to BetaguyGZT's topic in KSP1 Mod Development
Give some real serious consideration to B9PartSwitch. That is quickly becoming premier for this type of work. Blowfish is seriously on the ball in getting expanded functionality included that targets more Stock/CRP type functionality rather than the Interstellar oriented IFS. I've actually got all 3 running along side each other at the moment for various mods but more and more I'm seeing most things switching over to B9. Also, FS is going to keep getting more and more outdated until RoverDude can finally catch up with the rest of the FS mod and get around to looking at improving anything. For that matter, I'm not even sure if he plans on doing anything more than maintaining it much less expanding functionality. Just a thought...- 92 replies
-
- greenhouse
- taclifesupport
-
(and 1 more)
Tagged with:
-
And one of the stated goals is to keep part count lower while providing maximum quality. Running 190+ mods atm and I'm grateful for this even with my beast of a PC and x64 KSP. Additionally, the system itself only supports multiple SSTU engines but if you run the mount list further down the chain on any SSTU tank the adapter 2,3 and 4 mounts all provide various form factors for mounting multiple engines from other mods or from stock.
-
Well here's my best guess from your description. Each transmitter is doing calculations to figure out which relay is going to be best in terms of transmission. As each antenna is (largely) exactly the same the likelihood is you're simply within close enough range that the nominal transmission stats are boosted high enough that the distances involved make the Kerbin ground transmitter just minutely worse in terms of end numbers. The fact that the picture changes from craft to craft is a bit weird but I'd probably literally have to be sitting at your PC to be more specific about it than this. Honestly though, this type of behavior is not all that unusual to me. I've seen some seriously strange behavior that on the surface didn't appear right to me at all until I started really digging into the numbers. Some of the points to remember is that, the closer the link, the faster the nominal transmission speed becomes. So when dealing with even reasonably strong antennas and very nearby distances like the local Kerbin system you are bound to see some kind of odd behavior. This is one of the reasons I took an interest in adding antennas and configurations for them to my game because not only do I like the appearance variations but having a wider selection allows me to make far more predictable networks. Perhaps @toadicus can enlighten both of us a bit more.
-
If you can post a log file that might give a direction to look into. I've seen this happen to me many times because I have so many antennas configured for use with AR. Occasionally, if an antenna pair results in a better connection to Kerbin it will make that link regardless of there being closer relay links. If I understand correctly from the numbers, it has to do with the speed and costs of transmitting using a pair of relays. Should the longer relay result in better numbers it will use it instead of the closer links.
-
Well that's a list that's much too long (200+) for here but will happily post it if you really want it. For this lifter/lander the lander, tanks, engines and fuel depot are SSTU and the lab I carried was from the revived Orbital Materials Sciences from Nehemiah's science mods. The landing legs were constructed out of parts from Infernal Robotics and the stock Advanced Grabber for landing feet (which work surprisingly well in this time of landing issues in KSP). I mated all of these to a station core built out of parts from Cx Aerospace. There's also a few sciency parts on there you can't see mainly from DMOS and Coatl Aerospace. Oh and those solar panels are the MOS panels from Bluedog Design Bureau. Graphics are largely provided by Scatterer and Environmental Visual Effects with a few tiny custom tweaks.
-
Welcome to the Forums! If you're interested in seeing how most people are mod adding clouds to their game right now you might want to take a look at Environmental Visual Enhancements. There's several packages people have released based on this mod and it is fully customizable to allow you to build your own custom look for your planets. If you want to see how the backside code is being done it's all available on the EVE github repository as well. Hope this helps you out some!
-
I'm taking a look at Blackheart's configs and wanted to check out your BAD-T curves for some reference points but the D/L link to your SXT Props pack is currently disabled by Dropbox for too much traffic LOL. Any place else I can pick them up or are they the same ones that come with Lack's SXT pack? Wasn't sure so thought I'd ask...
- 4,296 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
rasta013 replied to JPLRepo's topic in KSP1 Mod Releases
That sounds like fun! -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
rasta013 replied to JPLRepo's topic in KSP1 Mod Releases
OK very good to know, thanks! That'll make me work much harder to find where I'm shooting myself in the foot. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
rasta013 replied to JPLRepo's topic in KSP1 Mod Releases
LMAO! Yeah I know. 200+ mods but believe it or not only 2 on there that aren't updated for 1.1.2 and both of them are 1.1.1 (HyperEdit was on there during that log capture and also RCS Build Aid which has issues but mostly works without any game killing problems). Giving a bug report like this one always makes me nervous because of my install size but when something breaks it I tend to bring it up just on the off chance my craziness has uncovered something really buried. I'll definitely keep playing around with it and see if I can isolate where the issue is coming from. It may be a simple matter of getting the latest DF code when you release it as it might just be stumbling on. I've gotten used to my logs because of my install size and know which errors are supposed to be there (even if aggravating) and which are not. If I can actually isolate anything that's causing it I will report back. It was for this reason that I didn't open a github issue as it's as likely my setup as it is an actual bug. Thanks for looking though! -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
rasta013 replied to JPLRepo's topic in KSP1 Mod Releases
Yup no problem... Link to log files -
Taking a look at your log files you seem to have numerous NREs that are coming from many other things. I see several issues with MJ, FAR, MFT/RF and yes DOE but the DOE errors are happening on far more than just SSTU. Something you've got installed is stepping on a ton of different things and I'm not sure what it is. I can tell you that I run SSTU and DOE together right now and don't have a single one of your errors. I've really got no idea what your problem is rooted in but I do know from experience that RO can frequently not play well with things that aren't supported by it. If it were me, I'd start by making sure that everything I'm using is either explicitly supported, or at the very least explicitly is stated by a mod author as having no problem running with RO. This is where I'd begin in trying to track down the issue.
-
Thanks Nertea! I should have gone back and clarified that once I double checked the CryoTanks code to see how you were doing it.
-
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
rasta013 replied to JPLRepo's topic in KSP1 Mod Releases
Well my oddities never cease apparently... So I've had DeepFreeze installed as part of my ginormous mod setup since you got it updated for 1.1 and not once have I had a single issue except a mod conflict that wasn't DF related. Out of the blue this has started happening to me today even though I haven't added, removed or updated anything at all... This is getting perma-spammed into my log files and has now happened 3 different times. First two times it locked up my game after arriving back on Kerbin with a sample return vessel (both times) and the third time it started happening out of the blue in the VAB but didn't lock up the game. Now here's the rub...I've got no ships out atm with any kerbals in them at all. The two vessels the game crashed over this error were nothing more than drone cores returning science after leaving another unmanned vessel. At no time has this error come up with a vessel active that had any kerbals in it at all. The third time was one of the weirdest. I was just working on assembling a new vessel and in the middle of changing inventory in a KIS container things started getting really goofy (laggy, mod windows started losing info, parts were getting hard to grab etc) and when I check the logs that NRE is what I see. I saved the log files from the third time this happened in case you want them and can open a github issue if you need me too. Hope this one is an easy answer...was just about to start up my manned program and DF was already on my mind for my longer missions. -
Because the patch adds the boil off code to everything - stock and mod tanks. The only ones that don't get affected would be seriously customized tanks like ones from SSTU. But then, SSTU doesn't actually have a config file that labels it as a tank instead opting for a completely customizable container that happens to generally hold fuel 99.9% of the time.
-
Yeah that won't work. You'd have to use something like what is listed below and and be running Cryogenic Tanks to call it if you wanted to use it. If you have either Cryo Tanks or Kerbal Atomics installed you already have it. Additionally, it would be either of these two mods which are causing your boil off. The patch that kicks that bit into effect from the CRP comes from either one/both. This is the bit that Nertea is using - obviously calling his on internal module from the plugin but it may give you direction to go off of... And a link to his code base for the plug in...The license is CC-NC-SA 4.0 and from what I've seen Nert's more than happy to help get people pointed in the right direction if needs be.
-
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
rasta013 replied to JPLRepo's topic in KSP1 Mod Releases
It certainly seems that way. I'll double check it again in a pure test and with my entire mod set to see if it's working the same way in both setups but yesterday when I brought that up I had nailed Neidon and if Kerbin wasn't in the way then I certainly picked it off through the upper atmosphere LOL. It may have been just a visual thing on my part so will test it deeper and report back.