Jump to content

Miravlix

Members
  • Posts

    84
  • Joined

  • Last visited

Reputation

26 Excellent

Profile Information

  • About me
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I designed a lander for Minmus, to return and parachute land on Kerbin at the end of the mission. The weird thing was the re-entry, sometimes these type of ship would end up dropping to very low m/s, kinda hanging in the air at 30K until i opened the parachute then it would accelerate to the expected m/s speed. The way we self build rockets and they keep being parts, leave a lot of room for things to go wrong.
  2. Shouldn't AoA not be a mode, but a toggle for the Pitch Mode? While AoA is a big deal for space plane, my main problem is that my plane drives off the runway, since PA sideway control seems turned off while on the ground. Even a perfectly balanced plane, doesn't keep a perfect 90 heading on the runway.
  3. Life happened... and I'm stuck on using something like a first generation 64 bit computer, at least it's not my old IBM PC with tape outlet anymore. It's actually better than it used to be, the old gaming machine gave up and died, on that one most modern stuff was having trouble accepting it was a 64bit machine. This one can still run most stuff, XCOM 2 is fine on it, it is an AMD Athlon 64 X2 Dual Core 5000+ 2.6 Ghz used to be my Linux Workstation. The world has actually progressed so far, I should prolly have kept it as Linux, but I just wasn't up for trying to start over.
  4. When stock features get broken with just the mod installed and the mod creator doesn't even warn about it, it just seemed a bit iffy.
  5. [LOG 19:20:34.736] [INFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'SpaceTuxGroup' [ERR 19:20:34.748] ContractConfigurator.ContractConfigurator: Couldn't load CONTRACT_TYPE 'STS-30' due to a duplicate name. I think Unmanned and GAP is fighting over the same contract name?
  6. [LOG 19:20:34.736] [INFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'SpaceTuxGroup' [ERR 19:20:34.748] ContractConfigurator.ContractConfigurator: Couldn't load CONTRACT_TYPE 'STS-30' due to a duplicate name. I think Unmanned and GAP is fighting with each other and I guess GAP won, as I don't like GAP's STS-30 (I think it's some submarine mission), can't you rename yourself to anmanned. Just kidding. [LOG 19:20:34.948] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'FirstPlanetProbe' [ERR 19:20:34.958] ContractConfigurator.ReachStateFactory: CONTRACT_TYPE 'FirstPlanetProbe', PARAMETER 'ReachState6001' of type 'ReachState': targetBody for ContractConfigurator.ReachStateFactory must be specified. [LOG 19:20:35.055] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'FirstPlanetFlyby' [ERR 19:20:35.064] ContractConfigurator.ReachStateFactory: CONTRACT_TYPE 'FirstPlanetFlyby', PARAMETER 'ReachState11001' of type 'ReachState': targetBody for ContractConfigurator.ReachStateFactory must be specified. Is this also unmanned?
  7. Around 30 seconds, but I had to not erase the cache to ensure to get that. I've yet to encounter a situation where the game loaded from the cache without parts missing in game, so my only option when not testing, is to erase the cache before starting to the game, to be sure it's not loaded. [LOG 19:11:34.585] PhysicsGlobals: Loading database [LOG 19:20:32.414] [ModuleManager] Total loading Time = 496.406s Really don't want to have to start over more than I have to, with that kind of loading times.
  8. Never even remotely suggested you should, I didn't even ask you to do anything, if you go back and check my post you will see that all I said was that it would be best for me if I could turn off the cache, as it's unfortunately just increasing load times for me and I can't figure out enough details of the problem to give you a useful bug report.
  9. Really? You're going to say what modders "should and shouldn't do" when most can't code their way out of a wet paper bag? You might as well claim people shouldn't drink alcohol because it makes them stupid. Like ETT that creates a virtual MM name of zETT and then uses :FINAL, so it get sorted last... You can whine all you want about what people should or shouldn't do, someone will do the worst possible thing every SINGLE TIME. BTW: I think MechJeb 2 is one of the mods creating files in the GameData/MechJeb2 folder, config files pr. craft?
  10. After some testing, I think I can confirm that one of the tiny edges of the solar panels is the "front". Unfortunately this seems to have a big impact on them.
  11. Not sure it's true to call realchute stock compatible, when after real chute is installed, stock can't tell there is parachutes on a craft. Maybe this doesn't break anything vital in stock, but it messes with mods and will break any functionality related to parachutes in those mods.
  12. I just noticed that almost 3 small stock solar panels fit in the space of one tiny solar panel, so why is tiny only generating a fraction of the power? Same problem with Small, it's something like 10 times the size of a stock small panel, but generates the same power. It also made the RemoteTech support unbalanced, since the 3Sat was generating way too little power to be balanced for the job of carrying RT energy cost antennas. Perhaps something like the following changes: Tiny Solar Panel cost = 300 (Panel is way to cool to only cost 30, especially since stock cost 75), mass = 0.013 (Personal opinion it needs more mass, especially with tweakscale support as it will make an otherwise insignificant number a lot larger), chargeRate = 0.70 (Same as 2 stock panels, so it at least doesn't feel dumb to put 4 Tiny Solar Panels on a 3Sat, instead of 8x small stock,)
  13. [LOG 06:51:48.399] AddonLoader: Instantiating addon 'CrewQueue' from assembly 'CrewQueue' [ERR 06:51:48.400] Script error: OnLevelWasLoaded This message parameter has to be of type: The message will be ignored. [LOG 06:51:48.401] AddonLoader: Instantiating addon 'AppLauncher' from assembly 'CrewQueue' Really Squad... of type "nothing", great error message... [LOG 06:58:10.888] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 9s long [WRN 06:58:11.273] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [EXC 06:58:12.373] NullReferenceException: Object reference not set to an instance of an object CrewQueue.CrewQueueRoster.RestoreVacationingCrew () CrewQueue.CrewQueue.OnLevelWasLoaded (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) HighLogic+.MoveNext () [LOG 06:58:12.465] [3/10/2016 6:58:12 AM][DEBUG][FingerboxLib.Interface._onGameSceneLoadRequested][Entering Method.] [WRN 06:58:12.466] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 06:58:40.496] [INFO] ContractConfigurator.ContractConfigurator: Contract Configurator 1.9.8 finished loading. [EXC 06:58:41.037] NullReferenceException: Object reference not set to an instance of an object CrewQueue.CrewQueueRoster.RestoreVacationingCrew () CrewQueue.CrewQueue.OnLevelWasLoaded (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) HighLogic+.MoveNext () [LOG 06:58:41.190] [EVAManager] Added module ModuleTweakableEVA to kerbalEVA_RD (Part). Haven't even loaded a savegame yet at this point, I hope the issue is that CrewQ tries to do stuff before it should and not actually an issue in game.
  14. @PART[Large_Crewed_Lab]:FOR[CrewQ] { %MODULE[ModuleCrewQ] { crewComposition = Scientist } } @PART[Mark1Cockpit]:FOR[CrewQ] { %MODULE[ModuleCrewQ] { crewComposition = Pilot } } @PART[Mark2Cockpit]:FOR[CrewQ] { %MODULE[ModuleCrewQ] { crewComposition = Pilot } } One thing we could work on is the stock and third party crew selection for parts. Mark1-2Pod = Pilot landerCabinSmall = Pilot mk1pod = Pilot mk2Cockpit_Inline = Pilot mk2Cockpit_Standard = Pilot mk2LanderCabin = Pilot mk3Cockpit_Shuttle = Pilot cupola = Pilot I hope that I just skipped the general crew cabins, so that should be all stock parts. Hmm, might be a better way to catch all parts that should favor pilots, except there is always a ton of modders making mistakes so general Module Manager configurations tend to lead to unexpected results as someone is bound to create a messed up part. I only have USI Kolonization installed that has tons of parts that favors certain crew, so that's next on my todo list, it has parts that prefers engineers or scientists and one pilot part. If only I could remember what part like what crew it would just be a matter of looking up the part names.
  15. I figured out why the cache so rarely is used on my system, I have several mods installed that write data to files in the mod folder every game session, so running the SHA check is a waste of CPU cycle, as something has always changed. To make things even better, the rare times the cache get loaded, it result in a game that is missing parts. Seems to me the best would be for me to have the cache system turned off entirely. Edit: Well, thats weird, the first post has 2.6.18 in the download link, CKAN seems to have installed 2.6.20?
×
×
  • Create New...