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Blackbeard

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Everything posted by Blackbeard

  1. In WarpPlugin/Parts/Utility/warpAtmIntake/part.cfg & part2.cfg I believe model = Squad/Parts/Utility/ramAirIntake/model should read model = Squad/Parts/Aero/ramAirIntake/RampIntake Thus alleviating [ERR 15:55:36.782] PartCompiler: Cannot clone model 'Squad/Parts/Utility/ramAirIntake/model' as model does not exist [ERR 15:55:36.782] PartCompiler: Model was not compiled correctly [ERR 15:55:36.782] PartCompiler: Cannot compile model [ERR 15:55:36.782] PartCompiler: Cannot compile part [ERR 15:55:36.783] PartCompiler: Cannot clone model 'Squad/Parts/Utility/ramAirIntake/model' as model does not exist [ERR 15:55:36.783] PartCompiler: Model was not compiled correctly [ERR 15:55:36.783] PartCompiler: Cannot compile model [ERR 15:55:36.783] PartCompiler: Cannot compile part
  2. Freethinker I have a ship using four plasma thrusters mounted around a central tank. I have both CO2 and N2 on board. Using N2 I get different amounts of thrust and spinning ship. Switching to CO2 or Vac. Plas.results in even thrust. Intended or Bug?
  3. yeah just edit the part.cfg file of the torque wheel you are using and you can make it any number you want - - - Updated - - - Thanks. But I have noticed the plasma thruster effects to be more representative of POWER this version. Would the game engine render both?
  4. I have not been able to replicate the revert bug raised by Krakenfour. Put all my stupid kerbals in a tower of flaming death but they survive the revert smiling. This is just a quibbling bug I have noticed with the interstellar fuel tanks, where the tank info field lists the contents. If adding multiple radial tanks then changing the contents of one this field does not change. The contents do. Picture probably is more explanatory . - - - Updated - - - Yes Freethinker made some changes to it recently to better scale with size and consequently surface area. Couple pages back if you wanna check out specifics
  5. Missed the liquid connection. I have not tried nitrogen at all... yet, CO2 has been my staple so far. Speaking of the scoop when using it last on a ship it seems to generate alot of log clutter when orbiting planets/moons with no atmosphere. I will relaod a ship and get back with more specifics.
  6. I was trying to get into the spirit of constructive feedback, even I think my contribution a few pages back was slightly more than less than helpful. I do sneak in and turn the antimatter tweakable back on, I appreciate that for alot of people the more real and immersive depth of gameplay is where it is at. But I have hardcore ADHD (seriously) and some of the minute' details like farming antimatter drive me mad (to put it politely). But it is easy to change so I decided not to make any noise. I was struggling with the changes to the vista. I think last time I looked at it was just after functionality was restored. It seemed liket the KSPI-E radiators did not dissipate the in game heat mechanic? I did notice the new screenshot for KSPI-E though, I will say that having to deal with heat conduction came as a shock being spoiled with virtual heatpipes from KSPI-E. But neutron emission is serious business. Ahh I do have a suggestion question I was wanting to ask, why is xenon omitted from the big interstellar tanks and nose cone? - - - Updated - - - Sorry for the hijack lol... Back to feedback again, I will do my best to test out some spaceplanes with the new engine mods, I just have to build some more rockets at the moment, one day I will build the perfect rocket!
  7. Dont worry I am not committed to the idea. As I mentioned in previous post I have an unqualified unquantified suspicion that the video driver is at fault. I only say that because KSP will always start once, but quit and restart in the same session never. Has to be a reboot.... until I removed said textures and omg it runs. I am interested to see what hardware Ald is using as his/her and my problem seem very similar. Either way it has the fetid reek of one of 'those' problems.
  8. My setup doesnt make seeing the stupidly tiny font very easy, which would be nice to have fixed..... anyway. I noticed in the log that it was not always the same file from planetresource data, so perhaps there is a discrepancy between screen and log. I know that once the .png were removed the crash started happening around the parts/utility/microwave etc textures. When I was swapping the old textures back in to see if it was a dds conversion problem (which it wasnt) I saw some are a different .mbm format. Sadly the crash occurred on .tga also so .mbm is irrelevant. So somewhere somehow there is a smattering of textures that makes linux64 KSP ....error error redo from start.... kind of thing. My suspicion is fglrx driver, in my case im using a 5770 and the 14.200 driver using the .run from amd, which has been running pretty well. It was the only driver I tested (apart from the opensource wrapper) that would run KSP. What about you? Since removing the offending files KSP is behaving nice again. Probably going to do a crash course in modelling and textures to "find where it broke", so to speak, over the week. Maybe probably
  9. But wait it gets even more convoluted.... I was getting game crashes when the planetresourcedata .pngs loading, tried gimp, no joy, deleted, success. Then the textures from LargeRefinery, Refinery, phasedArray1 & 2, MicrowaveThermalPowerReceiver and microwaveReceiver, swapped old textures back, no joy, deleted, success. Previously I was having to reboot to get a clean load as well as reset partsdatabase.cfg and delete the gamedata .cache .SHA .tree etc. There is no error in the log it just simply ends at the texture files.
  10. linux64 with ~70 mod folders. The game crashes sometimes when loading the planetresourcedata pngs. But not always the same files and usually happens after restarting ksp. Going to try removal of files, tried gimp idea.
  11. Now that is interesting I have 2 copies of ksp 1.02 (linux x64) and both have had problems crashing on startup failing at the planet resource .png files. A restart would fix it most of the time, but even though both copies are identical it happens to one more than the other! Will try lib update thx Ald for the headsup. Indeed not but a change in code down the track... In the same vein I am having game freeze issues using ship manifest to xfer interstellar fuels between interstellar tanks. Looking over log I have multiple instances of followed by one block of and finally ending with the log being filled with Mbytes of which is where I assume the freeze is occuring. so far and I promise Freethinker I will start just using git to report changes.... I found in GameData/InterstellarFuelSwitch/Tweakscale/FuelSwitchScaleType.cfg
  12. Lol recursive ignore incoming. I am not overly familiar with C# but I am slowly working on putting a windows vm on this machine (hard to get excited about windows) to install a vis. stu. copy on. Hmmm maybe wine can run VS? From memory it doesnt...google... older versions do. VM it is. It is amazing how much better a VM windows is! Happy to play in the sandbox while a grown up OS does the real work .
  13. Like the changes so far Freethinker. The generator differentiation actually makes sense now and two different models let you know at a glance which is which. But I have been unable to create a custom radiator since v1.1. I can create the file and it loads fine, model behaves as expected, the stats are listed as specified in the cfg, but when launched the wasteheat value is wrong, as in low and if I have six radiators added mirrored only one shows if I mouse over the wasteheat resource. How is the waste heat value being calculated if not from the cfg? I have used a fresh copy of ksp etc. I noticed in change logs that you modified radiators to function with other mods but cant view the commits to the WarpPlugin.v12.suo (too large view raw) to see. It is making me very sad. edit. nvm I found "[TABLE=class: diff-table tab-size-8] [TR] [TD=class: blob-code blob-code-addition] part.Resources[FNResourceManager.FNRESOURCE_WASTEHEAT].maxAmount = part.mass * 1.0e+5 * wasteHeatMultiplier;[/TD] [/TR] [/TABLE]
  14. Github functionality can seem overwhelming but there is plenty of documentation about and there are some gui progs to cover cli if you are allergic.
  15. Electric thruster functionality seems excellent with no more universe destroying capabilities.
  16. The Ksp.log files I linked in dropbox are not enough? The problem is still occurring with a fresh copy of ksp. I have been investigating running gdb on ksp to get something more meaningful. Are you able to replicate the crash with the .craft I posted? So far seems to only happen with the plasma thruster. With a plasma thruster equipped ship go to space centre and switch back to same ship via tracking station. This generates a stream of "Look rotation viewing vector is zero" to the log and the entire kerbol system disappears. Trying to then go from active ship to map view then results in crash with "dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN"
  17. Congrats on 10k DL! Popular for good reason too Magnetic nozzle is working as intended for me. Plasma Thruster stats scale with size and QV is back. But I have been trying to track down a bug and it seems to lead to Interstellar. I have linked two modded installs, with a clean log for each session and a craft file of a vessel. The first is with some basic mods installed to ensure their stability. The second is with only interstellar (1.0.10) added. When leaving the active vessel, returning to space centre and switching back to vessel via the tracking centre there is only the background image and ui, vessel is not present. Switching to map view and back again leads to crash to desktop with the log spammed: "[LOG 23:26:19.655] dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN [LOG 23:26:19.661] Look rotation viewing vector is zero [LOG 23:26:19.661] Look rotation viewing vector is zero [LOG 23:26:19.677] Look rotation viewing vector is zero [LOG 23:26:19.677] Look rotation viewing vector is zero [LOG 23:26:19.680] Look rotation viewing vector is zero [LOG 23:26:19.680] dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN" Only tested AM powered vessel with plasma thruster so far. I have DL a fresh KSP now and will try to replicate. https://www.dropbox.com/s/jtd6iawocflnyfq/bzzzzz.zip?dl=0
  18. I noticed that the centre of mass was off for the lander and on closer inspection the attach nodes on the rear are both misaligned. Awesome mod btw! So nice to be able to grab a stock craft for logistics
  19. I have had the opposite problem with plasma thruster. Can switch to any propellent except quantum vac. no problem. Scaling up in size the engine stats remain static retaining the 1.25m values. I will experiment with the magnetic nozzle and let you know. Vista seems to be working as intended. Will the AM tanks regain scalability? I have been looking over github changes and still trying to connect tweakscale functionality to do so myself. Probably should just read the docs.
  20. Looks good! I love the idea of having a huge surface able to transfer photon momentum to a payload. I just had a look trying to work out when the concept first surfaced (heh), turns out over 400 years ago. Time to try out my space legs and give this mod a whirl. Will work the whole Blackbeard thing in later
  21. Im pretty happy with it how it is. If you dont want AM in the tank on launch dont put any in, but taking away the option to do so would be annoying.
  22. Just wanted to expand on issues with the plasma thruster already mentioned..... There is no scaling of power output from plasma thruster, a 1.25m and a 5m thruster both have the same thrust, isp and max. power handling ie 12500MW. And there is no option to switch to Quantumvacuum as a propellent in atmosphere or in space. Oh and Freethinker I love you and want to have your kerbals. Seriously though big thanks for all your work
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