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Starseeker

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Everything posted by Starseeker

  1. Oh woah, how'd I miss the 1.10 update?? That was the main thing holding me back from putting together a modded 1.10 install, so now I can go ahead with that! Is there an image album of the new stuff by chance?
  2. And thank you for the work you do for the KSP community!
  3. I'm having the same message-spam issue; it happens if I have a craft without stationkeeping ability that's on rails. Said craft's orbit doesn't decay, as if it were successfully performing stationkeeping.
  4. Alrighty, so, the active vessel has proper decay (and at rates that seem to match the predictions in the VAB) in both no-warp, physics warp, and timewarp! Plus, the stationkeeping works, and seems to consume fuel at a reasonable rate. I'll do testing with unloaded vessels now! However, when stationkeeping isn't enabled, the vessel's orientation appears to be "locked"; even with RCS and SAS enabled, I can't alter the vessel's attitude in any way. Turning stationkeeping on (and thus preventing decay from happening) allows free rotation of the craft. Additionally, debris seems to "freeze" when detached; I decoupled a piece of my craft in orbit and it stick where it was at the moment of detachment, with its orbital path a straight line down but its altitude never changing. Here's my log: https://drive.google.com/file/d/1XAg4lZ6GtWcOPdyAsvgV9g5OnD4DhXaT/view?usp=sharing EDIT: Did some unloaded-vessel testing, and it seems that stationkeeping is perpetually enabled on unloaded vessels, including those without any method of doing stationkeeping (in which case "<craftname> has no operational engines or RCS modules, station keeping disabled" perpetually displays in the tracking station) Also, a suggestion: could the "kill timewarp and display message when craft enters hard atmo" feature be made toggleable?
  5. Wait, why is debris excluded from calculations? One of the main reasons I was interested in this mod was that it'd remove the need for retrorockets on my upper stages
  6. Oh, one thing that might have to do with it: should the engineID = basicEngine line instead be engineID = Tharsis?
  7. Yeah, here's a Google Drive folder with the two: https://drive.google.com/drive/folders/10rV3hyrE-wntLpCKaMBn6GjlS2Wouubk?usp=sharing cryoEngineTharsisWaterfallFX.cfg is the application patch, and starseeker-hydrolox-rl10.cfg is the template. I also added the application patch for the Hecate (cryoEngineHecateWaterfallFX.cfg) to use as a comparison.
  8. Ah yeah, sorry, should probably have been more explicit on that: it's working perfectly fine on all other engines I've applied it to. Is there another engine in the stock/ReStock+/CryoEngines that has multiple independent thrust points like the Tharsis? I could try applying the template to that engine, see if it has the same error.
  9. Alrighty, lemme generate a new log (since I loaded up a different install since). Here it is: https://drive.google.com/file/d/10NV7QINpaK8wkVDUSPEsmDOpklLnoM1v/view?usp=sharing
  10. Thanks! it should be "thrustTransform" (w/o quotation marks) right? That's what I'm seeing attached to the ModuleEnginesFX, and I'm not seeing any other transform I'd want to parent to. (Then again, I'm fairly new to all this ^^;) Here's a log excerpt, after disabling the drawing of the main plume then re-enabling it for a split second: All the errors following are identical.
  11. Here's a pic of an RS-25 engine being tested for use on SLS: It's fairly faint, but there's a distinct reddish-orange color to the part of the plume visible in this shot. It is likely I might have the sea-level plume brightness set too high, in all honesty; thankfully, that's an easy tweak
  12. Alrighty, made a much better-looking (or at least more realistic) plume than my previous one based on the feedback & info y'all gave, and also threw in a little bonus low-throttle effect: However, while applying it to engines, I came across this issue on the Tharsis: In the alt+F12 log, it's filled with "ArgumentOutOfRangeExcepton" spam (with "Parameter name: Index"); it stops if I disable the drawing of the main plume, and resumes when I re-enable that. Several of the throttle- and altitude-dependent effects on the plumes are nonfunctonal, and the shock cone & low-throttle flame are completely nonresponsive while the main plume is enabled. My guess is that it hits an error somewhere in the effect "stack" each frame, and so it doesn't apply the effects queued after that point.
  13. Ahhhh, gotcha. Well, those plumes look good, and at least I learned more about the editor in the process of making these! Plus, if it'd be helpful, I can still do the work of applying the templates to the various engines
  14. Oh gosh, hopefully it gets working again! Also, is there something special I need to do in order to have multiple effect controllers combine their effects on one thing? It seems sometimes a controller based on atmospheric pressure and one based on throttle combine as expected (when one is set to multiply); however, other times, the newer one overrides the older one.
  15. One small thing: one of the effects on the Swivel engine seems to not be respecting the throttle controller, and is just always active.
  16. you need to send a probe of some kind into the SOI of another body if you haven't; then, in the big map view, switch to that body and back, and it should be fixed.
  17. Ah, well, it might not be something about that file itself; all engines with a bundled config seem to simply... not be reading the templates. Here's my player.log: https://drive.google.com/file/d/15wcJyhFtHdIuSkrpHtiOZogSoIF_-6o4/view?usp=sharing
  18. A patch I wrote (well, "wrote" ), while it's successfully applying the waterfall FX module to the engine so that I can play around with the in-game editor, isn't applying the template I'm asking it to. Here's the patch, targeting the Vesuvius from CryoEngines (copy/pasted from the SSME patch with the relevant names changed): The filepath is "GameData\WaterfallCustom\CryoEngines\125\cryoEngineVesuviusWaterfallFX.cfg", do I need to specify the filepath of the template I'm trying to use?
  19. Alrighty! Do you have a list of what engines are based on what IRL ones? I'm guessing the 1.25m, 1.875m, and 3.75m extendable ones are based on the RL-10, and the 3.75m sustainer on the Delta IV's engine(s). (also, should I move that to the cryo engines thread?)
  20. Ah, gotcha! Yeah that seems like... odd behavior. On a separate topic, would configurations for engines from, say, Cryo Engines be welcome? Or are you wanting to keep that to the team you have?
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