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nordicpc

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Everything posted by nordicpc

  1. Well, as I've admitted before, I'm not much of a coder, and certainly when looking at things that are as different as the code that is in KSPI and the code in the Mk2 expansion, I'm not finding anything right out of the gate. They don't even use the same module type, as one is using the ModuleEngines, and the other is ModuleEnginesFX. There was an extra heatMultiplier in there, but that didn't do anything. I also was unable to find anything in the git commits. I hate being so bad at fixing these issues, but I kinda want to fly some spaceplanes too, so I might just try to make it to a station and refuel there. Maybe Sunday if it hasn't been figured out, I'll spend some time on it after I mow the lawn and do other required man-duties around the house. Thanks guys!
  2. Most certainly, although one has to be careful to turn off the little .2 atm intake on the Rontgen, since it's not cooled and will overheat the engine. I used the little TTJ on the belly in conjunction with the Rontgen (both on Atmo), and the baby stayed at low temp while the Rontgen went critical. I'm going to dig around in the cfgs to see if I can figure out why. I usually pull 2,000 m/s before I run that baby out, but without the cooling it'll overheat before I get there, so I'm burning way more fuel than I should.
  3. I don't have any of those mods installed. Really, only 676 patches on load, which isn't too bad. It's all either Interstellar and the MK2 Expansion for it and all of the required mods for those. I have considered using something like that because any plane I build in MK3 is going to fall apart, but the Mk2 stuff works well enough for what I need. I was once able to hit RCS and SAS and give it a little nudge rotationally, and while it shook the whole station like crazy, I only lost one of the science arms. It settled back down after that. I've considered just trying to go with 2 arms, but it's not worth the potential issues down the road I suppose.
  4. Thanks again. I'll do a bit of a redesign and re-launch. Luckily I don't have much time in the past couple weeks, so it won't be too painful. Cheers!
  5. I was kind of hoping that a part had been resized or something in the previous couple of patches. I've certainly had my share of ships be attacked by the Kraken in deep space, but never in a fairly low orbit. And usually I can just time-warp at 5x for a few seconds on the tracking map before going in close, but nothing seems to stop the shakes of this station. Ohh well, good thing I setup backups and can go back a few days I suppose. Thanks everyone.
  6. Got a little issue with my mega-millions space station. I built it on 10-4 from what I can tell, and it flew around, I docked some stuff to it, everything cool. I've updated KSPI, AZAB's KSPI Mk2 expansion, and the Interstellar Fuel Switch since then with pretty minor updates. But I went to dock up a plane Friday night, and this happens: https://onedrive.live.com/redir?resid=CD76E5B606E9BFBE!500889&authkey=!AGZo4CAiOTpiuxY&ithint=file%2cmp4 It just violently shakes until something breaks. I guess the radial attachment points to the science labs is the weakest point, so at least one of them has to pop off before it settles back down. I've tried time-warping a bit, not time warping, turning on and off RCS and SAS, I just don't know what to do. It's like a Kraken, but no way for me to stop it. Any thoughts? Much appreciated. That thing took like all of my moneys to get up there.
  7. I seem to have developed a strange overheating issue with the TTJ on Atmo: https://onedrive.live.com/redir?resid=CD76E5B606E9BFBE!500888&authkey=!AOgqvSBU_swPOoQ&ithint=video%2cmp4 Sorry for the full launch video, but thought it might help. It's not my standard lift off, I tried to shorten the process a bit. Anyways, at the end you can see that I switch to Liq Ammonia and it cools down quite quickly. I hate to keep piling on the issues, but I've always been good at finding the worst in software. I worked for a little while on Myst 3D back in the 90's as a beta tester, finding glitches in the system and reporting them to the devs. Maybe it's been ingrained now in my brain. Thanks again, I know you guys are all doing this for the fun of the game, and I totally appreciate it.
  8. I did not realize there were penalties for being away from the reactor. That's actually really helpful in future designs, but this TTJ is right next to the reactor. I just took off with the new patch installed, and whoa. That's a lot of thrust! I don't usually complain about being overpowered, but maybe it is just a bit. I got up to 1,500kN and around 350 M/s before I left the runway. I liked the idea of it being limited by the velocity, but before it was too limited. I think now it may not be enough. Thanks again for everything.
  9. Okay, couple of new developments: Here's my old space plane with the new stuff installed. I let the VTOL engine run just to see what a .6 TTJ did versus a 1.9 TTJ. And I apologize for the Alt-Rock: https://onedrive.live.com/redir?resid=CD76E5B606E9BFBE!500886&authkey=!AKA5ZcCTHcQR5Os&ithint=video%2cmp4 Here's a later shot of how this flies: https://onedrive.live.com/redir?resid=CD76E5B606E9BFBE!500887&authkey=!AFhIeNp7_xKT3NU&ithint=video%2cmp4 So I'm thinking that the Mk2 expansion parts are taking the new "don't make thrust until you get to speed" rules to an extreme. I can keep going with the standard .6 TTJ keeping me aloft while I wait for the 1.9 to build up thrust, but maybe there's a fix for this? Thanks all, and I can't thank the devs for their work enough. I love this product, and I'm in debt for your hard work.
  10. So now that the TTJ has been nerfed, what are people actually building with these parts? This was one of my favorite designs: https://onedrive.live.com/redir?resid=CD76E5B606E9BFBE!500858&authkey=!AMS0RF0hXb_fGfM&v=3&ithint=photo%2cpng But now that's hopeless. I understand being realistic and all, but I tried to build a new plane with a magnetic nozzle, just 'cause. Got to here: https://onedrive.live.com/redir?resid=CD76E5B606E9BFBE!500885&authkey=!APhZBnvke5YQwpc&v=3&ithint=photo%2cpng before I posted this post. That's right, two huge SRBs to try and get up to speed for those engines to burn, and it still won't make orbit. That particular image was with the wrap around radiators, which did horribly on atmosphere exit, lol, but the fold-ables were too heavy. So what are you building with the new patches in place?
  11. I do not have Real Fuels or Modular Fuel Tanks, just what was required for KSP Interstellar Extended and KSPI Integration. So that's: Community Resource Pack 0.4.4 Community Tech Tree 2.1 Crossfeed Enabler 3.3 Filter Extensions - Plugin 2.4.1 Interstellar Fuel Switch 1.16 Interstellar Fuel Switch Core 1.16 Klockheed Martian General Plugin Functions - Gimbal 3.0.4.0 KSPIe 1.5.6 KSPI Integration 8.3.0 MK2 Stock-a-like Expansion 1.5.1 Module Manager 2.6.8 Protractor 2.5.1 Toolbar 1.7.9 Tweakscale 2.2.1 I'll go back and make sure I've got Experimental Aircraft Engines unlocked for the other thing. Thanks! - - - Updated - - - I do not have that unlocked, so there's my next 1500 science goal On a side note, since I've got both of you guys here, I had a funny thing happen with my game after the update last weekend, I believe. All of my tanks that had LFO in them switched to being full of Ammonia. Made for a fun disaster of God moment that I used to bring all of my planes home to rebuild. Certainly not a complaint, but more of a funny thing that I had to suddenly find a solution for.
  12. So I just update from 8.2 to 8.3, and I get a bunch of errors on load up now: Updated from CKAN, only this mod. I was building a new space plane, and noticed that the turbojets no longer functioned on anything but ATM. Was hoping this update would resolve that. - - - Updated - - - Verified that replacing the Starlionindustries folder with version 8.2 fixed the problem.
  13. So I was thinking the point of the supercollider in space was to attach a science lab to it, send it up into orbit, generate data, crunch data, then send science home. However, with it making 1500 data, I don't think there's a lab that can handle that. And if it's biome-based, I'm not going to get much use out of that collider before it's scrapped. Sure, I can move it to a handful of biomes, but couldn't my Kerbals just figure out new and exiting experiments to run with it to generate more data in their current biome? Kinda like how we don't have to move the LHC to get new data out of it? Maybe it should take more time, generate less data (like 500 units so that we can fill a lab), and not be biome-based? Am I missing something here?
  14. Sweet, thanks! I'm starting to learn a bit more about KSP mods through this, but you obviously have much more experience than I.
  15. Do you have NFE installed? I do not, and maybe the check for it is breaking for us that don't have it.
  16. Ohh no! I just updated everything, and loaded up my Career mode. My two space planes destined for Duna were not loaded. They were missing: M2X.Generator.TH M2X.Reactor.Tokamak Did those get renamed or removed? EDIT: I used ckan to update both KSPIE and the MK2 extended. - - - Updated - - - And a quick peak in the .cfg's, and I see those parts are now M2X_Generator_TH and M2X_Reactor_Tokamak. Doh! Are these the new names for good, or is something else happening?
  17. Looks like the big engine fix removed a lot of lines from the definition of the engine. @MODULE[ModuleEnginesFX] has been !'d, and all the options below it are gone. I am guessing that was intentional, but that's all I can find. I might just try to swap those back in a see what happens, but if anyone knows if I'm maybe missing something important, please let me know. Thanks! Edit: The other engine that appears broken is the VISTA, and it also has those lines of code removed... - - - Updated - - - I went back to 4.0.1 and everything engine wise seems fine. That was before the big engine change. I did try to just plop in those lines that were removed, but that didn't seem to help. Hope that helps.
  18. Thanks for the quick reply. I am trying to dig into the git repo, but I'm not much of a coder
  19. Any thoughts on snapping issues with the new parts? I had a sweet science plane that I flew many times in version 3.5. I had a pretty simple design with a Rontgen engine at the back. Now I can't get the Rontgen to work at all. If there is just a capsule, fuel tank, and the Rontgen, it snaps but doesn't show in the staging. Things get really screwy if you try to snap it onto the back of a reactor. It looks like it will snap, but doesn't.
  20. Allrighty, I have a couple of videos showing weird stuff: http://youtu.be/RnblsjgQSn4 - This is a save I found that was pretty much totally stock and just had my little ship floating around with no chutes. The only mod I've ever tried is your Parachute mod. Ever. The chutes were like they weren't even there, but they did have the reset that made them go away completely. http://youtu.be/HMs9GSmLlq- This one shows the effects I saw in the previous post, although the world is now back. It also has a sneak peak at my modules directory. Now this was after messing around with several things, but still the only mods I've ever installed are the ones recommended in this thread. I can do another video with the ship floating around and the chutes staged, but I think that's pretty irrelevant. I think I'm to the point of just building another ship to go up there and grab the kerbalnauts and the science onboard. I think I know where the issue is though, both this ship and another were docked with my Tanker at some point. I think that since the tanker's staging is complete, when you dock with it, anything you haven't staged yet gets popped. That's the only way I can figure all of my chutes on all of my ever-docked ships are popped. Maybe that's something the devs could look into, and provide a fix for, whether it's re-activating the chutes, or not staging them off on docking to being with. Cheers! -Nate
  21. That certainly did some weird stuff, lol. I got the reset, but it took the chutes totally out of the staging. I couldn't get them back in. It also blew away the Kerbin texture when I was flying back in, and when I manually deployed the chute at around 500 M/s, it immediately blew up and took the ship with it. Nasty, nasty thing. I'll play around with it some more when I get time. Thanks, -Nate
  22. Goodness this is tough So I did change the persistence flag to STOWED, but as soon as I go to fly, they redeploy. Bummer. I went ahead and grabbed the Stockplus stuff to get the parachute resetter. Specifically: So I moved the chutes into a new stage, but didn't get a right-click thing. Maybe I need to have an engineer on EVA to do it?
  23. So does anyone know what I need to change in this? I'm totally not against this type of cheating PART { name = parachuteRadial cid = 4291350294 uid = 2222231388 mid = 806696140 launchID = 60 parent = 0 position = -1.06686220533447E-05,0.0872254893183708,-1.00552725791931 rotation = -0.1978051,-2.397643E-08,-2.654518E-11,-0.9802414 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = 0 sepI = 0 sidx = 1 attm = 1 sym = 46 sym = 47 sym = 48 srfN = srfAttach, 0 mass = 0.1 temp = 291.716693161513 tempExt = 293.311694287679 expt = 0.5 state = 1 connected = True attached = True flag = Squad/Flags/NASA rTrf = parachuteRadial modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleParachute isEnabled = True persistentState = ACTIVE minAirPressureToOpen = 0.04 deployAltitude = 1000 minAirPressureToOpen_UIFlight { controlEnabled = True minValue = 0.01 maxValue = 0.75 stepIncrement = 0.01 } deployAltitude_UIFlight { controlEnabled = True minValue = 50 maxValue = 5000 stepIncrement = 50 } EVENTS { Deploy { active = False guiActive = True guiIcon = Deploy Chute guiName = Deploy Chute category = Deploy Chute guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } CutParachute { active = False guiActive = True guiIcon = Cut Parachute guiName = Cut Parachute category = Cut Parachute guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Repack { active = False guiActive = False guiIcon = Repack Chute guiName = Repack Chute category = Repack Chute guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } } ACTIONS { DeployAction { actionGroup = None } CutAction { actionGroup = None } } } MODULE { name = ModuleTestSubject isEnabled = True EVENTS { RunTestEvent { active = False guiActive = True guiIcon = Run Test guiName = Run Test category = Run Test guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = ModuleDragModifier isEnabled = True EVENTS { } ACTIONS { } } MODULE { name = ModuleDragModifier isEnabled = True EVENTS { } ACTIONS { } } }
  24. Hello, A little help here please. Somehow my chutes got activated while in space, and now they are blowing up on reentry. Any way to de-activate them? I can stick them in another stage easily enough, and I tried sending Bill out to repack them, but they aren't actually deployed. Thanks for the quick response! -Nate
  25. well, I feel like an idiot. I eventually looked at it and realized the ports on my base were backwards. I edited my persistence file and got them turned the other way and got it docked. I don't know why, but it seemed like there should be a female and male joining, not male to male. I guess that's where I went wrong. Thanks for the quick reply, but this turned out to be a PBCAK.
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