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Magnavox

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Everything posted by Magnavox

  1. That's got it. Its working now. Thanks for the rapid response and the quick fix. And for that matter thanks for keeping all these excellent mods alive.
  2. @linuxgurugamer No dice I'm afraid. Still not coming up. I removed the .cfg file you mentioned, then uninstalled the mod via CKAN and DL'd a new copy and manually reinstalled. Still no good. The issue seems to be with the toolbar icon. I think I saw for a fraction of a second as the VAB was loading the RCS icon on the toolbar, then it disappeared. It seems the first error in the log is a ToolBarManager error. Most recent log. https://drive.google.com/open?id=1aRkqqn1n4k5C0JsDRxdnCMb7ry2XJjNe
  3. @linuxgurugamer Suddenly my RCS Build aid has disappeared from the game. Since the disappearance I've installed no new mods, but there was a new version of CKAN just updated. However I uninstalled and reinstalled RCS Build Aid through CKAN and the problem persisted. My Log https://drive.google.com/open?id=1TCbV-WnUF0jSyRuc7G1ns1osrmEZ44O6
  4. @JadeOfMaar Sorry if this has been pointed out before. The OPT Stail Class Fairing Monopropellant Tank part doesn't seem to actually have any radial attachment points. So even though it states that's what it's for, you can only install it inline in a stack of parts.
  5. @Nertea I noticed while flying an OTV yesterday that the Mk 3-9 orbital command pod seems to behave like a probe core with passenger seats, rather than a capsule. My OTV has a huge LH2 tank that draws more power to cool than I had anticipated and so when the OTV flies into the shadow of a planet I run out of charge. When this happens, I loose control of the vehicle completely despite having Jeb and another pilot sitting in the pilot seats in the cockpit. Is this intentional? a bug in the design? or a restriction on the way capsules and probe cores work in the game?
  6. @blowfish Is there a way to integrate fuel tanks into the wing parts?
  7. @nightingale I'm just reinstalling KSP and refreshing my mod list and I got this error in my log file after installing contract Configurator along with several contract packs. I'm not sure the error belongs here or with the contract pack author. I posted it here as a first step. Here is my log file: https://drive.google.com/open?id=1nHfbrTLTuXkG3n2HjUudGy_PeLj7lBlE This is the relevant error from the log. Tell me what else you need that I can help?
  8. Happy New Year all. So over the holidays I had the chance to reinstall my OS to Win 10 on a shiny new SDD and this prompted me to move my KSP install. This has caused a number of issues I won't get into that eventually dove me to just reinstall it from Steam and rebuild my mod list. I started with the game engine modifying mods and SVE. After installing it and the requisite supporting mods from CKAN and nothing else I tested my install and got a NullReferenceException in red on the Space center screen, Tracking station screen and while in flight. Checking above I saw that @Galileo mentioned that the CKAN version of SVE might be borked, I scrubbed the CKAN installation and manually reinstalled. The problem has persisted. Log below. The error appears to be at line 4066 when a volumetric cloud reference is called. I'm not sure if this is a Scatterer issue, EVE issue, SVE issue or what, but the error seems to be in Scatterer so that's why I'm posting this here. Thanks in advance for any help or advice.
  9. @Nertea I've been trolling my logs for errors to clean up due to large numbers of mods I use and I noticed a couple errors. Not sure if this is a mistake or what but I thought I'd bring it to your attention. This is my mod list as of today. And here is a link to my last KSP log. https://drive.google.com/open?id=1YP1J1csmnYuBTig0ulR3_jaWhSoSU0Yg This is the error that I spotted. Don't know if this is an issue of just reloading the mod, a problem with ModuleManager, Interstellar Fuel Switch or what. Unfortunately I've got so many mods installed that I'm not sure where any of the errors I have start from.
  10. Oh Thankyouthankyouthankyou! Now I can get back to testing if I can build a nuclear ssto that can take off from both Eve and Duna.
  11. @SuicidalInsanity This patch for the NFE reactor panel change is no longer valid. I appled your change for the M2X addon and everything is working well, but the M3x parts still are not functioning correctly.
  12. OK, That fixed the problem for the the M2X engine parts. The problem still exists for your M3X engines. Might want to put a fix in that thread.
  13. @SupperRobin6394 I've not noticed any particular extra lag when using these parts other than the general lag from all the addons I have installed. @SuicidalInsanity I don't know if anyone else has been having this problem. but since Nertea updated NFE a few days ago, the problem with your nuclear reactors and engines is back. They no longer show up on the NFE reactor list, Won't heat up and don't produce any thrust. Examples below
  14. Looks like Nertea updated NFE again and broke whatever needed fixing again.
  15. @SuicidalInsanity I've been using the Mk 3 Hypersonic cockpit for a while now and have noticed that it has a distressing tendency to overheat and explode even on fairly gentle reentries. Even adding radiators to the cockpit doesn't seem to help, in fact it seems to hurt. I'll do some more experimentation to see if I can replicate the exact problem. I'm just wondering if anyone else has been having this problem. In 6 reentries of my new Super Mullet, the cockpit has exploded 5 times. I've made the craft file available as it stands now if anyone wants to give it a try. craft file here
  16. I've been having an issue for a while over several different versions of KSP and RC in that when I mount a selection of radial chutes, the chutes won't implement, or remember that I've set the material to Kevlar. Even if I select one chute and set the material to Kevlar and hit Apply to Symmetry, the material is not copied to the other parts. All the other attributes are correctly carried over, but not the chute material. It applies even if I create a new preset. I can adjust the chute's stats correctly, but when I select the new preset the material will always be set to nylon. I also have to go around the rocket and select each radial chute manually and changed the material to Kevlar. TBH I haven't tested it with Silk as I never use that material. Mod List below. Anyone else having this problem? I assume it's a known issue since it's been happening to me for more than a year but it never seems to be corrected. Any other information I need to provide?
  17. @SuicidalInsanity I've been having an issue with the Rontgen engine, the sievert too but I haven't tested it as thoroughly. These engines seem to seriously underperform in actual use in comparison to their listed stats. Examples below. The first image is a test plane for a drone to fly on Eve. On the static test I'm getting at most 101 kn thrust @1851 Isp. The Isp I'm not worried about but the thrust is a lot lower than the stated 120 kn thrust asl. The second shows the drone in flight at about 5k altitude and 282 m/s speed. The engine is barely producing 70 kn thrust and dropping all the time. What am I doing wrong? The engine is getting plenty of IntakeAtm as the shock cone callout shows. So why is it not coming close to the performance listed in it's VAB description. At these performance levels, particularly for it's weight and cost the engine is not a very good choice since it can't reach the speeds and heights where a rocket could reasonably take over for it for an SSTO and infinite flight duration while nice doesn't make up for lack of performance. Or am I misunderstanding the purpose of these engines? Where you intending them to be basically weak turboprop engines with infinite fuel?
  18. I had this same problem. As the part description notes, you have to switch to Radial symmetry to get them to work correctly. Hit R on your keyboard to put a part into radial symmetry.
  19. I do apologize. The mistake appears to have been mine. I went back and tested all your parts to see if they worked and they all did. I looked back at my original test vehicle and discovered that I'd mounted the Banshee lift fans upside down so that they where thrusting downward rather than upwards. have you considered giving the banshee's a thrust vectoring capability? I don't know what's involved in building animations into a part, but it would be nice if the banshee where mounted on a one or two axis gimbal, giving them thrust vectoring.
  20. @SuicidalInsanity Incidentally, do the Prop engines and lift fans require Firespitter to generate thrust? I was playing around with them today and noticed that they operate, but produce 0 thrust even though Kerbal Engineer says they should.
  21. So what do I do with this chunk of code? to which .cfg file do I add it and in place of what? Also. I have noticed that the Seivert Nuclear jet engine has the same problem with the NFE control panel and in addition, it doesn't appear to produce any actual thrust. When you turn it on it sounds like it's running hard. If you cut off the IntakeAtm from the intake it flames out, but it produces 0 thrust at all times and any emissives that show up due to heating also don't take place. Edit: I figured it out. You just have to replace the contents of the M3X_NFE_Functionality.cfg file in GAMEDATA/MK3Expansion/Patches (remember to keep a backup copy of the old file just in case). I did notice that the reactors don't warm up evenly. They seem to sit and do nothing for what seems like a long time and then shoot up to operating temperature in a second or two. Also I finally realized that the Sievert won't produce thrust until the reactor reaches operating temperature. Since before your patch it never did, it never produced thrust. Excellent work so far on the mod. I'm playing through my N+1th career mode (every time I get close to sending a mission to Duna, Squad released a new patch that kills my old saves and I have to start again) and just unlocked the nuclear engines
  22. @K.Yeon while we are dreaming of new things to make you model in future version of your mod, let me put in a request for an H to Mk 2 Coupler with air intakes and an H Fuselage Tricoupler with three 1.25m mounts. Two engines aren't enough to get to orbit and mounting a third is inelegant, as below
  23. If your craft will take off between 20-30 m/s in water, then set the takeoff speed to 20. Takeoff Speed determines when the AI pilot begins to apply positive pitch to begin the takeoff. If it's set too high, the AI will not pitch up even though the plane is already going fast enough. Unless you built in some positive pitch such as having a longer nose gear than tail gear. On water if you leave the takeoff speed at 70 which is the default I believe, the plane may never reach that speed due to excessive drag from the water and therefore the AI will never try taking the plane off. It's best for water takeoffs to have the takeoff speed as low as you can. A fighter plane should have a lot of lift and so will take off at very low speeds unless you have your CoL well behind the CoM.
  24. @K.Yeon I've tested the fix where I went into OPT_MFT.cfg and manually added the basemass = -1 to all the parts and this solved the issues I was having with the parts being too light and therefore the CoM shifting too far to the rear when engines where installed. I am using ModularFuelTanks and cryo tanks and I think one of these was altering the base part mass somewhere. I did notice however that there seems to be a bug with the particle effects for the Linear Aerospike engine. As in the picture above all the particles seem to be collected at the base of the engine. Like so.
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