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Completely solid-fueled first stages?
the_Demongod replied to MedwedianPresident's topic in KSP1 Discussion
I only play RP-0/RSS where getting to orbit is quite a bit harder and thus takes more time to properly design and tune a good launch vehicle, so while I do like creating boosters too, it's just not time efficient to spend 3 hours designing, testing, tweaking, and tuning a launch vehicle when my payload only took 30 min to design. -
Bipropellant Fuel Injector Question
the_Demongod replied to the_Demongod's topic in Science & Spaceflight
@A Fuzzy Velociraptor Great answer, this was what I was looking for. Basically, having looked at how injectors work and seeing some videos and simulations of impinging streams mixing two fluids and such, I sort of found it hard to believe that such a process could work just as well under the conditions of combustion, so it's good to know that my suspicions were not entirely unfounded. Thanks again -
Completely solid-fueled first stages?
the_Demongod replied to MedwedianPresident's topic in KSP1 Discussion
You don't have to do it for each payload though, just have a 5t lifter, 10t lifter, 20t, 30t, 50t, etc. -
Right, didn't think about the fact that something besides those lines I described might allude to the issue. Unfortunately I've since reinstalled all my mods fresh and run the game many times so I don't think I have any logs reflecting this issue, sorry. If I come across it again I'll definitely come back with a log. EDIT: Was able to reproduce, @Starwaster. Corvette Launch Vehicle .craft file, KSP.log
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
the_Demongod replied to nightingale's topic in KSP1 Mod Releases
Getting these exceptions, first after resuming save and second after return to main menu: Any ideas? KSP.log file. This is a RP-0 install. Thanks. EDIT: Digging down, it seems like something has broken in my persistent.sfs file. Is there anything I can change/delete to get rid of the issue? I'm not particularly concerned about saving the archive of contracts I've done, I just want to get on with my career. EDIT2: This is a pretty nice exception system you have going, but it would be nice if they would point to the line number of the save file that it's having an issue reading from, it would make pinpointing the problematic area much easier. Just something to consider. EDIT3: I've fixed the issue by finding the offending contract (searched 'SCAN_LoRes' in Notepad++) and deleting it entirely (everything within the brackets noted below) CONTRACT COMPLETED { //Stuff }- 5,201 replies
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Nothing on this yet? It's a pretty debilitating bug since it's happening on one of my most used launch vehicles. I uninstalled all mods, verified integrity of the game cache, and reinstalled and it's still happening. I'll see if I have a backup of the vehicle to confirm whether or not it's the craft file that causes the issue.
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
the_Demongod replied to pizzaoverhead's topic in KSP1 Mod Releases
We already have a version of this with RealPlume, how would the new Unity system change it? -
KSP is becoming more than just a hobby; at this point I'm considering pursuing aerospace engineering as a direct result of my love for what I've learned in KSP and RO/RSS/RP-0.
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I'm having an issue which I suspect is caused by this mod. Upon trying to load certain vessels, the game will hang until I kill ksp_64.exe. This generates no crash folder obviously so the only thing I have to go on is the KSP.txt log which ends with about 50,000 lines of "[LOG <timestamp>] PartChildAttached" occurring at increments of about 1 millisecond. A search for this term raises only the ProceduralParts github where I found it in some of the code. Any ideas about what might be causing this, and why it's only happening with a select few ships, even though both working and broken craft use procedural parts? I'll investigate further, try a reinstall, etc and see if I can't figure it out but I'm afraid I don't have anything concrete enough to submit a bug ticket about yet.
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Hey, love the mod but I'm getting a crash that may or may not be caused by this. Just randomly today I started getting a crash upon trying to load certain vessels. The game hangs and/or crashes without producing a crash log so I'm just going off of KSP.txt in the root directory here. While it's not the very last thing in the log, less than a second before the log ends, it says: [LOG 15:36:02.674] [ShipManifest] - Error: Error in: SMAddon.UpdateSMcontroller. System.NullReferenceException: Object reference not set to an instance of an object at ShipManifest.SMVessel.UpdateDockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.UpdateSMcontroller (.Vessel newVessel) [0x00000] in <filename unknown>:0 [LOG 15:36:02.677] [ShipManifest] - Error: Error in: SMAddon.UpdateSMcontroller. System.NullReferenceException: Object reference not set to an instance of an object at ShipManifest.SMVessel.UpdateDockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.UpdateSMcontroller (.Vessel newVessel) [0x00000] in <filename unknown>:0 [LOG 15:36:02.681] RemoteTech: ModuleRTDataTransmitter::OnLoad [LOG 15:36:02.682] RemoteTech: ModuleRTAntenna: Find TRANSMITTER success. [LOG 15:36:02.683] RemoteTech: ModuleRTAntenna: Add TRANSMITTER success. [LOG 15:36:02.684] [ShipManifest] - Error: Error in: SMAddon.UpdateSMcontroller. System.NullReferenceException: Object reference not set to an instance of an object at ShipManifest.SMVessel.UpdateDockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.UpdateSMcontroller (.Vessel newVessel) [0x00000] in <filename unknown>:0 [LOG 15:36:02.687] [ShipManifest] - Error: Error in: SMAddon.UpdateSMcontroller. System.NullReferenceException: Object reference not set to an instance of an object at ShipManifest.SMVessel.UpdateDockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.UpdateSMcontroller (.Vessel newVessel) [0x00000] in <filename unknown>:0 Seems like something isn't getting instantiated correctly? Sorry for the vagueness but this is legitimately the only information that might be related to my crash that I could find and I thought I might let you know. I just re-installed the mod in case it was an issue on my end (which is rather likely since this issue just randomly appeared 30 minutes ago) and I'll go test right now to see if that fixed it. EDIT: Well it doesn't seem to be the cause of the main issue I'm having (game hangs on loading vehicle, stuck in some sort of recursive loop that spams log with 'PartChildAttached'), but I'll leave this here just in case it's useful information.
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I don't understand how all these ridiculously long burns are possible, how can you have a burn that's longer than the orbital period? Don't you just end up going in a big spiral (if you point prograde) or reentering the atmosphere? On tiny stock Kerbin, even an 8 minute burn starts to push you into the atmosphere unless you break it up into multiple peri kicks...
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
the_Demongod replied to pizzaoverhead's topic in KSP1 Mod Releases
@pizzaoverhead I don't know, when I was launching a rocket I was going fast enough to just barely get a tiny bit of shock heating on the nose (couldn't even see it unless I zoomed and looked closely) and I was leaving a huge fiery streak across the sky. The sparks and such are fine at that point, it's just the huge trail. IMO it should only fade in when you're doing a very energetic reentry (2000m/s+). When it fits in it does look amazing, I just wish it didn't happen so easily. Those Unity line renderer engine exhausts look sick though -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
the_Demongod replied to pizzaoverhead's topic in KSP1 Mod Releases
It's cool but a little bit overzealous in my opinion. You should only be leaving a big plasma trail if you're reentering at like 3km/s, just overheating slightly when taking off shouldn't trigger it. Maybe a very gentle version (or just the sparks) but not a huge fiery trail.