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speedwaystar

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Everything posted by speedwaystar

  1. the main issue, apart from the flood of exceptions, is that Roster Manager's kerbal list is blank, although as you can see below, they are all alive and well. i'll upload a log as soon as i reinstall the mod. do you want the ksp.log, the saved RosterManager debug log, or both? EDIT: this is from an earlier screenshot. i uninstalled DeepFreeze and KSI with the results you see in my earlier post. EDIT MOAR: i couldn't find the RosterManager logfile, despite clicking "save log on exit", so here's my ksp.log which basically repeats the info in the original screencap:
  2. that must be why the Dreamer yaws to the right. its right-hand wing is MORE ADVANCED!1!!
  3. @NeoMorph i'm pretty sure Scott had Farram Aerospace open with roll/pitch/yaw assist turned on for the entire video -- basically a background autopilot dampening the twichiness and making the thing a doddle to fly.
  4. great little mover. as others have pointed out, though, the upper stage doesn't fire through the center of mass. it yaws left and rolls down. the OTS engines pitch up and yaw right.
  5. in 1.05 the Ring Fueltank Mk1-2 Internal + External tanks don't separate cleanly (probably because 1.05 enforces concave colliders, i believe), but instead trigger a collision explosion and often a visit from the Kraken. even setting decouple force to 0 still results in the External Tank shooting off at a crazy angle, knocking the part attached to the internal tank into a spin. if a 1.25m (or smaller) engine is attached to the Internal Tank, it is usually destroyed in the process. EDIT: just tested the OctoLander and RingLander Internal and External tanks, all of which separate perfectly.
  6. on returning to the VAB after choosing "return to editor" from a sim run, i'm greeted with a blank parts list about 50% of the time.. no visible errors in the log window. is this a known issue? cycling the VAB repopulates the parts list..
  7. suggestion: a small floating pallet with edit boxes to manually type in exact rotation, offset and angle snap for the active part.
  8. does anyone have a link which lists the real-world version's OTS engine specs for specific impulse and thrust? or are they a closely guarded corporate secret? wikipedia doesn't help.
  9. i noticed this straight away after installing ERR. it's not an issue in the stock game. it's so severe that i've had to uninstall the mod EDIT: very minor issue: EditorExtensionsRedux.version in 3.0.1 still has { "MAJOR":3, "MINOR":0, "PATCH":0, "BUILD":0 }, which makes AVC complain.
  10. heads up: the CurseForge project address has changed to http://kerbal.curseforge.com/projects/dreamer
  11. Both the HGR_Leek and the OnionNew throw exceptions in the VAB, the latter kiling the right click menu until the VAB is reloaded. the exception appears to be caused by having a ModuleScienceConverter without a ModuleScienceLab. ModuleManager patches fixing this problem are extracted below. note that containerModuleIndex = <n> *must* match the exact Module index of the ModuleScienceContainer in the part, otherwise another, different exception will be thrown and the Science Lab won't work. beware of other ModuleManager patches which insert modules thus changing the ModuleScienceContainer index. note to Squad: please don't hard-code module numbers in parts, kthx. for the Leek: and for the OnionNew: @PART[OnionNew]:HAS[!ModuleScienceLab]:FIRST { MODULE { name = ModuleScienceLab containerModuleIndex = 1 // MUST match the Module index of ModuleScienceContainer dataStorage = 350 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 4 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } } props to @rasta013 and @Kerbas_ad_astra for originally spotting that these parts need a ModuleScienceLab added and @Starwaster for this illuminating post: http://forum.kerbalspaceprogram.com/index.php?/topic/63532-science-lab-module-migration-problem/&do=findComment&comment=966816
  12. an explanation for this phenomenon and a guide to fixing it is here: http://forum.kerbalspaceprogram.com/index.php?/topic/63532-science-lab-module-migration-problem/&do=findComment&comment=966816
  13. i ran an isolation test and you're completely correct -- it was the usual suspect, Ven's Stock Revamp's fault all along! it does this: @PART[roverBody] { @author = Ven !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Command/ProbeCores/RoverProbe } %rescaleFactor = 1 your pmr_StockRover.cfg script runs after this, and adds the original Squad probeRoverBody back, at 90 degrees to Ven's Revamp version, resulting in this two-headed monstrosity: my patch deletes Ven's RoverProbe model before adding your rotated probeRoverBody. mystery solved!
  14. where is the mesh entry defined in the first place? is it generated when the game loads? i'm a bit unclear about that part of the modelling process. !mesh = DELETE !MODEL {} MODEL { model = Squad/Parts/Command/probeRoverBody/model rotation = 90, 180, 0 } i would have thought that this would delete the mesh and model entries, then recreate the model at a 90 degree angle. without !MODEL {} would you not still have two model entries at right angles to each other?
  15. @Kerbas_ad_astra: thanks for clearing that up. i'll try !mesh = delete and !MODEL {}
  16. further to my earlier post, i notice that RealPlume has a ModuleManager config for the Rodan, so if there's a problem it's probably at that end. @PART[Rodan]:FOR[RealPlume]:NEEDS[SmokeScreen] //Rodan Command Pod { PLUME { name = Hypergolic-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.085 plumePosition = 0,0,0 fixedScale = 0.4 energy = 0.9 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-Lower } } PART[Rodan] has an EFFECTS[MODEL_MULTI_PARTICLE] defined but i assume that is disabled/replaced by RealPlume's Hypergolic-Lower.cfg: @PART[*]:HAS[@PLUME[Hypergolic-Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { %EFFECTS { %Hypergolic-Lower { MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ localRotation = #$../../../PLUME[Hypergolic-Lower]/localRotation[0]$,$../../../PLUME[Hypergolic-Lower]/localRotation[1]$,$../../../PLUME[Hypergolic-Lower]/localRotation[2]$ localPosition = #$../../../PLUME[Hypergolic-Lower]/flarePosition[0]$,$../../../PLUME[Hypergolic-Lower]/flarePosition[1]$,$../../../PLUME[Hypergolic-Lower]/flarePosition[2]$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/flareScale$ // name = flare modelName = RealPlume/Ferram_FX/hypergolicflare emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.5 energy = 1.0 0.5 size = 0.0 0.4 size = 1.0 0.4 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 linGrow { power = 1 15 power = 0 15 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ localRotation = #$../../../PLUME[Hypergolic-Lower]/localRotation[0]$,$../../../PLUME[Hypergolic-Lower]/localRotation[1]$,$../../../PLUME[Hypergolic-Lower]/localRotation[2]$ localPosition = #$../../../PLUME[Hypergolic-Lower]/plumePosition[0]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[1]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[2]$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/plumeScale$ energy = #$../../../PLUME[Hypergolic-Lower]/energy$ speed = #$../../../PLUME[Hypergolic-Lower]/speed$ // name = plume modelName = RealPlume/Ferram_FX/hypergolicexhaust fixedEmissions = false sizeClamp = 50 randConeEmit { density = 1.0 0 density = 0.5 0.3 density = 0.25 0.9 density = 0.06 0.9 density = 0 1.4 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 3 density = 0.46 4 density = 0.2 10 density = 0.1 5 density = 0.0 4 } linGrow { density = 1.0 -0.2 density = 0.8 0 density = 0.46 1 density = 0.2 7 density = 0.05 12 density = 0.0 14 } speed { density = 1.0 1 density = 0.46 1.5 density = 0.2 1.5 density = 0.05 1.3 density = 0.0 1.2 } xyForce { density = 1 0.65 density = 0.5 0.85 density = 0.25 0.9 density = 0.06 0.95 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 2 density = 0.8 1.2 density = 0.2 1 density = 0.1 1 density = 0.05 1 density = 0.0 1 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1 density = 0.3 1 density = 0.2 1 density = 0.05 0.7 density = 0.0 0.3 } size { density = 1.0 0.85 density = 0.8 0.85 density = 0.2 0.75 density = 0.0 0.75 } } MODEL_MULTI_PARTICLE_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hypergolic-Lower]/transformName$ fixedScale = #$../../../PLUME[Hypergolic-Lower]/plumeScale$ localPosition = #$../../../PLUME[Hypergolic-Lower]/plumePosition[0]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[1]$,$../../../PLUME[Hypergolic-Lower]/plumePosition[2]$ // name = smoke modelName = RealPlume/MP_Nazari_FX/smokejet fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.5 logGrow { density = 1.0 2 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 2 density = 0.46 3 density = 0.2 3 density = 0.1 4 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0.0 density = 0.2 0 density = 0.05 30 density = 0.0 40 } grow { density = 1 0 density = 0.2 0 density = 0.1 4 density = 0 9 } speed { density = 1.0 3 density = 0.46 2.5 density = 0.2 1.5 density = 0.05 1.5 density = 0.0 1.5 } emission { density = 1.0 2 density = 0.8 1.2 density = 0.2 1 density = 0.1 1.2 density = 0.05 1.5 density = 0.0 1.7 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 1 density = 0.0 0 } size { density = 1.0 2 density = 0.5 2.5 density = 0.2 4 density = 0.0 7 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop2 volume = 0.0 0.0 volume = 1.0 2.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } } @PART[*]:HAS[@PLUME[Hypergolic-Lower],@EFFECTS:HAS[!engage]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { @EFFECTS { engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_liq1 volume = 2.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } i'm hearing RealPlume/KW_Sounds/sound_altloop2 which is assigned by the above .cfg, which shows this patch is actually running, otherwise we'd hear Squad\Sounds\sound_rocket_spurts as defined in PART[Rodan]. so, RealPlume is at least partially working -- just no particle effects. should i move this over to the RealPlume thread or can you see what the problem is from the above?
  17. thanks for the new .dll! here's what we get: [LOG 15:53:11.379] Vessel Duration Orbiter Probe was on-rails at 1.1 atm pressure and was destroyed. [LOG 15:53:11.380] [PR] Deleting Duration Orbiter Probe as reference. [LOG 15:53:11.386] [SR] Searching in RecoveryQueue (0) for 97e375a2-f3f1-4707-9960-0c5f37c31e13 [LOG 15:53:11.386] [SR] Altitude: 24525.7147574386 [LOG 15:53:11.388] [SR] Vt: 200 [LOG 15:53:11.391] [SR] Trying powered recovery [LOG 15:53:11.391] [SR] No kerbal pilot found, searching for a probe core... [LOG 15:53:11.392] [SR] Found an SAS compatible probe core! [LOG 15:53:11.392] [SR] Controlled and has engines. TWR: 23.5444671724123 [LOG 15:53:11.394] [SR] Requires 2 fuels. LiquidFuel, Oxidizer [LOG 15:53:11.394] [SR] Not enough fuel for full landing. Attempting partial landing. [LOG 15:53:11.395] [SR] Final Vt: 200 [LOG 15:53:11.396] [SR] Distance: 234502.9 [LOG 15:53:11.402] [Vessel Duration Orbiter Probe]: Destroyed. No crews were aboard. and the email: normally i stage when the booster runs dry. should i be staging early to prevent this? also, a suggestion: if you're calculating a random probability of surviving a partial (or full) powered landing, perhaps give a sliding bonus if the stage is equipped with those fancy SpaceX/Y/Z landing legs, grid fins, or airbrakes.
  18. [LOG 17:19:59.609] Active Vessel is in atmosphere. Cannot save. [LOG 17:20:03.412] Vessel ~Eve Probe was on-rails at 1.0 atm pressure and was destroyed. [LOG 17:20:03.413] [PR] Deleting ~Eve Probe as reference. [LOG 17:20:03.419] [SR] Searching in RecoveryQueue (0) for 0182e197-98c0-4065-ae5c-60bc11da1a8e [LOG 17:20:03.420] [SR] Altitude: 24911.27526429 [LOG 17:20:03.421] [SR] Vt: 200 [LOG 17:20:03.424] [SR] Trying powered recovery [LOG 17:20:03.424] [SR] Stage not controlled. Can't perform powered recovery. [LOG 17:20:03.426] [SR] Distance: 195360.7 [LOG 17:20:03.432] [Vessel ~Eve Probe]: Destroyed. No crews were aboard. here's the destruction "email" for ~Eve Probe hope that helps!
  19. thanks! i'll run a test tomorrow and get back to you. EDIT: it suddenly occurred to me that the radial controller might have been blown up by the staging exhaust, where an inline one might have survived... we'll see.
  20. i tried powered recovery of a stage with an inline RC-001S Remote Guidance Unit. it worked! i then tried powered recovery of a similar stage, this time with the MRS Radial Controller Panel, Advanced. it didn't work. D: i got No probe core with SAS found as the reason. here's the part: PART { name = NBprobeRadial2 module = Part author = NecroBones // --- asset parameters --- MODEL { model = ModRocketSysLite/Parts/CommandElectric/NBprobeRadial/NBprobeRadial2 scale = 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 0.8 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advUnmanned entryCost = 1000 cost = 800 category = Pods subcategory = 0 title = MRS Radial Controller Panel, Advanced manufacturer = Modular Rocket Systems description = Sometimes there just isn't a good place to put controlling electronics inside your vehicle. Radially attached probe core, to the rescue! This is the improved model, with guidance capabilities. attachRules = 0,1,0,0,1 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1500 bulkheadProfiles = srf explosionPotential = 0 vesselType = Probe CrewCapacity = 0 PhysicsSignificance = 1 MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } RESOURCE { name = ElectricCharge amount = 1 maxAmount = 1 } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } is there anything about this radial probe attachment that would prevent Stage Recovery from detecting it?
  21. i'm not getting any plume from the Rodan's main engines. is that a known bug with the current release? i'm using RealPlume. also, way back in the thread a patch for Ven's Stock Revamp docking ports was mentioned as being bundled with the mod. i can't seem to find any such patch in the current CKAN release. is the patch still needed (i.e. does it prevent Ven's docking ports clipping through the shroud)?
  22. i seem to recall that fullscreen mode partially unloads your desktop, freeing some system ram, whereas windowed mode doesn't. the amount is pretty trivial in any case.
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