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JohnWittle
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Everything posted by JohnWittle
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This is a very bad experience on console
JohnWittle replied to jdub's topic in KSP1 Technical Support (Console)
Mjp: The spec requirements for PC will be different from consoles, because on a console there is very, very little overhead. Hell, on the Wii the games run on the actual wire, without an operating system or even a hypervisor to get in the way. That clears up a lot of RAM and CPU usage. -
Crew are Missing from IVA, EVA
JohnWittle replied to arsenal3185's topic in KSP1 Technical Support (PC, modded installs)
Alright. I figured the only obviously important bit was the GUIElement error, since it's the only error, but I'll post my whole 7MB log. Since it's far too large for a spoiler tag, I uploaded it here: http://john.soupwhale.com/output_log.txt Let me know if you see anything else out of the ordinary please, but the reason I didn't paste the whole thing earlier is because on my initial skim the only thing that jumped out of me was the OutofRange exception. I'm pretty sure something (perhaps mechjeb-related?) is causing all of the parts past the mechjeb module on the partslist array to get corrupted, or something. -
Crew are Missing from IVA, EVA
JohnWittle replied to arsenal3185's topic in KSP1 Technical Support (PC, modded installs)
ArthurPanther: I have the exact same problem, and we only share *one mod*: Mechjeb. Sounds like it's either a MechJeb problem or a stock problem... but... Are you getting the following in your log? GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) See, I get *another* symptom. I have PartCommander installed, and I notice something going wrong far earlier than you do. At some point, PartCommander (a small mod which displays a list of all parts, gives the ability to access the right-click menus from a list instead of having to snipe the actual part with a right click) will suddenly stop displaying every part *below* the Mechjeb part (in terms of "time added" descending). At that point, if I try to EVA, I get the same bug that you are having. This makes me strongly suspect that the problem has to do with Mechjeb somehow, although I can't see how it could possibly be the case. -
I am having some issues and I'm not entirely sure if it's PartCommander's fault or not. When I change SOIs, PartCommander suddenly drops maybe 2/3s of the parts on my ship. Weirdly, the scroll bar still lets me scroll really far down, and there's a bunch of empty space where the listed parts used to be. If I move my mouse *off* of the PartCommander window, then the objects come back, but when I move my mouse onto the window the two top buttons (settings and pop-out) vanish with all of the parts. In the log, this message is getting spammed many times per second: When I do an EVA, my Kerbal pops out as normal, but when I try to have him re-board the ship his model remains on the ladder, frozen, and his portrait disappears from the bottom right, even though my focus switches to the ship and I can throttle up the engines and fly it (with the Kerbal's model stuck there on the ladder). This makes me think that the problem is not with Part Commander but instead some underlying bug... but nonetheless, Part Commander is the only interface element that gives me any information whatsoever about the bug, whatever it is, so I figured I'd post in here and see if anyone else is having the same problem
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
JohnWittle replied to jfjohnny5's topic in KSP1 Mod Releases
I am having a problem which, I think, can only be attributed to the K2 Command Pod. If I have the K2 on a ship, then that ship's total crew capacity is decreased by 1, as if KSP thinks that the K2 is actually a MK1. Trying to transfer crew from the K2 to the MK1 Lander Can: The debug log has absolutely nothing of interest after switching scenes to the VAB, or to the launch pad. Anyone else having this problem? It goes away if I replace the K2 with an MK1 Pod, but as long as there's a K2 on the ship it thinks whatever other containers are on the ship have 1 fewer capacity than they ought to. -
KSP Interstellar Extended Continued Development Thread
JohnWittle replied to FreeThinker's topic in KSP1 Mod Development
So, is there any place where people share ship part configuration files or screenshots? I've played through a couple games with KSPI and you'd think I could actually design ships with it now, but I feel like I could use some better ideas. I basically just use Water + Thermal Nozzle for launch, Liquid Fuel + nerva for circularization and the beginning of insertion, then the closed-cycle gas turbine engine with liquid fuel for all subsequent maneuvering. But surely there are more creative and efficient setups that I'm just not aware of (in particular, I haven't even *begun* to think about how I'd build a spaceplane utilizing KSPI). Does anyone have any interesting ideas/part files they'd share, especially regarding spaceplanes? Or, can anyone point me in the direction of some pre-existing discussion on the topic? -
Oh yes, certainly.
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It really seems like what I need is a radial decoupler with a couple hundred thousand ejection force, instead of a measly couple hundred. If I'm not pointed perfectly straight up, then it seems like no matter what, I can't "get out from under" my falling radial stages without having some kind of a collision. I got around this in my most recent craft by using multiple layers of radial decouplers, each firing at the same time, which gave me both much needed spacial separation at time of ejection and additional ejection force... but obviously this is a stupid solution. I experimented with using sideways-pointing ullage motors, but they're a poodle to set up and it really seems like nobody else has this problem. Is there some special trick to it? I mean, from a purely physics-based perspective, it seems like as long as the center of mass of the radial tank+engine is aligned with the decoupler, then on ejection it should have the same velocity as my craft plus a slight outward momentum pushing it away... but it seems like that never happens. It feels like once i've ejected the side-tanks, I have a limited amount of time to accelerate away from them before they fall into my craft. Even though that doesn't make any sense.
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No, actually, RemoteTech broke in 1.1.3 causing all craft to become uncontrollable in certain specific ways (can't toggle RCS or SAS, can't stage)
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Yeah lol this is another thing, your orbit is 1000x too big, i'm surprised nobody else noticed this since its obvious from the pictures
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[1.11] RemoteTech v1.9.9 [2020-12-19]
JohnWittle replied to tomek.piotrowski's topic in KSP1 Mod Releases
So I've got an odd problem with the latest Dev version. I can't get two satellites to connect to each other if they aren't in the same sphere of influence. I didn't notice this until I sent a probe out towards Duna with a KR-14. As soon as I left Kerbin's sphere of influence, I got 'no connection'. At first I thought I might've just forgotten to put up some comsats with KR-14's of their own in Kerbin's orbit, but no, I had several. When I checked the map view, I could clearly see the cones extending all the way out to my probe, and the probe's cone extending all the way to Kerbin, and yet it wouldn't create a connection. I should note that my Comsats were built and launched in 1.1.2 using RemoteTech 1.7.0, while my Dunar Probe was launched in 1.1.3 using the latest dev build of RemoteTech. Maybe that has something to do with it? Anyway, is this happening to anyone else? -
[1.2] Procedural Fairings 3.20 (November 8)
JohnWittle replied to e-dog's topic in KSP1 Mod Releases
So i'm having some trouble with the thrust plate multiadapter. My configuration is: Thrust plate, 4 Engines, then an Interstage Fairing. I'm not exactly sure which part of the configuration is breaking, but when I put the rocket on the launchpad, the fairings fall off, the engines become unattached, and the whole thing collapses. Am I doing it wrong? Do I need the engines to be attached to the bottom fairing base somehow, perhaps with struts? Or have I completely misinterpreted something? (Obviously I put side fairings on, i just took them off for the screenshot) -
[1.11] RemoteTech v1.9.9 [2020-12-19]
JohnWittle replied to tomek.piotrowski's topic in KSP1 Mod Releases
I am getting a very strange problem where occasionally my transmitted science won't actually add a report and I won't receive any science, even though the actual transfer "Complete!"s (although I do not get the message stating "Report on x received. N science added".) I am using RemoteTech as part of KSPI and using PartCommander to run the context menus and actually execute the experiments. I remember, long ago, there used to be a problem with using RemoteTech with Science Alert; I figured perhaps there's a similar issue with PartCommander, where RT actually checks if you truly did click the button to run the experiment yourself, or something? I'm also using [x] Science! to keep track of my experiments. I know it *looks* as though the problem isn't that I'm not receiving the data, just that [x] Science! isn't *displaying* the data, but I double-checked that by going back to the research building and manually looking to see if the report was there. I haven't figured out why it only happens *sometimes* and not others, but the only reason I think it might have something to do with RemoteTech is that every once in a while I get a series of messages from RT claiming that had to reset an experiment to incomplete. Not sure, but I figured it'd be worth posting logs in here and seeing what you guys thought. Here is an example of a *successful* science transmission: And here is an *unsuccessful* science transmission, attempted multiple times back-to-back without success: As you can see, there is never any "Report on x received, N science added" message. Needless to say this bug is really ruining my game experience! At first I thought it had something to do with certain science parts and not others, except then I finally got the gravity scanner to work after about 30 tries... Then the magnetosphere scanner worked on the fifth try, then I spent about ten minutes straight trying to transmit home a crew report and finally quit in frustration. Anyone have any ideas, or perhaps proof that this isn't remotetech? I only came here first since RemoteTech handles the actual transmission itself, and the "report received" message gets generated by it, which makes it the most likely suspect I think -
Scene changes are occasionally causing crashes for me, and the stack trace kinda points at [x] Science! Here's the crash + the last couple lines before: I was EVAing out while in orbit around the Mun, and it showed Jeb holding onto the ladder for about a second and then crashed. It might not be [x] Science!, but I figured I'd at least see if anyone else is having this problem. If it gets unbearable (currently perhaps 2-4% of scene changes) I'll try on a fresh save with just [x] Science! installed.
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Does anyone know if there's anything similar to this mod, which we might use while we wait? I originally grabbed PartCommander as a semi-replacement for ScienceAlert, as a way of triggering science parts inside cargo containers without having to open the cargo doors first. Now that PC is gone, I realize how much I relied on it for other things as well; I basically never right-clicked anything anymore. Surely there's another mod capable of giving access to the context menus of parts without having to actually right-click on them?
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Thank you so much for the quick update! I, and I'm sure everyone else, really appreciate the work you put in! Now... Well, I seem to remember the procedural tank equivalent of a stock tank being *slightly* worse, as a penalty for customization, but not all that much worse. I'm not sure where I remember this from, or if it's even true... But it seems to me that it's much worse for pure liquid tanks, on both cost and volume. As close as I can make them. Procedural's pure liquid has 2342.4 units at a cost of 4788, stock tank has 3200 units at a cost of 3000. That's a pretty big difference in both cases! So I decided to test some other comparisons. And yup, Liquid/oxidizer is *spot on* compared to pure liquid. What's going on with the pure liquid tanks? Again, I don't mean to complain, this isn't a big deal at all since the weights are still calculated correctly (A procedural tank with the same amount of liquid weighs the same as stock, it's just much larger), just wanted to let you know. I can make a bug report if you want? Or is this intended, and the comparison ratio for pure liquid is some other tank? It's really frustrating that the weight per unit calculation is correct while the volume calculation is off, because as you progress through the tech tree, you unlock larger tanks by volume, not by weight!
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KSP Interstellar Extended Continued Development Thread
JohnWittle replied to FreeThinker's topic in KSP1 Mod Development
Well, it wasn't just an old version of ModuleManager. I was using KSPI_Extended_1.8.6.zip somehow in the mixup. I know I *started out* on the correct version, but as part of all of the deleting and recopying I opened the wrong window and poof. If I had to guess, the problem was caused by an interaction between the development branch of tweakscale; I was tired of waiting on them to add a particular patch to the dll, so I tried to self-compile (who knew how difficult compiling software was on windows!), so it was the only mod which didn't come from the KSPI folder. I'm actually interested now, so I'm gonna try to hunt down exactly what was causing the bug. -
The fact that the parts have different masses makes taking the actual measurement a little problematic; I'd rather just trust your word heh. I'm not sure why I originally thought that, I did do some experiments a while back when trying to understand how tweakscale interpreted reaction wheel torque but I didn't know that the mass of a 0.625m reaction wheel scaled to 1.25m didn't have the same mass as the 1.25m reaction wheel.
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KSP Interstellar Extended Continued Development Thread
JohnWittle replied to FreeThinker's topic in KSP1 Mod Development
I feel bad leading you on a wild goose chase due to my ineptitude at windows. I can't move my current KSP install out of the way because it's "being used by another program", but I have no idea what program (not steam, not ckan) and I can't figure out the windows equivalent of unix's "lsof". So I deleted everything in the GameData directory except the "Squad" folder and started up KSP. Is that the same as a "clean install"? Probably not, but I couldn't delete my KSP directory even if I wanted to. So I might not be able to give you a clean install. Nonetheless: Before first run After first run: With just the "squad" folder remaining, no bug. With all the KSPI folders, bug. EDIT: For what it's worth, the bug occurs with all of the RCS thrusters except for the 5-way thrusters that came with a recent version of KSPI. If this isn't happening to other people, don't feel the need to worry about it. It's probably a weird interaction between one of the non-clean files coming from the fact that I've had the same install since 0.25 playing wrong with the latest version of KSPI. And it's not a game-breaking bug; it doesn't affect the actual physics of the thrusters, just the animation. That said, if you can tell me how to figure out what program is "using" my KSP install, so that I can move it and get a "real" clean install, I can get you that info as well. But it bothers me that the bug doesn't occur without the KSPI mod directories installed. EDIT2: Oops. Very, very sorry. I noticed that the screenshot had ModuleManager2.6.21.dll, but that I remembered noticing that we'd upgraded to 2.6.22. I went back and checked. While I was debugging, deleting and executing and copying and executing and deleting and executing etc., I accidentally had an old KSPI.zip open. I went back to my downloads folder and grabbed the correct one, and everything works perfectly fine now, no bug at all. Sorry!!!! That said, it'd be nice to know what was going on. Why on earth would anything in KSPI cause such a strange animation bug? Especially not RCSSounds? -
KSP Interstellar Extended Continued Development Thread
JohnWittle replied to FreeThinker's topic in KSP1 Mod Development
Just did so. Log: Do you need the startup log as well? I don't know jack about KSP modding. edit: Is there any way to get Steam to download a second copy of KSP besides moving the current copy away and then redownloading it? -
KSP Interstellar Extended Continued Development Thread
JohnWittle replied to FreeThinker's topic in KSP1 Mod Development
Just in the interest of completeness, deleting RCS Sounds didn't actually fix my bug. I'm not sure why I thought it did. Now that my post on this thread shows up on google for "rcs animation inside VAB" I figured I had better say so. Edit: Aha! It has *something* to do with KSPI. On a clean install (download KSPI.zip, merge GameData with my own) I get this: How should I proceed? I would start paring down the individual mods inside KSPI, but I'm not sure what relies on what. I'll get more detailed log info in a second. -
Ah, sorry for repeating an old complaint then. Why not just do what you do with the goo, and not have it be scalable at all? I searched "SC-9001" in the thread, and you're right in that lots of people have asked about it, but there's too many results for me to try to find an answer to this specific question. Feel free not to answer if you want. Re: the reaction wheels, I'll do some more side-by-side tests and try to figure out exactly what's going on. My initial understanding was that a Small Inline Reaction Wheel, when scaled up to 1.25m, would provide more torque per electricity... But I now see that it is *four times as massive* (!), at 0.4t to the Advanced Inline Stabilizer's 0.1t. Perhaps the extra 0.3t balances out the additional torque per electricity, but it'd also be nice if decisions like these had some rationale rather than being at the mercy of tiny differences getting blown up by the squared/cubed law. Not to say that I'm blaming you! A mod like this is so powerful, so wide-reaching, that it'd be impossible to try to balance every single possible scale of every part against its non-scaled counterpart. You have done an excellent job as it is.
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I love this mod! I have an issue with the balancing, though. There are a couple ways in which this mod simply and utterly breaks the game. In particular, being able to scale the SC-9001 Science Jr. down to 0.100m, so that you can fit about 40 of them inside a cargo bay. This would be alright if 1) their weight didn't change, or at least didn't go as the cube of the radius, or if 2) the corresponding amount of science gained went down, but... Since you can't tweak the Mysterious Goo part downward, I assume you're not supposed to be allowed to tweak the SC-9001 down either. There are a couple other parts where this makes an enormous difference: the MPL-LG-2 Mobile Processing Lab. It should decrease the data/science cap, or decrease the speed, or *something*, or you just shouldn't be able to tweak it at all. The whole point of it being a 2.5m part is that hauling it along with you on your missions is difficult. SAS Reaction Wheels. They're already broken in a myriad of ways, but as it works now, the 0.625m Small Inline Reaction Wheel, when scaled up to 1.25m, is able to provide many times more torque than the 1.25m Advanced Inline Stabilizer. I know that TweakScale gives the player *exactly* the sort of freedom which is utterly impossible to balance, but the SC-9001 thing is really big. You get the part so early, and being able to slap a stack of 9 of them on the side of a capsule just makes the early game way too easy.
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KSP Interstellar Extended Continued Development Thread
JohnWittle replied to FreeThinker's topic in KSP1 Mod Development
if I delete RCS Sounds, will it affect/break my KSPI install in any other way? I have a bug where the thrust animation is playing for all of my RCS thrusters, at all times, even inside the VAB, and I am trying to debug it. Deleting RCS Sounds fixes the problem, and a quick check on that mod's thread shows that KSPI probably doesn't depend on it for anything other than, well, rcs sounds, but I just wanted to make sure. Just in the interest of completeness, deleting RCS Sounds didn't actually fix my bug. I'm not sure why I thought it did. Now that my post on this thread shows up on google for "rcs animation inside VAB" I figured I had better say so.