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Everything posted by Overlocker96
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Oh that's so cool! I have been using the mod for months and from my understanding, the code also have some problems: - If you want to use the Reflectors, sometimes it doesn't work when conected to an emitter, or making an array of Reflectors to enhance the power of the first Transmitter. - Also sometimes the Transmitters select badly by themself or they change their intended destination to transmit the power. - Finally, the background calculation was WIP and totally broken, the game lags a lot with that option and sends thousands of errors to the LOG. If that things can be fixed that would be awesome! Because apart from Thermal Power, transmitting a lot of energy from solar farms around Kerbin to an AM generator from FFT or the Sterling planned ones that require 100k EC/s, would be great!
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Today I have finished (For now ) a Google Spreadsheet with all the Engines of the Main Mods I use. It can be improved but it gives a little help when designing rockets, mainly on Career mode because of the costs. Main Mods Engine Chart
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[1.12.5] Restock - Revamping KSP's art (August 28)
Overlocker96 replied to Nertea's topic in KSP1 Mod Releases
Oh, so the parts share the models if its installed, but with MH stats if they are different, I didn't know that. But still I have only MH because of the new bases, because y always disable or delete all the parts and mission editor. I think there's some similar mod that prunes all those modules for you, but only the Mission Editor and new Assets, so people that want the parts only could lesser the RAM usage. Still thank you so much for the new update and the much needed bugfixes -
[1.12.5] Restock - Revamping KSP's art (August 28)
Overlocker96 replied to Nertea's topic in KSP1 Mod Releases
Yes, I tried having the previous versions of Restock and Restock+ and is still happening. I will load it again with the latest version and upload the LOG. The most strange thing is that it only affects the new parts of Restock+ EDIT: Found the problem, I have the Making History DLC but I always delete or prune all the parts because the Restock Plus ones are much better in my opinion, but because the patch for Making History is still detecting it, ALL the parts from Restock+ are hidden on the part catalog as "TechHidden" and no category. So the solution was to just delete that patch file. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Overlocker96 replied to Nertea's topic in KSP1 Mod Releases
Is strange, the only thing I updated since the Restock 1.4.4 Update was KSPCommunityFixes. I reinstalled 3 times and it still happened Here you can see on the search mode for 1.875m parts, they appear, also all the craft that use Restock+ parts also appear. But not on the normal Part List And I have found that it happens with ALL the new parts that Restock+ adds EDIT: I also tried without Community Fixes or reverting to the last version, and its the same. I don't know if its the changes from ReStock+ and conflict with other mod. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Overlocker96 replied to Nertea's topic in KSP1 Mod Releases
I just downloaded both mods on the latest version, and Restock+ parts don't appear on the part list, but loading crafts with them work just fine. Also thank you for fixing those bugs, mainly the micro landing legs and the nodes on the 3,75 Galleon variant, I love using it to make Saturn IC from Eyes turned Skyward -
That was I was thinking, also because it makes reliability more useful, if they are connected. Also the ISP as seconds of MBTF for engines is also a good option. It may appear a low number, but makes sense because most of the sea level engines have around 300 seconds, and on 5 minutes is more than enough time to reach orbit, so most of the engines with a 95% reliability won't fail, but still keeps the challenge on early career to have new engines that hadn't been used and have low reliability and are more prone to failures. And with high ISP engines, like Hydrolox also keeps this challenging but not so hard, like 400+ seconds of burning time is enough for missions to Outer Planets on Stock System, with maybe a multiplier of 2.5x or 10x on JNSQ or RSS ans such. Also nuclear engines with 1000+ seconds can be reused for a lot of burns and can be serviced also between long missions, the same with FTT or similar mods that have 10000s of ISP or more. This is pretty balanced also by design with other mods like Engine Ignitor, so servicing the engines to have 100% of MBTF can be joined by adding the Ignitions again.
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Yes, the symmetrical parts is something silly I thought, doesn't make sense if it doesn't have any part of the code that may do it. And the antenna part is because of "CommNet Antennas Consumptor" mod, but I actually like the idea of having antenna that can fail, so the Probe can fail only on course corrections or using SAS or by time passing, that can be overcome with the Hibernation System, but the antenna still can fail. Of course this is a side effect of using that mod. And I would disable part failures when activated instead of only engines, and actually the rest of the mod systems works just fine, like having a long burn with a NERVA or a electric engine from Near Future Propulsion, makes the MBTF go down to 90% after 10 minutes for example.
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I tested some rockets and the results are strange: - First the MBTF before using an engine is 64800000, then after activating, it drops to a number below 10, so the next time I activate the engine, it only works for that ammount of seconds. - When I use parts on a symmetry, like SRB or engine clusters, it drops to a number that is the same as the ammount of boosters, like for example the first booster in the symmetry is 1, then 2, and it keeps going. It may be a coincidence - Sometimes even when I activate another stage, it starts the first time counting down from less than 10 MBTF. That always seems to happen with Deployable Engines. - The most strange thing is that only touching one time one of the throttle buttons, even with MechJeb and such, it starts counting the MBTF down. - Also it seems that staging with MechJeb doesn't start to count down the engine, unless using the throttle buttons - When using Solar Panels, they work just fine, the MBTF doesn't go down when they aren't deployed, but it starts just when it finishes its deployment. - Converters also broke after only 1 second, like Fuel Cells: Before: After: - Landing Legs, work just as fine Solar Panels. - And maybe Antennae deployment should have an effect on its MBTF, I have MBTF on antennae but I think 600 hours is too low for most interplanetary missions.
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[1.12.x] Periapsis Motors: Sepratrons Expanded
Overlocker96 replied to Starseeker's topic in KSP1 Mod Releases
Yep, and I think it easy to make, like this: So its only changing the Module name Also RSMP configs for the sepatron are easy to use for the new sepatrons, and you can link to the RSMP project or maybe to Restock Waterfall Expansion that also has the same SRB configs on the latest version.- 18 replies
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Some more feedback: The latest version still makes part fail very quickly, for example most of the converters, even modded ones like AM Factory from FFT, turn off just after a few seconds. The Engines still have the problem that they fail pretty quickly, and the only time they do a full burn is activating it with the Throttle above 0%, if not it always fails. Other parts like solar panels work just fine, except when you activate it more than once, or the same with SAS parts, Probes, Capsules,... they always fail on the second activation. Also I totally support the idea of making some sort of multiplier of the MBTF depending on the ISP for Engines.
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[1.12.x] Periapsis Motors: Sepratrons Expanded
Overlocker96 replied to Starseeker's topic in KSP1 Mod Releases
Ok, I think I've found the issue, I didn't have the ModuleDepthMask mod installed because ReStock uses a custom one and I didn't think it needed it On the second one, I think I mixed the Sepatron I-B with the Sepatron II, sorry, my bad And the Waterfall part I think the configs from RSMP are actually pretty good and doesn't have that issue with the opaque material, you can try those configs from the Vanilla Sepatrons onto your Sepatrons.- 18 replies
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[1.12.x] Periapsis Motors: Sepratrons Expanded
Overlocker96 replied to Starseeker's topic in KSP1 Mod Releases
YES! Finally! I wanted a mod like this for years! Since I used Nertea's suite instead of KW Rocketry, I always feel that something was missing with the lack of Sepatron variants. And more using mods like Engine Ignitor, when Ullage is VERY important! Some feedback on testing: - First the nozzle of all of the SRB appears like too shiny, I don't know if its a bug or a feature. - Second, I recommend changing the name of the "White" variant to something like "Bare" so people know that the Sepatron II has a variant with the same design as the original one. - Also, there's some plan to use Waterfall? I have seen some configs for Real Plumes. Maybe adding a config in the RSMP pack is better for this? Apart from that great mod and I love your work!- 18 replies
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I had tested more things: First, any antenna fails when some time had pass, for the normal time, 600h, is a bit more than a Kerbal year, so most missions to outer planets can't be done. It may be because of the Antenna Consumptor mod, but it should detect it's new module "ModuleGeneratorAntenna". Also this happened on previous versions before, I turned up the MBTF to 6000 hours so I can make missions to Outer Planets, but of course is also the same to ALL parts, until the new version. Second for failing parts I have everything turned on on the config in game, except por "Flight experience improves future Reliability" because I'm on a Sandbox game, I only turn that on on Career saves. But on previous versions they didn't fail as much, even on Career with that option on. I also turned on the Debugging, and I have seen that: - On the First ignition, engine works fine but it's MBTF turns down to 0%. - On the Second Ignition, the timer that shows the seconds until the part fails, goes down to 10 seconds or less, so it always fails. Here's the LOG (Is big because of the Debugging): https://drive.google.com/file/d/1qSIIhhvqbeZ_F4gBydEYMVdChRVwm57U/view?usp=sharing
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I was testing the new changes that are welcome, but I had a few problems that I don't know if are features or bugs: First all the engines I have tested on a variety of ships, most of the time have a MBTF of 0% after activating for the first time, maybe the second, and with other mods like Engine Ignitor, some of the engines could be used much more. Also antennae should have more than 600h of MBTF, because on missions to Jool or to the Outer Planets, antennae of unmanned probes brake down before even arriving on the destination, or maybe the Hibernating System should also turn off the antenna so the MBTF doesn't go down. I'll keep testing and thanks for this awesome mod
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I installed everything that this wonderful mod asked, and still there's some things missing. First I could only load South Gulf Connexion. The Dessert Strait has the "bridgeW" and "bridgeE" groups missing so it doesn't load anything. And the Route 36 there's a group called "c++ base road" that I had to delete for it to load, also the "ksideroadhump1" STATIC wasn't on the Edited Statics, so I had to take it from KerbinSide Continued old mod. If all this is fixed it works flawlessly
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Overlocker96 replied to JadeOfMaar's topic in KSP1 Mod Development
I love this new tank, now I shouldn't need the CryoTanks Patch for He3 and De I have seen 2 "bugs" at the moment, but I don't know if they are more like features First, there's some Tank Types in the DrumTankOptions.cfg, that need RationalResourcesCompanion, not just Rational Resources, so if I don't have that installed it gives errors on loading. I just changed it NEEDS to RationalResourcesCompanion As you said in the previous post, resources are bound to change, but I like that you shouldn't need RR, even if most of the features of this Tanks are to use WITH RR Second, in the CryoTanks options on the PillTankOptions.cfg, all resources can be cooled except for He3 and De, it is by design so I must use the FTT tanks or the one from RRParts? Also I know FFT balance isn't something that this mod does by the moment, but it's nice to have niche tanks for each thing -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Overlocker96 replied to Gotmachine's topic in KSP1 Mod Releases
Yes, exactly that. I had only disabled that patch in the config file and I played for an hour without bugs. Here it is: https://drive.google.com/file/d/1ToEcAppIyaQ1WKVYHikNH2QsKBHQKI7l/view?usp=sharing -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Overlocker96 replied to Gotmachine's topic in KSP1 Mod Releases
I had just tested the same config and mod list, but disabling the ModulePartVariantsNodePersistence patch, and I'm sure it was it. Here's the relevant part of the log, it repeats for a lot of parts: As I can see, changing the index of Persistent modules, disables B9PartSwitch, that's why it didn't work. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Overlocker96 replied to Gotmachine's topic in KSP1 Mod Releases
There's some bugs with PartVariants since the new update. For example engine variants and such works fine, but engine plates or adapters with variants that change it's nodes, display all the models and nodes at once, and the change variant part of the PAW simply disappears. Here's my log (I have a ton of mods but this only happened after updating KSPCF): KSP Log -
Here's the relevant LOG part: "sspx-expandable-centrifuge-5-1" Is the Cronus Centrifuge, the only one in 5m diameter. I think the problem may be because is an "Expandable" Centrifuge, so when it changes from stowed to deployed, the Science Lab module bugs out. All other Centrifuges and Science Bays never had this problem. Also I don't know if its better to keep discussing this last problem in the SSPX Forum, instead of the Mechjeb one. EDIT: Ok, I have found in the SSPX forums that the problem is with TAC Life Support and its compatibility with SSPX. Here's the link: EDIT 2: And also here's a simple Patch to fix the problem with the converters in those modules (I only had the problem with the 5m centrifuge, but still)
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Yeah, it was. I deleted it and the majority of the spam stopped. I tried the second method and the part is the SDV-X 'Cronus' Extensible Centrifuge from SSPX. I had that problem for a while using that mod even on fresh installs, is the mod itself that has a bad config file for its Science Lab. Also installed ZeroAVC and fixed any residual MiniAVC.dll that is around. Also I searched for it and the .dll itself doesn't exists, it will come with another mod's .dll
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I have a 52Mb Log because of a spam of Mechjeb. The thing is I'd never had this strange bug. The KSP.log is full of this: [LOG 16:41:49.214] [PR] MechJeb wrapper.Active 1 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 2 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 3 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 4 [LOG 16:41:49.215] [PR] MechJeb wrapper.Active 5 And then it repeats all the time from 1 to 5. KSP.log
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Building a Giant Christmas Tree like TD Channel has done, but in normal Stock Solar System, and sending it to the Supermassive Black Hole at the Galactic Core of Galaxies Unbound planet pack, I'll do this challenge this weekend.