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Everything posted by Amnesy
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KSP Interstellar Extended Continued Development Thread
Amnesy replied to FreeThinker's topic in KSP1 Mod Development
hey, under my last video the question came up weather the open cycle gas core engine has been removed - I assume it has been disabled because you revived the gas core reactor and the combination of plasma nozzle and reactor acts as a replacement? -
I finally got another part online. Thanks for the positive feedback so far!
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Well for the nuclear propulsion it wasn't that important yet but I'll consider doing the reactors next! On another note - Part 2 is online!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Amnesy replied to Ven's topic in KSP1 Mod Development
Alright checking the aero Information confirms my statement - Almost identical flight situation with the same plane but different rocket engines has very different drag numbers. (40 vs 72kN). Using the 909's the plane won't go supersonic unless I do a straight dive from 10+ km. Just by replacing the 909's with 30s the same thing will go supersonic while climbing and having way heavier engines. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Amnesy replied to Ven's topic in KSP1 Mod Development
Hey, I can confirm the behaviour that mreadshaw described. All the orbital engines (900, 909, poodle) seem to produce way more drag than the LV-T30 or 25. For me the issue showed when messing around with spaceplanes - replacing two 909's with two T30's enables my latest design to go to space while before it struggeled going supersonic. The pic below shows the aero overlay - the drag arrows being as long as the lift arrows surely isn't right. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Amnesy replied to severedsolo's topic in KSP1 Mod Releases
Alright, finally can confirm that the issue is fixed Good Job! -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Amnesy replied to severedsolo's topic in KSP1 Mod Releases
Sounds great ! 64 years should be plenty, but I won't be able to test your build till Sunday ^^ thanks for making an effort tho -
Log spammed with 'Updating delegates'
Amnesy replied to Amnesy's topic in KSP1 Technical Support (PC, modded installs)
can confirm - removing CC eliminates the issue Could the message be triggered by a outdated contract pack? Because I sure did have 1-2 old packs installed hoping they would behave. -
Log spammed with 'Updating delegates'
Amnesy replied to Amnesy's topic in KSP1 Technical Support (PC, modded installs)
thanks! The issue seems to be save-specific aswell. A brand new carreer does not have any problems. I'll remove as many mods as possible to narrow the problem down. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Amnesy replied to severedsolo's topic in KSP1 Mod Releases
Still happening Another log would be here. Things I see inside are two NREs for monthly budget. The other one is from Bases and Stations but happen at an entirely different time in the log. I also have this weird 'Updating delegates' expression being spammed in the log as soon as I launch any vessel. Can't narrow down that one either. I probably should do a clean install with all my mods and see if the bug persists. -
hey, my current carreer save on 1.2 is suffering from the expression 'Updating delegates' being spammed over and over again in the log as soon as I launch any vessel! My log file is here. A quicksave where the spam is happening is here (Craft needs Mk2 Expansion). Folders and files in GameData: I'm asking here because I want to know if anyone has encountered a similar issue before or knows what could be causing it. Neither google nor the forum search has any results for the expression 'updating delegates' Thanks in advance!
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Amnesy replied to severedsolo's topic in KSP1 Mod Releases
Thanks for the quick response and the catch with rpm ! I'll check your dll tonight when I get home and report back. Edit: I just tested your dll and the error seems to persist. I've also fixed the issues you mentioned in the log so I'm confident to say that it shouldnt be anything else's fault. The weird thing is that it just happens when I load the game from the main menu. If after finding myself with too many funds I go in the F9 menu and reload the persistence, everything will be as expected. In case you can use my save - here you go. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Amnesy replied to severedsolo's topic in KSP1 Mod Releases
I'm using the latest version off github (2.1) and it just happened again when starting the game and just loading up my career save. Here is the log from startup till loading the save and realizing I have too much money. This is how my budget should look and this is how it really is. Also this is my gamedata in case you can make out any problem causing mod combination. Thanks for your effort creating the mod nonetheless! Edit: Also just reloading the persistence from inside the game prevents the budget from being distributed and everything stays the way it should be. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Amnesy replied to severedsolo's topic in KSP1 Mod Releases
Hey, I love the concept of the mod so far — it really changes how I play my career game. Especially this third RnD upgrade is driving me nuts I've found a weird behavior however where sometimes when I load the persistence for the first time the mod will award me my budget even though it's not payday. . . any idea what might be causing that ? (1.2 x64) I'll catch the log if it happens the next time . -
[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
Amnesy replied to sarbian's topic in KSP1 Mod Releases
hey, so I've got a weird error. Whenever I place a flag in my current 1.2 install (modded), the logfile starts spamming I'm posting here because the ModularFI piece is the only thing I can make out in the log. Any ideas what might be causing that or how I could trace it back to the origin? Thanks! -
KSP Interstellar Extended Continued Development Thread
Amnesy replied to FreeThinker's topic in KSP1 Mod Development
Alright folks, the first part of my tutorial series is done! Link The next videos will focus on each engine group and show you how to use them. lmk if you have questions or additional things you would like me to talk about. -
Hey folks, I started doing a KSP Interstellar Extended Tutorial series recently because it seems like a lot of people have difficulties getting a grasp of this mod. It can be quite complex to understand but I'll try to break it down for everyone who knows how the stock game works and throw in some rocketry facts for free The first couple of videos will focus on the different engines and explain how to use them. Planned videos so far: Part 1 - Introduction and Overview plus general rocketry knowledge - Video Online (KSPI-E 1.9.12) Part 2 - Thermonuclear Propulsion - Video Online (KSPI-E 1.9.12) Part 3 - Reactors/Generators - Video Online! (KSPI-E 1.11.3 Part x - Magnetic (Fusion) Propulsion - To be recorded Part x - Electric Propulsion - To be recorded Part x - Advanced/Exotic Engines - TBD (Part x - Heat Management//Microwave etc... - TBD) If you got any questions or feedback - let me know!
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Amnesy replied to bac9's topic in KSP1 Mod Development
Bac9 is not active anymore so a truly official update is unlikely. The mod is however inofficially being maintained by Crzyrndm and on his github page you can find a 1.1 aswell as a 1.2 compatible release ! -
KSP Interstellar Extended Continued Development Thread
Amnesy replied to FreeThinker's topic in KSP1 Mod Development
I think I found a small bug with the warp drive - When part g-force limits are enabled in the difficulty options, the ship will explode as soon as warp drive is engaged. This is due to the game thinking the ship is instantly accelerated to x% of c which causes the g-meter to spike. When disabling the limits warping works perfectly fine except for kerbals randomly passing out during the trip - this could be kept as a feature for kerbals with low courage traits -
KSP Interstellar Extended Continued Development Thread
Amnesy replied to FreeThinker's topic in KSP1 Mod Development
I'd volunteer... In terms of engines I think I have a decent grasp of how to use them and what they are supposed to do. I think the best way would be a video in the style of the dummie guide showing off the engines one by one progressing from the nerva analogues to the more complicated fusion engines. -
KSP Interstellar Extended Continued Development Thread
Amnesy replied to FreeThinker's topic in KSP1 Mod Development
Wow that a lot! I've never actually used solar power to support my microwave networks but if it's really that powerful in NF mode then there is a more fundamental problem. In my opinion reactors should be vastly more powerful than solar panels (maybe not as much as in Interstellar mode) but not as weak as in NFE. A possible solution could be to go the opposite way and not decreasing the power of Interstellar reactors and engines when using NF but increasing the power of those reactors and requirements for those engines...I'm not sure if I'm overlooking something but from a pure power/technology standpoint I think this would feel more accurate. -
[Plugin][See active fork] B9 Procedural Parts Modified
Amnesy replied to 01010101lzy's topic in KSP1 Mod Development
Well since this mod is already a fork or the other procedual wing mod by @Crzyrndm, I'd say it's a better idea to just point people towards his version. It's still being maintained and works like a charm. -
KSP Interstellar Extended Continued Development Thread
Amnesy replied to FreeThinker's topic in KSP1 Mod Development
I was messing around with your pre-release earlier this evening to familiarize myself with the changes to the microwave systems...and failed gloriously. First it took me some time to figure out which parts actually to what in the current version and which part combinations are required to get a power transmission running. (Part Descriptions are kind of a mess atm and the words transmitter/transducer/reciever/relay are for my eyes randomly spread among the parts) In terms of gameplay I managed to get some power stations running in orbit (Gyrotron+Transducer+Fusion Reactor/Generator) and other craft could recieve that power with various parts. The game became however pretty unstable when trying to use beamed power to launch a rocket. The craft attached to the post is kind of a random combination of recieving parts and a thermal launchnozzle. (Note that it doesn't actually work since there are no radiators on the craft - I removed those to narrow the problems down). Steps to reproduce a freeze or crash: 1. Launch attached craft 2. stage thermal launch nozzle or activate manually In some cases the screen will just turn black, in some the game will crash and in other the skybox will be shown. Log: https://drive.google.com/open?id=0B088tTghL16sQ184OWxkNjQzams Craft: https://drive.google.com/open?id=0B088tTghL16sZlA5ck43TEk2a1U I'll continue messing around tomorrow - If you want me to check out any specific areas let me know...I'd be glad to help debugging the new version -
KSP Interstellar Extended Continued Development Thread
Amnesy replied to FreeThinker's topic in KSP1 Mod Development
After doing a complete reinstall of KSP with a bunch of mods and loading my old save (still a 1.1.3 save tho), I'm getting a NRE spam whenever I'm using the foldable radiators on any craft. The exception in the log states I guess relevant mods that could mess with the Radiator definitions would be NFT and MKS. On another note - the name change of the small fusion reactor caused a bunch of my crafts to fail loading due to the missing part...copying the relevant cfg from another install fixed that problem.