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Gerbwerz

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Everything posted by Gerbwerz

  1. Hi Nertea, FYI - Module manager 2.8.1 reporting 16 patch errors in CryoTanksFuelTankSwitcher.cfg. Cryotanks ver 0.4.7. CryoEngines ver 5.8.0 Disregard... reinstalled and its working fine....
  2. Are the solar panels supposed to auto track the sun? Also they dont seem to be generating any power.
  3. Multiple AVC warnings each time KSP is launched. Is this a know issue? I get about three of the same version update warnings.
  4. The Korona Lite seems like it has waaaaaaay too much drag. Regular KSP, enter atmosphere at Mach 6ish, slows to sub mach without the parachute in an instant. Also put it on top of a rocket and it flips on launch if not covered by faring, even though VAB shows center of lift far below center of mass. Is it really supposed to be like that?
  5. I can see that AY is reporting different values. But in this case Kerbalism planner is under forecasting what is actually being consumed on orbit. I am pretty sure its some other mod causing this and not Kerbalism, but I haven't been able to track it down yet.
  6. Pics are at http://imgur.com/a/BJMPz Save and logs are here in Kerbalism issues folder: https://www.dropbox.com/sh/xc9rh7zv99tebn4/AAC_fEQPGYcwwr5XCCkItqXEa?dl=0 Appears to be using more EC on orbit than forecasted in the VAB. Even at higher rate the batteries should easily last the shadow transit time. It appears to degrade over the time of several days. Thank you for taking the time to look at this. -r
  7. Have you ever considered the possibility that AmpYear is wrong? Use the Planner and Vessel Info to get that information. I checked the Kerbalism planner for my mun space station and its says there should be a life expectancy of 1h 26m on the night side of Mun. What altitude of orbit is that for? Im at a 60KM'ish orbit which is roughly a 15 min transit. 1.63/s usage would need about 1500 EC. The ship has a 8515 capacity. That should be more than enough to make it. I will follow the steps you just posted and report back.
  8. Apologies, I didn't mean to imply that your mod was wrong. I am sure if I uninstall my umpteen mods and run only Kerbalism it will work flawlessly. I am sure its a mod incompatibility with some other mod I have installed. I am just trying to figure out whats changed since I updated last around 8/11 and to learn if others know what the incompatibility is might be. Because it used to work just fine with no problems with my particular mod set (which is HUGE). Ill do more experimentation and report back if I find anything. Ill also post on other mods to see if anyone there knows.
  9. The EC expended for lights doesn't seem to show up in AmpYear. I assume these are internal lights and not just external spots? I see that ver 1.3.2.0 of AmpYear added: Added EC usage support for Kerbalism mod parts - Scrubber, Greenhouse, GravityRing (basic as some parts do not expose EC usage currently, ESP Shutdown only support for these parts). AmpYear darkside calcs show that my ships and bases should have way more than enough to survive a mun night, but they keep running out during high warp. Its as if no power generation is taking place during high warp day night cycle. Do you plan to support AmpYear auto shutdown? Looks like EC usage needs to be exposed per the above. Also it doesn't seem Kerbalism respects the KSP Debug cheat of unlimited EC. Is that correct? thank you for your mod and support, -r
  10. Spoke too soon. It happens with my other ships and bases as well. Not sure whats going on.
  11. Actually I noted after reading back posts here, that this is occuring on my SSTU ships. So I think its related to how that mods solar panels work. That was one of the mods I updated today as well. Perhaps there has been an increased incompatibility introduced there over the last month. Ill pay around some more and see if its really isolated to those ships. Thanks for the quick reply.
  12. I just updated to the latest Kerbalism 1.1.3 from 1.0.8 after not playing since early Aug. Now my Kerbals on Mun keep dying due to running out of electricity when I time warp. Even if I turn on debug unlimited electricity it doesn't help. I wasn't having this problem earlier and haven't added any new mods, but I have updated a few. Any idea whats causing this?
  13. What happened to part KKAOSS.container.SEP? KSP fails to load my base. running version 1.1.4 of planetary base Inc. I didn't see anything in the change list about removing a part. thanks, -r ****NEVERMIND**** my noob bad. Appears to have been a bad install of the mod.
  14. Finally tracked down what is making the SM auto decouple. Its a mod called Routine Mission Manager. http://spacedock.info/mod/362/Routine Mission Manager If you have the CM set to SM DC Staging Disabled it will auto decouple on return from scene change. If you Enable it won't. Easiest way to repro is is create a stack of CM and SM, go to pad, F5 quicksave, F9 Reload. Bam, decouples every time.
  15. The culprit for all the log spam appears to be a mod called Atmosphere Autopilot. If I add it to the above mods list SSTUTools starts throwing hundreds of exceptions per second on my ship about update heat. Still looking for what causes the automatic SM decouple. SSTUTools.SSTUAnimateEngineHeat.updateHeat
  16. Got rid of Space Y and Kerbalism. Same issue with Throttle Controlled Avionics mod installed. SM engine auto starts on pad if TCA is installed. Works fine if its not. Here is the logs and craft file from the latest run: https://dl.dropboxusercontent.com/u/6187623/SSTU Issues/SSTU CMSM.craft https://dl.dropboxusercontent.com/u/6187623/SSTU Issues/output_log.txt https://dl.dropboxusercontent.com/u/6187623/SSTU Issues/KSP.log Mod List: http://imgur.com/TXriLIc The spontaneous SM decouple does not seem to happen even with TCA installed. Ill see if I can narrow that one down to another mod.
  17. Ok so ran some tests on the SM engine activation on the pad with a fresh KSP install. Here is my mod list: http://imgur.com/VIUUl4x As soon as I add TCA (and its 000_AT_Utils) to the game and put the rocket on the pad it activates the engine on the SM. Ill try to pull some parts off my rocket to get the mod list smaller as I am using one part each from SpaceY and Kerbalism on the lander in the stack. All the chutes on it are for Stage Recovery which I am not using in this test. http://imgur.com/a/dDn1r Also there are no exceptions being thrown by SSTU with this mod list. So there is another mod that must be causing those (updateHeat).
  18. Yes its definitely a mod. TCA seems to be the culprit for the pad staging problem. For the SM spontaneous disconnect I'll try and narrow it down. What is SM DC staging for? It doesn't seem to make a difference in the stack.
  19. I am seeing tons of this span with Exception Detector mod installed (100s of throws per second for updateHeat) plus the SC-C SM keeps decoupling spontaneously when I switch scenes and return to it. I thought it was due to Throttle Controlled Avionics mod, but I tried it in a fresh KSP install and it seems to happen regardless of if TCA installed or not after some period of time. I then thought it was something to do with the SC-C CM setting of SM DC Staging setting, but even that doesn't seem to make a difference. I don't see anything in the logs expect SSTU spams about Animate Heat. In addition the SM engine will automatically activate on the pad before launch. That one does seem to be related to having TCA installed. Happy to help debug if needed. btw, thank you for such a great and detailed mod! Awesome work.
  20. Having a problem with the Garage Covers. Could be a mod conflict as I have a ton installed. Investigating. http://imgur.com/oiWWJ8o In the pick I have a garage mounted to a garage adapter and I am trying to add the covers. But if you look there is a part inside the cover that looks like an end piece but its merged with the larger cover piece. Should it be two separate parts? Here is another pic: http://imgur.com/1beuwgJ It actually looks like 3 parts stuck together. Two Covers that overlap and one end piece stuck in the middle. UPDATE: Ok did a vanilla install of KSP with only Kerbal Planetary Base Systems mod installed and have the same problem, so its not mod conflict related. KSP 1.1.3 x64
  21. Ive noticed that I get no air drag from launch to orbit. I do have FAR and Deadly Reentry installed. Is that what others see when running this with those mods in 1.1.3?
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