Telvee32
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Telvee32 replied to Galileo's topic in KSP1 Mod Releases
Out of curiosity, are there plans to update atmosphere configs to work with the scatterer updates? Still running the older version of scatterer for now of course.- 7,371 replies
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KSP version: 1.12 Problem: This has been baffling me for months. When I travel an arbitrary distance over the surface of any celestial body, either at low altitude (such as a landing or an aircraft) or on the surface itself (such as a rover), the ground scatter (?) in the direction of travel begins to spawn above the ground instead of on the ground. This doesn't seem to affect scannable surface features. When this happens my framerate will also begin to tank. If I do a quicksave/quickload in place, then the rocks will all be on the ground in the area on load, and the framerate will also be back to normal. I had this issue on a stock-based game a while ago as well as on my current GPP-based game, though both had similar modlists. In the linked screenshot I had flown approximately 22 km from the location at which I had loaded the craft on the surface of Gratian, though this issue affects all celestial bodies, with and without atmospheres, as well as all bodies in my previous game with stock solar system. I seem to remember reading that this may have been a Kopernicus bug, though obviously with GPP it's not a mod that I can disable. Screenshot: https://imgur.com/6YDETqG Log: https://file.io/dNcKxkrkGCar Modlist: EDIT: I've seen a couple of threads dotted about of people having rare instances, the odd rock or two, but this is every single one after a certain distance travelled, and happens reliably every single time.
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The blue low orbit effect seems to be coming from the most recent update, didn't get such an effect with the previous version (0.0772). I thought it might have just been GPP incompatibility but it could be stock as well. Augustus, Gratian and Niven atmospheres now look almost identical from space. Could probably be fixed by GPP accommodating the changes, but that doesn't explain the blue tinting in low orbits.
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[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
No FAR here either. The vehicle was built correctly, as I was testing it with a prebuilt craft. I've been able to get the plane to fly reasonably well (and thus re-enter) when almost empty by pumping propellant from the mid into the aft tank, which would normally be empty as I use GPP, so stock scale. Still unflyable when the mid tank is full, though. I should clarify that launch and ascent from vertical are absolutely fine, if a little unwieldy but that is to be expected with the girth of such a plane, so there might not even be a problem here at all if this is by design, I'm just thinking hypothetically about how the plane would handle in the event of a mid-flight launch abort. -
OK, I installed HabTech2 and the androgynous docking port that comes with that seems to work. I noticed reDIRECT's version of the sharedAssets bundle has a directory called APAS in its root directory which I'm guessing is the deprecated docking port? That seemed to be the one causing issues as it was showing up in game.
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Hi, had a little bit of an issue with the low-profile docking port. When I place it, it'll just vanish and prevent any of the other UI controls from working, to the point where I have to force the game to shut down. Actually had the same issue with the Shuttle OMS engine from reDIRECT when attaching it to the Orion service module. Am I missing something? The mod seems to be installed correctly. EDIT: The androgynous docking port, not the low-profile one.
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[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
Really love the look of this! Unfortunately, I don't seem to have any notable pitch authority during re-entry and landing. I initially thought it was an error when building, so I took the sample craft file from Ships/VAB but no dice. It seems to have a very small amount of pitch authority when in the lower atmosphere but it's not enough to pull out of even a 20 degree dive, let alone flaring for a runway landing. Is there something I'm missing? I did notice, with the premade craft file, that the CoL in the SPH is right at the aft end, between the two wings, which would explain the flight behaviour and suggest something is up with the lifting body. Not sure if there is a mod conflict here or something, though I'm not running any aerodynamics mods. Installed with CKAN. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
Will keep all of that in mind, thanks!- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
Regarding the resources - do I just use the drill? I've reconfigured one of the Chuckwagons to hold dirt (so it has 16k dirt storage available) but the drill still only has "Start Surface Harvester" (i.e., Ore) available.- 3,519 replies
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Got some strange behaviour with the simulation tool. For ease of mathematics I reduced snack consumption to 1 per day. I've got the mod tracking only a few crewed vessels at the moment - two space stations and one surface base. All of them have several thousand snacks on board, only a few crew, and the simulator is reporting a snack duration of precisely 1 year, 407 days, 1 hour, 27 minutes and 35.38 seconds. Like the mod has hit some sort of upper limit on the number it can display. I have the same behaviour in the VAB as well, so it doesn't seem to be an issue with existing vessels - a simple vessel with a crew of 4 and 4700 snacks should have 1,175 days' worth of life support, which is significantly more than the number displayed. Moreover, if I add another 4500 tin, I'd expect the duration to pretty much double, but the number displayed remains the same. If I reduce the number of snacks below this then the simulator starts to behave, for example 200 snacks with a crew of 4 lasts 50 days.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
Also, how well does this tend to play with Parallax terrain? I started first with a Conestoga, and applied the airpark. Went to tracking station, reloaded the craft and it remained on the ground. Then I sent more modules, and attached a Ponderosa to a saddle, which was attached to the ground, and connected it to the Conestoga with a mineshaft. I reloaded the craft once again, and came back to find the whole thing floating a little way above the ground, including the saddle which was supposed to be attached to the ground. Is this just KAS getting confused with Parallax? Image for reference: https://imgur.com/a/I3SJAcB EDIT: Also can't quite work out how to get the resources needed for the greenhouses, the drills only have the stock Ore option. I've not actually used CRP before so I'm likely to be missing something.- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks, that helped - I'd fully removed Pathfinder (including the Simplified play mode) but Wild Blue Simplified was still hiding there, so getting rid of that fixed the issue.- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
OK, I'm now trying to do a clean install of the mod using CRP play mode, and CKAN spits this out at me. Pathfinder-PlayMode-CRP v1.37.0 depends on WildBlue-PlayMode-CRP, which is not compatible with the currently installed game version Same error if I try classic stock. KSP version is 1.11.2. I do have Community Resource Pack installed.- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Telvee32 replied to Angelo Kerman's topic in KSP1 Mod Releases
Just downloaded this with CKAN, using the simplified mode just to get a feel for the mod. Got Snacks installed as well. What I can't quite work out is what is required for the base to be able to start producing snacks - both the Hacienda and Chuckwagon have greenhouse configurations, and I'm guessing some sort of resource input is needed as well, but I've not seen anything in the UI of either module.- 3,519 replies
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Lack of ambient light at night
Telvee32 replied to Telvee32's topic in KSP1 Technical Support (PC, modded installs)
Few days testing without EVE and scatterer seems to have done the trick. Will just need to wait for EVE to be properly updated. Thanks! -
Lack of ambient light at night
Telvee32 replied to Telvee32's topic in KSP1 Technical Support (PC, modded installs)
CKAN dump: https://pastebin.com/DRxrf5ZW -
I've encountered a very odd issue, and I've only been having this since 1.10.1. Sometimes, after an unknown period of play, the game's lighting will start acting up. During the day it's not as noticeable, (though it definitely looks darker than normal), but during the night/behind celestial body it is just pitch black. Usually it will occur within an hour, and always requires some sort of load event - long-distance vessel switching, switching back to tracking station/KSC, sometimes even reverting a flight to launch causes it. My most recent session involved testing a few different craft in the Kerbin system, then switching to a Duna base, then back to the KSC. The problem then manifested when launching a new craft. Here's what it looks like: https://imgur.com/a/btjuxri Restarting the game is the only thing that seems to fix it. Log: https://mega.nz/file/vlgywYqB
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[1.12.x] Near Future Technologies (September 6)
Telvee32 replied to Nertea's topic in KSP1 Mod Releases
Because of 1.10 breaking ReStock fairings I've gone through the process of disabling the ReStock assets for these parts (stock and Making History). However I can't work out how to do the same for NFLV (which, because I have ReStock installed, I can see has a ModuleManager patch to use ReStock assets), so I can't use the NFLV 7m fairing, nor the 5m fairing that replaces the MH one. Is there something I'm missing here, is the process more involved than with base ReStock? -
Here is everything from the general vicinity of the issue, at first glance it appears to be unchanged from before the update. Winch speed was 0.03, the cable was about 3.5m and the winch broke at about 2.4m. [LOG 20:23:41.221] [FLIGHT GLOBALS]: Switching To Vessel SF-20 mk2 ---------------------- [LOG 20:23:41.224] [PlanetariumCamera]: Focus: SF-20 mk2 [LOG 20:23:41.228] Camera Mode: AUTO [WRN 20:23:41.254] InternalModel error: Part Crew capacity is 1, but 2 seats are defined in internal model [LOG 20:23:41.311] 6/16/2016 8:23:41 PM,KerbalAlarmClock,Active Vessel changed - resetting inqueue flag [ERR 20:23:41.787] JSIActionGroupSwitch: Could not find animation "testanim" on part "B9.Cockpit.S3" [ERR 20:23:41.788] JSIActionGroupSwitch: Could not find animation "testanim" on part "B9.Cockpit.S3" [ERR 20:23:41.801] Invalid value length for Vector2! Field iconShadowShift, value 1 on object of type JSI.JSIOrbitDisplay [ERR 20:23:41.806] Cannot find an InternalModule of typename 'JSISCANsatRPM' [ERR 20:23:41.808] Cannot find an InternalModule of typename 'KSF_MLS' [ERR 20:23:41.814] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.814] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.815] Cannot find an InternalModule of typename 'EngineIgnitorRPM' [ERR 20:23:41.835] Invalid value length for Vector2! Field iconShadowShift, value 1 on object of type JSI.JSIOrbitDisplay [ERR 20:23:41.839] Cannot find an InternalModule of typename 'JSISCANsatRPM' [ERR 20:23:41.840] Cannot find an InternalModule of typename 'KSF_MLS' [ERR 20:23:41.845] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.846] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.847] Cannot find an InternalModule of typename 'EngineIgnitorRPM' [ERR 20:23:41.865] Invalid value length for Vector2! Field iconShadowShift, value 1 on object of type JSI.JSIOrbitDisplay [ERR 20:23:41.870] Cannot find an InternalModule of typename 'JSISCANsatRPM' [ERR 20:23:41.870] Cannot find an InternalModule of typename 'KSF_MLS' [ERR 20:23:41.875] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.876] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.877] Cannot find an InternalModule of typename 'EngineIgnitorRPM' [ERR 20:23:41.896] Invalid value length for Vector2! Field iconShadowShift, value 1 on object of type JSI.JSIOrbitDisplay [ERR 20:23:41.900] Cannot find an InternalModule of typename 'JSISCANsatRPM' [ERR 20:23:41.901] Cannot find an InternalModule of typename 'KSF_MLS' [ERR 20:23:41.906] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.907] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.908] Cannot find an InternalModule of typename 'EngineIgnitorRPM' [ERR 20:23:41.927] Invalid value length for Vector2! Field iconShadowShift, value 1 on object of type JSI.JSIOrbitDisplay [ERR 20:23:41.931] Cannot find an InternalModule of typename 'JSISCANsatRPM' [ERR 20:23:41.932] Cannot find an InternalModule of typename 'KSF_MLS' [ERR 20:23:41.937] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.938] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.939] Cannot find an InternalModule of typename 'EngineIgnitorRPM' [ERR 20:23:41.958] Invalid value length for Vector2! Field iconShadowShift, value 1 on object of type JSI.JSIOrbitDisplay [ERR 20:23:41.962] Cannot find an InternalModule of typename 'JSISCANsatRPM' [ERR 20:23:41.963] Cannot find an InternalModule of typename 'KSF_MLS' [ERR 20:23:41.969] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.970] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:41.971] Cannot find an InternalModule of typename 'EngineIgnitorRPM' [ERR 20:23:41.989] Invalid value length for Vector2! Field iconShadowShift, value 1 on object of type JSI.JSIOrbitDisplay [ERR 20:23:41.994] Cannot find an InternalModule of typename 'JSISCANsatRPM' [ERR 20:23:41.995] Cannot find an InternalModule of typename 'KSF_MLS' [ERR 20:23:42.000] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:42.001] Cannot find an InternalModule of typename 'InternalVesselView' [ERR 20:23:42.002] Cannot find an InternalModule of typename 'EngineIgnitorRPM' [LOG 20:23:42.015] 6/16/2016 8:23:42 PM,KerbalAlarmClock,Vessel Change from 'SF-20 "Daedalus" Rover' to 'SF-20 mk2' [LOG 20:23:42.305] 6/16/2016 8:23:42 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue [LOG 20:23:42.420] 6/16/2016 8:23:42 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 20:23:42.420] 6/16/2016 8:23:42 PM,KerbalAlarmClock,Skipping version check [WRN 20:24:47.340] OnJointBreak(Core) A joint broken on Winch RW-50 !, force: 999.2094 [LOG 20:24:47.342] [F: 22568]: [00:03:24]: Structural failure on linkage between Winch RW-50 and Cubic Octagonal Strut. [LOG 20:24:47.351] OnSave(Core) Docked joint detected, saving info... [LOG 20:24:47.352] OnSave(Winch) Winch head deployed, saving info... [LOG 20:24:47.352] OnSave(Core) Docked joint detected, saving info... [LOG 20:24:47.361] [ModularFlightIntegrator] MFI Start [LOG 20:24:47.362] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator RPMVesselComputer [LOG 20:24:47.537] CanLock(Winch) - Can't lock, distance is : 3.426667 and lockMinDist set to : 0.12 [LOG 20:24:48.671] [F: 22594]: KAS.Winch2 collided into runway_collider - relative velocity: 9.900049 - no impact momentum (no RB) [LOG 20:24:48.672] KAS.Winch2 Exploded!! - blast awesomeness: 0.5 [LOG 20:24:48.680] OnSave(Core) Docked joint detected, saving info... [LOG 20:24:48.685] [KAS.Winch2]: Deactivated [LOG 20:24:48.685] SetHeadToPhysic(Winch) - Create physical object [LOG 20:24:48.686] SetHeadToPhysic(Winch) - KASModulePhysicChild do not exist, adding it... [LOG 20:24:48.687] Start(PhysicChild) [LOG 20:24:48.687] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7) [LOG 20:24:48.688] Set head position to : (0.0, 0.0, 0.0) | Rotation : (0.0, 0.0, 0.0, 1.0) [EXC 20:24:48.724] NullReferenceException KAS.KASModuleWinch.SetCableJointConnectedBody (UnityEngine.Rigidbody newBody) KAS.KASModuleWinch.UnplugHead (Boolean fireSound) KAS.KASModuleWinch.OnPartDie () UnityEngine.Component:BroadcastMessage(String, SendMessageOptions) Part:Die() Part:explode() Part:HandleCollision(Collision) Part:CheckCollision(Collision) Part:OnCollisionEnter(Collision) [LOG 20:24:48.728] [F: 22594]: [00:03:25]: Winch RW-50 collided into Runway. [LOG 20:24:48.729] [ModularFlightIntegrator] MFI Start [LOG 20:24:48.730] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator RPMVesselComputer [LOG 20:24:48.781] OnDestroy(PhysicChild) [LOG 20:24:48.781] Stop(PhysicChild) [LOG 20:24:48.800] 1 explosions created. [LOG 20:24:56.629] UIMasterController: ShowUI [LOG 20:24:56.630] Game Paused!
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After the new update I'm still having the same issue with the winch ripping itself from its mounting no matter the speed of cable retraction, and it seems to happen with unbreakable joints enabled as well.
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Yes, I have also had the winch attached to a cubic octagonal strut, which was in turn attached to the cargo bay with rather a lot of struts, and the same result. In this case, the winch is ripped off the girder which remains in place.
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[WRN 19:25:16.487] [KAS] OnJointBreak(Core) A joint broken on Winch RW-50 !, force: 1022.791 [LOG 19:25:16.488] [F: 25120]: [00:02:11]: Structural failure on linkage between Winch RW-50 and S2 Wide Body Cargo Bay 6m. [LOG 19:25:16.499] [KAS] OnSave(Core) Docked joint detected, saving info... [LOG 19:25:16.500] [KAS] OnSave(Winch) Winch head deployed, saving info... [LOG 19:25:16.500] [KAS] OnSave(Core) Docked joint detected, saving info... This is what I found in KSP.log. Trying to winch up at a much lower speed doesn't help, I've tried various different winch speeds all the way down to 0.05, the force of the failure is always around the 1000 mark.
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Is there a weight limit on the winches? I have a rather large spaceplane with which I am trying to transport a 4.1 tonne rover, sporting a nuclear reactor and an ISRU converter, and the attachment port is directly above the CoM. I am trying to winch it up into a large cargo bay, as using docking ports would be impractical for this endeavour. Instead of the rover being winched up however, the winch gets ripped off the cargo bay, lands on the rover and blows up (in typical Kerbal fashion). I've attached a video as well. Is this a bug or is there something I am actually doing wrong, perhaps with the attachment of the winch? I can provide the .craft files if needed, they would require the B9 pack, Near Future Electrical/Propulsion and maybe KAX, I don't think they use parts from any other mods. I don't use Kerbal Joint Reinforcement, when I did the wheels would immediately break upon attaching the winch to the rover. The video was recorded without this mod installed. In the meantime, are there any other diagnostics I can provide? Cheers.