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smotheredrun

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Posts posted by smotheredrun

  1. 4 hours ago, 1greywind said:

    With ease: it works over LAN or Internet without problems: be aware that KSPTOTConnect has IP whitelist GameData\KSPTOTConnect\Plugins\PluginData\KSPTOTConnect\IPAddressWhitelist.txt - if it won't connect - it probably because you need to update this file.

    In simplest case when KSP and KSPTOT are running on same computer, you don't need to change anything. If they are on different computers, you need to go into KSPTOT's main menu - select "KSP Real Time System" / "MCC Real Time System"  and enter IP or hostname into "Enter remote host" box. When click on "Test Connect to Remote Host" button. As soon as "Select Vessel:" dropdown will be populated by data, all KSPTOT tools will be able to fetch data from KSP: just right click on any orbital param input field and select "get orbit from KSP".

    Thanks!...  I think??  I'm sure it's physically simpler than the way that reads, but I'll give it a go probably Friday or Saturday night.

  2. @AlphaMensae  Your making life difficult fun!  Using a combo of the main release for KSP 1.3.1 and the Dev Branch for 1.3.1., I've been able to slice my Jool 5 mission Launch Vehicle from 400+ parts to 396 parts on the pad!  It also looks cooler now. :)

    The large Saturn pad seems better able to keep my 40-something metre tall rocket from tipping much better than the smaller pads...

  3. 4 hours ago, DStaal said:

    IIRC, that one wasn't actually NASA's, it was some off-road vehicle manufacturer's that they made and got NASA to let them show off.  There were a number of major flaws for it to be an actual Mars rover (mostly in that the design pretty much assumed an Earth-type atmosphere...).

    Yeah, I remember DeGrasse Tyson saying something like it looked as if it was the Space Batmobile :)

     

     

    More of a Classic Batman and pre-Disney Marvel fan myself....

  4. 3 hours ago, Arrowstar said:

    Memory usage is probably about 1-2 GB, but generally on the lower end of that scale unless you have some big analysis running.

    CPU usage will always be at least 1 core's worth when you're running something, but could potentially go up to 100% if you're using parallel optimization in Mission Architect or Launch Vehicle Designer, or some of the other applications which have implicit multithreading (Porkchop plot, Multi Flyby Maneuver Sequencer).

    Note that CPU usage when the application is idle will always be nearly 0%.

    Lol... now you've got me going down the rabbit hole... :)  I need to look those other mods/utilities up now!   Just look through more of this thread and tutorials....

    Hmm... can one run this through a network?  Sort of like the AvilaSoft EFB for FSX?

  5. 32 minutes ago, Arrowstar said:

    If you have any questions, please don't hesitate to post here and let me know so I can help out.  :)

    Will do, thanks!

    I do have one:  

    With a core i7 3Ghz, 16 GB RAM, 1 GB Nvidia graphics,

    What is this app like for memory/CPU usage?

    Especially if I'm running EVE, SVE, Scatterer, Pood's OPM VE, and a crap ton of part mods....

    And video recording software 

  6. Jool 5 Mission Update:

    Resumption of vehicle testing and mission rehearsals.  The long hiatus from testing due to scheduling and KSC renovations (read my office/workshop/basement :) )  have identified several mission critical issues:

    1 - Laythe Exploration Vehicle doesn't have a science package.  This has been corrected.  Several test flight of the updated design craft have been scheduled.

    2 - All food stuffs were not removed from the various crafts during the hiatus.  Bill is still in Sickbay due to Snack poisoning.

    3 - After multiple recalcutions and tests of the power plant for the main Jool Transfer Vehicle, it was discovered that there was actually not enough fuel for the reactors.  Testing of the now modified vessel and its Launch Vehicle are now underway.  

    4 - probably something else

  7. On 1/8/2019 at 9:42 AM, inoculator said:

    Hi all,

    I am running KSP 1.3.1 using CKAN for Modding and Version 0.13.6.0 of TAC Life Support is installed.
    The BUG from https://github.com/KSP-RO/TacLifeSupport/issues/89 hit me on this.
    Question is: Where is the information stored about the value displayed or calculated.
    My target: Edit some file and change the miscalculated value, reload the game and be happy.
    Is this possible or is my game doomed to this failure?
    Currently I have a done a quicksave before my Kerbals die and I have disabled the Background Processing, which not really does make sense when using TAC ;-)

    br

    Carsten

    Not at my machine at the moment, but I still use KSP 1.3.1. and I think I've had that issue in the past.  I'll be able to check later today to be certain.

    Can you list all your mods in a spoiler? (To avoid a "text wall" for those that don't want to see it).

    To clarify, is this an error where you get a pop up saying your Kerbals are running out of Electric Charge (EC), usually while you're timewarping with another vessel or at the KSC/Tracking Station?

     

  8. 9 hours ago, Angel-125 said:

    Were you grabbing something and time warping? The arm doesn’t like it when you time warp. It is also finicky if you smash the grabbed object into your craft.

    Hmm...  So I noticed that occasionally the shoulder would "jump" or "skip" around it's attachment location on the shuttle (had it attached to the sidewall of the cargobay), and that was right after decoupling the payload and grabbing it with the arm (don't think I whacked the payload into the vessel)

    After that I did try time warping with the grabbed object for a few seconds (noticed that the ore can separated from the arm), then went back to normal speed.  Tried the physics timewarp (using ALT+ .) and everything seemed fine, until the shoulder started doing it's thing again.  So I stopped.  It was about 5 minutes later when the whole thing went poof.

     

     

  9. @Angel-125  Not sure if I should post this here or in Buffalo, (the only 2 of yours I have running in 1.6.1 atm....

    Was using your Mk-1 Station Arm (very cool by the way), and was just cruising around at regular speed (for a while... like 10-15 mins) in orbit waiting to de-orbit and release my ore drum to burn up on decent.

    The arm's magnet was on basically the whole time as I used it to grab the ore drum after decoupling it from the cargo bay.  The arm was deployed outside of the cargobay at a "normal" angle (sorry no pics of that).  When suddenly this happened:

    Spoiler

    FXwgPTt.jpg?1

    Here is the log file...  Ok.. now here is the log file...  What a weird place to put that...

    KSP 1.6.1.

    Mods

    Spoiler

    DSEV

    All of the WBT stuff (I think)

    Buffalo

    Module Manager 4.0.2

    Firespitter dll

    Near Future Props

    MAS

    MechJeb2

    KJR (did the fixes from the fork)

    Janitor's closet

    Cormorant Aeronology

    B9PartSwitch

    ASET

    Animated Decouplers

    ModularLaunchPads Alpha Dev Branch

    000_KSPAPIExtensions

    000_CLickThroughBlocker

     

    Hope that helps...

  10. 2 minutes ago, OHara said:

    This certainly looks like the file with translations (for English, in your case) was corrupted: GameData/Squad/Localizations/dictionary.cfg
    Most of your text comes through in English, and the text that fails tends to be entries toward the end of that file.

    You should be sure to try what the OP originally said they tried first:  re-install or verify installation of the KSP files.

    Ok.  Will try tomorrow.  I haven't put that much time into this round of KSP yet.  Thanks.

  11. @JPLRepo @SQUAD Just did a Google search for "KSP #autoLOC_8002212"  and this thread popped up.  I am running KSP 1.6.1. (just grabbed it today).  This happens in both a modded and unmodded install.  The only difference is that there are multiple #autoLOC_numbersinthispart  in the Settings menu, as well as a few part RClick dialogue boxes and some in-game toolbars (I believe). 

    Here is a screenshot (I hope) of the Settings menu.  I'll add more if I can get them to show up.

     

    p3zVws3.jpg?1

     

    EDIT:  Here is the Advanced Difficulty tab when setting up a new sandbox save:

     

    4v3Y35E.jpg?1

     

    EDIT EDIT:  Here is one from the VAB in sandbox with Cormorant Aeronology's Shuttle Lifting Body by @Pak (I know this is in the Unmodded Tech Support Thread, but I thought I'd show this anyways).

    oPNZGXH.jpg?1

     

  12. On 2/8/2019 at 4:59 PM, JadeOfMaar said:

    @smotheredrun They are very, very different. The Unity version under KSP changes at 1.4. That's big enough of an entry in the changelog all by itself. Sadly, no support will be provided for 1.3.1 but apart from his UFO mod, you can possibly get away with nothing critical breaking.

    If recycling is all you want, install Extraplanetary Launchpads, delete most of its parts, and change EL's recycler recipe to produce Equipment and not ScrapMetal. (And always be sure to turn off the recycler when you're not using it. It will eat kerbals and it will eat things when you don't want it to.)

    Thanks.  Love the eating kerbals part.  I remember hearing about that

  13. 12 hours ago, Gr@y said:

    You use exotic matter, warp plasma and anti-matter at same time.

    P.S. there are some mistypes in .cfg files with "lqdeuterium" instead of "lqdDeuterium". By the way, maybe it's better to jump on liquid hydrogen? It's more unified with other mods.

    IIRC, there is a method to that madness.  It's been a while since I've used the mod, but I believe you need to have 'x' amount of one resource in order to have 'y' amount of another.

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