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grisby_2133

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Posts posted by grisby_2133

  1. Heh!  No, no, I wasn't using SystemHeat on that; :) the 1.3.1. install hasn't been messed with in over a year :D

    But I downloaded 1.12.2 and a bunch of mods hoping to get a new game going!

    But I'm missing my Karborundum+water tanks!  Is there a description of what the different +PART, @PART, etc. means?  There used to be Modular Fuel Tanks, but looks like it's been dead for some time now...  so I'm trying to get everything back but I guess I need to use B9PartSwitch instead of ModularFuelTanks...

    (?)

  2. How does one go about 'debugging' the B9 tank types?  I'm trying to copy CRP/FFT.cfg to add a KARBWATER (Karborundum+Water) tank type.  I'm seeing

    [LOG 19:06:07.582] B9TankSettings: registered tank type KARBWATER
    

    In my ksp.log, but I'm not seeing it added to the in-game B9 part switcher.  A relevant section looks like this...does this seem right?

    B9_TANK_TYPE
    {
        name = KARBWATER
        title = Karborundum + Water
        tankMass = 0.000125
        tankCost = 0.25
    
        RESOURCE
        {
            name = Karborundum
            unitsPerVolume = 0.98
        }
        RESOURCE
        {
            name = Water
            unitsPerVolume = 0.02
        }
    }
    
    @PART:HAS[#manufacturer[OPT*Division],@MODULE[ModuleB9PartSwitch],#TankTag[OPT*]]:NEEDS[B9PartSwitch,KarbonitePlus]
    {
        @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[OPTwing]]
        {
            SUBTYPE
            {
                name = KARBWATER
                tankType = KARBWATER
                title = Karborundum + Water
            }
        }
    }

     

  3. I'm also seeing some other strange errors:

    [WRN 15:14:58.071] Warning on PartSubtype Ore on module ModuleB9PartSwitch (moduleID='DarkMassInput') on part engine.darkDrive: Could not find matching module
    [EXC 15:14:58.077] Exception: Could not find matching module
    	B9PartSwitch.ModuleMatcher.FindModule (Part part) (at <2aacd5f344de4b4cbd0690767697fdd6>:0)
    	B9PartSwitch.ModuleModifierInfo+<CreatePartModifiers>d__10.MoveNext () (at <2aacd5f344de4b4cbd0690767697fdd6>:0)
    	B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) (at <2aacd5f344de4b4cbd0690767697fdd6>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:LogException(Exception)
    	B9PartSwitch.PartSubtype:Setup(ModuleB9PartSwitch, Boolean)
    	B9PartSwitch.ModuleB9PartSwitch:InitializeSubtypes(Boolean)
    	B9PartSwitch.ModuleB9PartSwitch:GetInfo()
    	PartLoader:CompilePartInfo(AvailablePart, Part)
    	<CompileParts>d__56:MoveNext()
    	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    

     

  4. Heh, I think I must have something else going on.  (I've got 3.4.1.)   I'm going to see if I can disable stuff until I get stable again:

    3.4.1

    * Fixed lingering OPT SAS problem(s).
    * Fixed excessive EC demand of 2.5m Dark Energy power sphere's Dark Goo regeneration.
    * Increased drag power of OPT airbrakes.
     

    3.4.1
    
    * Fixed lingering OPT SAS problem(s).
    * Fixed excessive EC demand of 2.5m Dark Energy power sphere's Dark Goo regeneration.
    * Increased drag power of OPT airbrakes.
    

     

  5. I'm seeing a bunch of these with OPT parts:

    [ERR 20:24:15.729] Module TweakScale threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object
      at TweakScale.Hotkey.Load () [0x00000] in <3fffb31832484cf3a46abdce9d493425>:0 
      at TweakScale.Hotkey..ctor (System.String name, System.Collections.Generic.ICollection`1[T] defaultKey) [0x00068] in <3fffb31832484cf3a46abdce9d493425>:0 
      at TweakScale.Hotkeyable..ctor (TweakScale.OSD osd, System.String name, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x00030] in <3fffb31832484cf3a46abdce9d493425>:0 
      at TweakScale.HotkeyManager.AddHotkey (System.String hotkeyName, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x0001b] in <3fffb31832484cf3a46abdce9d493425>:0 
      at TweakScale.TweakScale.OnStart (PartModule+StartState state) [0x000bd] in <3fffb31832484cf3a46abdce9d493425>:0 
      at Part.ModulesOnStart () [0x00120] in <8861f4ca916d41ddac4d879a32ad34b2>:0 
    

    Does anyone know what to do about it?

  6. On 3/7/2021 at 8:51 AM, JadeOfMaar said:

    This is due to System Heat and its generic extras patch that changes -all- compatible resource converter modules into system heat converters. Unfortunately I cannot provide for both cases at once where users do and do not install that extra config so for the time being, you must install that for yourself to relieve this problem. 

    You're welcome BTW :D

    Hi @JadeOfMaar (or @Nertea), I'm not very module-saavy, could you explain exactly how to get past this seeming conflict between OPT and System Heat?

  7. Hey all, first of all thanks to @taniwha for the addon, and to @nodrogj for doing a great job of summarizing the instructions in this thread!

    I have one observation (maybe it's a bug?) then a few related questions:

    First, when importing craft files (From KSP 1.3.1) some parts get painted with some sort of chrome-environment-mapping type shader.

    Secondly, I've read some posts about "editing the materials" etc. but the Blender tutorials on editing materials in Blender do not seem to help me find the materials that are used by these parts.

    Similar with the animations.  Is it possible to have some parts at one end of the animation sequence and others at the "other end" so-to-speak?  I don't even know how to search for instructions on how to figure this out!

    So my final question: Does anyone have a link to somewhere that I can find a conceptual overview of how to work with Blender objects arranged in collections and instanced like this?  How to use the Blender UI to find/navigate to the "real" parts that can be properly edited, etc.?  Or a tutorial that covers such things?

    Thanks so much for adding a fascinating new element to KSP!

    0f5uSRS.jpg

  8. Hope you don't mind mods and enormously OP parts...personally I'm no longer dedicated to KSP enough to make anything realistic anymore!  It's so much fun to go into sandbox mode and make the most outrageously awesome craft!!!

    Anyway, I liked your challenge, so I put this craft together using some OPT parts and the Torch Drive (because, why not!)  Now it does have some stabilizers at the wingtips, but I think the only other option you'll have would be to just clip in a bunch of large reaction wheels... KSP doesn't have yaw-controlled speed brakes to my knowledge...

    The Space Wing is really nicely balanced, and having such a huge wing area it's almost impossible to stall... I had fun orbiting and landing at the desert field.

    L803yhG.pngGET6iuG.pngmIIuTum.pngxYZVhMV.pngEgZgJTl.pngvZqZuIF.png92w1FfC.pngOKHeGOI.png6s4FiHC.pngcyMuYOb.pngtUn3pYQ.png

    This was a really fun exercise!  Of course, stock parts would be a bit more limiting...  someone should create a yaw-control-controlled-airbrake then you wouldn't need vertical surfaces at all...

  9. Ok, I have lurked too long.

    I've been playing KSP for a number of years now, but I'm kind of getting back into it with all the hype surrounding KSP2!

    I've always loved the OPT parts, they always inspired me (in part because I've also always loved atmospheric flight).

    So without further ado, my largest two OPT creations: the Modular Bird of Prey, and the biggest, the Big Bird of Prey.

    vZdzQRJ.png

    When I designed them I was still stinging from the accuracy of MechJeb's orbit-matching code destroying some ships.  (MechJeb had matched orbits so perfectly, that during the final stage of the Hohmann transfer, it decelerated *right through* my station!  If the station had been tiny, it probably would have literally just kissed its center of mass!)

    Since then, I learned how to match orbits and dock manually (so much faster and fuel-efficient than using MechJeb anyway!)

    Long story short, the distinguishing features of these two are that the front half can decouple from the rear, serving as a sort of shuttle or life-boat in the case of emergency.

    0dFKsLf.png

    Here's a view of the shroud hiding the docking ports underneath.  You can see this was before I discovered auto-strutting.  Each half has adequate RCS placement to give it good control during docking, even with the bridge detached.

    Getting two craft of this mass docked took quite a bit of patience!

    XHbxRFT.png

    The big one on top has two docking ports, one in the neck near the bridge, and another one on the bottom of the crew quarters.  (Love those flat-attachable docking ports!  Whatever happened to those, were they from OPT?)

    U3ke5WZ.png

    The smaller ("modular") one used Mk3 cargo bay which opened on the ventral/bottom side.  The larger one used OPT cargo bays, and it sure could hold a lot of cargo!

    Look at those Dark Matter Drives!!  The original vision for OPT I think really embraced the idea of "OP" and I always loved it!  I don't really have time to crank science in career or use tiny low-ISP engines.

    IoTdJz1.png

    Really a pretty good-sized ship!

    1VbjLZb.png

    The crew lives underneath the cargo area, and Big Bird of Prey has room for 22 Kerbals in addition to the huge cargo area!

    VKTdCuA.png

    With such a broad wing area, (plus lifting-body fuselage parts) it had plenty of lift...the challenge was the disposable take-off gear, and of course the wings on the bridge section act as canards in this design.  Pretty good control, but the framerate on my laptop is slow enough that I wouldn't want to try reentry/landing.

    nrHXeie.png

    Oh, I almost forgot...perhaps due to my irritation at MechJeb having destroyed so much hard work, I also added two tiny one-man lifeboats with a tiny amount of LFO and a parachute for a hopefully-safe getaway for two lucky Kerbals if needed.

    Ok, now on to some other favorite OPT craft!  I give you...the Ignitor Shuttle!

    v9DUE3i.png

    This happened after I discovered the "Candle Drives" in some other mod...it takes off and lands vertically, no parachute.

    TyHtlxE.png

    There's a little hatch on the underside to get you in and out.

    FbuUGAw.png

    Can't get too much of this!

    cuyDQnq.png

    kWJIrZG.png

    Finally, there's this tiny little shuttle I made after I discovered what fun it is to fine-tune parts to fit perfectly together using TweakScale...this is the Micro Moth shuttle for two:

    cyGRQT3.png

    It's perfectly balanced and flies like a dream in-atmosphere.

    OTfZOvO.pngLm0TcnD.pngBwzT8xS.png

    There's a docking port on the underside (because on top the tail surfaces would be in the way).

    23vjzYd.pngV1uPBDQ.pngpogXyu6.png

    Then I had a couple of free hours and had a blast designing strange things around the Phoenix Concept cockpit...I had also discovered this mod called "TCA" which happens to help in control of engine arrangements like this, using my now-favorite candle engines...

    AfIHehd.pngEDeeuAv.png

    The underside has the mandatory docking port, which actually was a pretty good fit... this being a "puller" design... the landing legs are shamelessly cropped into the body.  (In situations where a real engineer would be able to find a solution to the problem, I have never had a problem with cropping parts into each other.)

    GeSM64l.png

    Thanks everyone for inspiring me.

    And thanks for keeping the OPT parts alive!!!

  10. I just installed OPT, OPT_Legacy, and OPT_Reconfig-1.7.0 on a clean 1.7.3 (along with ModuleManager-4.0.3) and it's hanging while loading.

    Unity log shows this:

    PartLoader: Compiling Part 'OPT_Legacy/Parts/Engines/SAGE/OPT_SAGE/opt_sage'
     
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    PartLoader: Part 'OPT_Legacy/Parts/Engines/SAGE/OPT_SAGE/opt_sage' has no database record. Creating.
     
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    DragCubeSystem: Creating drag cubes for part 'opt.sage'
     
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    NullReferenceException: Object reference not set to an instance of an object
      at ModuleResourceIntake.GetInfo () [0x00000] in <filename unknown>:0 
      at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 
      at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
      at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
     
    (Filename:  Line: -1)
    
    Setting up 4 worker threads for Enlighten.
      Thread -> id: 70000c56f000 -> priority: 1 
      Thread -> id: 70000c5f2000 -> priority: 1 
      Thread -> id: 70000c675000 -> priority: 1 
      Thread -> id: 70000c6f8000 -> priority: 1 
    [CompoundPart] onEditorEndTweak
     
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    [CompoundPart] onEditorEndTweak
     
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    

    Update: it happens with both SAGE and SURGE engines...removing them fixed it...but does anybody know what the problem is?

  11. Hi Squad and everyone,

    To improve on the KSPOGL.command file, I've updated it to this.  The change allows users to rename their KSP folder (e.,g., "KSP_1.7.3") or move it elsewhere.  That may be what was blocking a few from being able to run it properly.

    Make sure you put the KSPOGL.command file inside your main KSP folder and directly beside the KSP.app bundle.

    #!/bin/bash
    APPDIR=$(dirname "$0")
    "$APPDIR/KSP.app/Contents/MacOS/KSP" -force-opengl
    

     

  12. Hi,

    I went through the PayPal checkout process on the web site, and was sent an email with an 'order ID'.  Days later, still nothing shows up under my 'products purchased.'

    Thinking somehow I erred, I went through the process again, made a second purchase.

    Again, nothing.

    I've sent multiple emails to the following accounts:

    [email protected]
    [email protected]
    [email protected]

    I've even opened two disputes through PayPal.  (Because I have never received anything for either payment.)

    I have received no response at all except one single auto-response email. 

    Is this company dead? Is everyone on vacation?

    What an awful experience.

    Does anyone know how I can get this resolved?

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