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Ratchet Hundreda

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Everything posted by Ratchet Hundreda

  1. Most likely scenario. Probably something which just came with the fiasco after the T2 acquisition. No time to rework stupid methods, must make it presentable. Not the best decision still, I would argue, but after all this time they had to show something I guess. Too much pressure.
  2. You realize that means that the engine is out of that fairing in that case? Which means that it is not shielded since it is NOT attached to the bottom or "payload attachment" node of the fairing thus it is not considered shielded by Kerbal Space Program's aerodynamic calculations. You can not shield a mid-stage engine in that interstage fairing since it is not designed to be used that way. There is NO workaround in the stock game for shielding engines they way you want to with that part. However there is a way to make it and it is by using the mod i recommended. Since i can not explain this mechanic more clearly than that if you happened to have further questions i would suggest asking the mod author @e-dog of the Procedural Fairings mod directly on its appropriate forum thread.
  3. Everything seems in order to me. You appear to have the latest version and all of its proper dependencies. I do see some errors in your logs regarding the handling of some UI elements i don't know if it's related though. I can't help you much with that from this point. You should forward your issue to the BDArmory Continued thread with a detailed explanation of the problem, the link to your output_log.txt you provided here and also as requested by he mod author a KSP.log file which you can find in your ...Steam\steamapps\common\Kerbal Space Program folder. Hope they can help with it.
  4. Nice! Unfortunately i will need the whole file not just a portion of it. It would be nice if you could upload it somewhere where i can snatch it from like google drive or dropbox etc..
  5. Like i mentioned snugging it up as close as you can isn't enough. The interstage part has 2 attachment nodes. One for decouplers and the payload attachement and one for the top of the interstage. The top node needs to be connected to something in order for the game to recognize parts connected to the bottom node as shielded. If you leave the top node open the game will think there is nothing inside the fairing. The interstage part originally is meant for ships which stack payloades on top of each other and to shield them properly they are not meant for engine covers since you can not use them for that not in the stock game at least. The game thinks in nodes and in part metadata when putting together how a vessel should handle aerodynamically. The Ferram Aerospace Research mod changes aero calculation so that the shape of the whole vessel is what matters rather then them sum of each parts properties. In which case the areo calculation will account for you shielding the engine from drag in this manner.
  6. Which version of the mod and KSP are you using then? You should also try reading the following thread: I can't help you much unless i see your output_log.txt
  7. 1st the BDArmory is no longer in development but BDArmory Continued is 2nd it's either a severely outdated version of the mod or your version number is incorrect since the oldest version i could find is v0.10.2.1 for KSP 1.1 3rd what you linked is a screenshot of part of your GameData folder which is of no use in terms of helping you identifying the problem First and foremost please read this:
  8. It shouldn't be though. Just browse around the github page and you will get the hang of it. In any case, here you can find on top the latest release of the program v1.22.6 "Guiana". You can find the program if you scroll down to the Donwloads section where you should find the ckan.exe. Download it run it and find the mod you seek.
  9. On the tutorial video there is a Magnet On/Off switch on the menu you bring up by right clicking the end of the arm. Similarly like in this video: Also make sure you have installed all of the mod's dependencies properly:
  10. I assume you are talking about the DarkMultiPlayer mod. I've never installed or played with it ever so can't help much. There is very basic documentation up on the mod author's GitHub. I suggest scrolling down and reading the README.md section and also the Wiki link on the toolbar. You may find the info you are looking for there.
  11. From what i understand from the logs you simply ran out of RAM. You should close any other applications in the background while you are running KSP. Also you should update your graphics driver.
  12. The problem is that the way you use the interstage part the game does not take it as shielded basically meaning that for the game's aero calculations it's as if that fairing isn't there at all. KSP's stock aero calculations does not account for the shape of your craft but for each specific parts own aerodynamic properties. Meaning if you don't enclose the top node of that interstage the game thinks there is nothing inside that fairing and the engine is bare open to the air for which the game's aero calculations will account drag for appropriately. The part which causes the drag is the engine. That's why you don't have drag if you don't have the engine under that tank. If you want shape based aero calculations, Ferram Aerospace Research is the mod for you.
  13. If you have the issue on stock install i would advise making a post about the issue on the unmodded thread as well. As i know Kerbal Engineer Redux is known to cause mouse click issues in the VAB and SPH back in the day, i'm not sure if they fixed the issue and if they did, did it include the fix for OSx as well. I also recall reading about many Apple products having issue with registering mouse clicks properly which is related to a control chip malfunction. You should read into that as well although i don't know if you encountered the issue in case of other programs on your device.
  14. You missed many things: First of all any info on if you are playing stock or a modded install (considering the fact you asked on the modded installs thread i would presume you play modded KSP) If you play a modded install at least a modlist or a log file containing info on the mods you are using Any reproduction steps. What you did before? How you achieved the bug? What parts you were using? etc. I would suggest reading this first:
  15. I presume you are installing manually not from CKAN. In which case the only thing i can help you with is telling you what CKAN considers as its dependencies. Community Resource Pack Interstellar Fuel Switch Core (which isn't Interstellar Fuel Switch itself but the mod should come bundled with it) TweakScale -> which depends on Module Manager Community Tech Tree (probably optional) Universal Storage (probably optional as well) I would guess the download from the original forum thread bundles all the dependencies other than TweakScale which you have to install manually as well, as mentioned by the mod author. After checking if everything is in place doesn't help, i would advise installing the mod via CKAN which i had no issues with so far.
  16. I would advise deleting everything in your "...Steam\steamapps\common\Kerbal Space Program" folder before you make the change to the previous version. If the problem still persists check if you have the proper version of the Real Solar System since it's an expansion pack to that mod and Realism Overhaul which all have their other dependencies all documented on their own forum threads. If you install after you've been already using the mentioned mods there is a note on the original forum thread of the RSS Planets and Moons thread saying:
  17. Hey guys! I have a moderately modded install of KSP version 1.3.0. My problem is that i encounter multiple issues during my play and get a ton of errors and NullReferenceExceptions to the point currently even my save file gets corrupted sometimes. The mods are all installed via CKAN with the exception of DeadlyReentry, PlanetShine and AGEx. These mods should be compatible with 1.3.0 as far as i know and the problem doesn't originate from them as i suspect. Problems i encounter during gameplay regularly are the following: FMRS sometimes corrupts my savefile which i need to restore via the S.A.V.E. mod FAR continuously spams the log with this error: [ERR 18:43:23.451] [FAR] NaN Prediction Section Error: Inputs: AtmDen: 0.0241596 Mach: 0 Re: 0 Kn: NaN skin: Infinity vel: (0.0, 0.0, 0.0) Sometimes in space i get a NullReferenceError from which point SAS and AtmosphereAutopilot can not stabilize vessels. In the VAB sometimes engines ignore fuelflow priority and ignore crossfeed rules resulting in strange dV calculations from KER and magical cross-feeds to engines on vessels which should not receive fuel from specific tanks. Solar panels on vessels keep magically reverting back to retracted state on load but somehow still produce power and stay online when i don't load them. It's got out of hand to the point i can't deal with it alone. I think there are issues with multiple mods which is hard for me to backtrack so i ask for help here. Developers of the mods i'm having problems with may also find useful stuff in my logs. [20171108_1849] output_log.txt KSP.log
  18. Similarly to the previous setup the satellite has 2 DTS-M1 and a HG-55 antenna set to communicate with ground but this time also a single HG-5 High Gain set to talk to the network members. It still does not allow control of the network members. I did not try the setup with relay antennas for both ground comm and network comm yet, i'm about to start to fiddle with it in sandbox. *edit: Yeah, so i experimented with it and turns out the relay satellite needs relay-type antennas for both connecting to ground and talking to probes with direct or a single relay antenna in order for them to be controllable. I don't know how i feel about this. I guess it's just a stock mechanic which doesn't really make much sense... regardless i feel stupid not realizing this mechanic even after playing this game for so long... facepalm2010
  19. Okay since i might've not been clear enough, here is a little more in depth explanation of the issue i'm having: H I would like to create this network with one relay satellite talking to Kerbin ground stations and relaying to the Duna Network members. On the relay satellite Du - R-SAT the dish with the highest comm power is set to talk to the network DSN which is a frequency that the ground stations talk on as well. Other two dishes on the satellite are set to communicate with the Duna Network members. The problem is that the Duna Network members are uncontrollable when set to only talk on the Duna Network frequency even though the relay satellite has connection to ground. They can only talk on open broadcast. *edit: A bit later i realized the problem might be that in the stock game the antennas i used are only capable of direct connections. Since that i launched another satellite with direct antennas for connecting with ground and a relay antenna set to communicate with the network members. The result is still the same. I wonder if the root of the problem may be that i need relay antennas for both establishing connection with the ground and relaying the signal to other vessels...
  20. Hey guys is there a bug in the version for KSP 1.3.0 where you can't control probes if they are connected to networks other than the public broadcasting or is that a feature? *edit: Probes can only be controlled if they have a direct connection to the ground stations. Relayed signals via a network does not allow for probe control even if the relay antenna is well within range. The mod visually shows the connection between vessels.
  21. Yeah i know i actually got rid of a lot of part heavy mods before i finalized this modlist. I would say it shouldn't be too heavy on the part heavy mods side currently. It's absolutely impossible to play without the Trajectories mod Yeah i think i'm good on the CPU as well. The recording did crank it up quite a bit but it runs even the modded installs smoothly.
  22. Yes, but those are posts form 1-2 years ago on later versions and i think i read some already. It's similar nontheless indeed. Yes i suspected that. I actually padded it halfway in the video as well. Isn't there a more convenient solution to that maybe a config file where i can set it higher though? My only concern is that i had even more heavily modded installs in the past without this issue being so prevelant. I wonder if it's perhaps a memory-leak.
  23. Hey guys! I'm running an, i would say moderatly modded install of KSP ver 1.3.0. The issue i'm having is a stutter which appears periodically in uncomfortably short intervals. My question is if the problem is simply my lack of RAM to run all these mods or perhaps something else? Also if it were the sooner do you guys have any recommendations on which mods to exclude form the list, which ones are considered RAM heavy? Modlist: Here is a screenshot of my performance monitor during the run: Here is a video recording the issue: (excuse the low frame rate i recorded it full HD @60 fps it was a bit demanding for my rig) My specs.: Acer Aspire v3 772G Laptop with an i7-4702MQ @2.2GHz (3.2GHz turbo), 8GB of DDR3 RAM and an NVIDIA GeForce GT 750M. The game runs from a Samsung SSD.
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