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saxyomega90125

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Everything posted by saxyomega90125

  1. I'm trying to create different RTG fuel pellet options using both B9PartSwitch and NFE's DecayingRTGs feature, but NFE is not respecting the HalfLife value specified in ModuleB9PartSwitch. It does respect the BasePower value so I'm fairly certain I have the config written correctly. Here's a sample config. It's short, I've included only two fuel types for brevity's sake. Identifying incorrect behavior is quick and easy with a test craft with the radically different half-lives. The subtypes will display the correct half-life in the selection menu, and the RTG does as well as in flight in the part info window, but in actual use on a vessel, all subtypes actually decay based on whatever HalfLife I specify in the initial definition of the module. BasePower does work though, and each subtype will use the value specified in its MODULE DATA in flight for that, so as far as I can tell I have written it correctly. I have tried two other things. First, simply not including a HalfLife value at all in the initial definition and only defining it in the subtypes (a MODULE field was added to the 238Pu subtype). In that case every subtype will still display the correct HalfLife exactly as above, but now the decay will follow whatever HalfLife value is specified in the first listed subtype within ModuleB9PartSwitch. Second, if I define a completely separate version of the RTG using +PART[rtg] and going from there, that will respect the HalfLife defined within that part and I will have two properly working RTGs. I can do that, but I am trying to use B9PartSwitch to avoid cluttering the editor with 3-5 instances each of several mods' RTGs. Everything else I am trying to do in the above config works. Base power always shows as 0.00 in the editor which is odd, but it displays and functions correctly in flight. Am I making a dumb mistake in my code, or is this a bug somewhere? I know the MODULE feature of B9PartSwitch is not perfect and occasionally modules don't play nice with it, but since NFE bundles it and uses it extensively, I wouldn't have expected a compatibility issue.
  2. Oh, this is really frickin weird then. I don't have KSP installed via Steam. It's direct from Private Division's website download... and it is in /home/sean/Games. I do have Steam on here and other games installed with it, but its primary directory is on a totally different drive not in /home, and Steam isn't even running in the background. I thought I was stumped before, but now I just have no idea what's going on. So uh, in my adventures I went and tried Tweakscale 2.4.5.9, and by all appearances that worked totally fine. Also tried 2.4.6.0 and that was the same as the more recent ones. I've appended the logs into my DB link, although it seems you know where the problem is. What would happen if I used 2.4.5.9 for a while until this is sorted out?
  3. I'm getting the Houston alert too. It was previously working, but I updated via CKAN for the first time since late last year and I forget what the previous version was because I am dumb. Here's what I've tried so far: Ignoring the warning; Tweakscale did not work or appear at all, unsurprisingly. Uninstalling all mods and reinstalling TS 2.4.6.10 and KSP Recall 0.2.2.3 per instructions in zip file; got the Houston warning, after skipping the TS sliders appeared in editor but changes were not applied. Removing MMwatchdog from above; Houston problem, didn't bother to continue. Completely fresh install of KSP without even DLC, and installing nothing but TS and KSP Recall; Houston problem, didn't bother to continue. Add ZeroMiniAVC to previous; no change. Delete ZeroMiniAVC and rollback to TS 2.4.6.8 from zip; no change. EDIT: I do still have MM 4.2.1 for all of these. Forgot to mention it but it's there. I am officially at a loss. Any ideas? Here is my KSP log using a clean 1.12.3 install, Tweakscale 2.4.6.10 installed from zip, KSP Recall 0.2.2.3, and nothing else. I am getting the Houston warning, and if I skip through it, I can view TS sliders but they do nothing.
  4. 1.10 status update: still working, with caveat. I'm using 1.10.1 with Breaking Ground, and also Science Full Reward and [x] Science (there's a 'continued' or something on one of those but whatever). It appears to me that RE: Science Revisited bis Revisited ad Repetitium still works fine, except for the new stuff for which it simply has no (re)configs. I just launched a little satellite with a magnetometer and it was irking me, so I made a quick fix for that particular part. To make the new Magnetometer work with Science Revisited, just plop a text file with a .cfg extension anywhere in your GameData, and paste in the following contents: @zekew11, you still around? I looked briefly at 1.10's new comet samples. They use their own thing instead of ModuleScienceExperiment, and I haven't tried them yet in-game so I have no clue how they work as far as transmitting. Sorry I'm no help there, but I believe that as of right now this is the only other new thing this mod might need to worry about.
  5. Happens to me too, I solve it by changing to another scanned planet and returning to previous. I had it too with my first mapsat in my new save. I took the opportunity to poke at the issue a little bit. Easiest solution is to just switch the 'Celestial Body' option to anything else, and switch it back. Mine loaded and also refreshed properly after that quick state change. It appears that SCANsat gives you Kerbin and the Sun by default, so you always have another option there. I can see this being mildly annoying though. Here's my log if anyone cares - don't mind the absolute pile of other mods. The craft names with SCANsat equipment are Eagle Eye 1 and 2, but I was viewing the big map in the Tracking Station.
  6. Would it not be better to include this, or at least this information, in the main release? IME the majority players who use Kopernicus aren't running multistar, they're just running a planet pack or two i.e. OPM. And having this information here, it's just going to get lost for 90-95% of users as soon as the thread hits page 23. Seems to me the best choice would be to add in a MM config that only enables Kopernicus solar panels if it detects one of the popular multistar mods. Failing that, if you want multistar support to be the priority, you could include a standalone config in the mod's zip called 'Stock Solar Panels for non-multistar users' with the instructions above at the top of the file and on the front page post. Or for CKAN, maybe even just slap together a parallel release with that config in it. Any of those options will make it easier for the people who download the mod, and anything you can do to make it easy for them will cut the number of support requests you get dramatically. Congrats on the 1.9.1 release btw
  7. I don't post here much, but I'm starting a brand new save and paring down my mods now that I'm updating to 1.7 + Breaking Ground. I was still a bit hesitant to just toss the whole save since I started it back in KSP 1.0, but when I realized it would reset FF my doubts were officially gone - I didn't have this mod until after my first wave of Mun and Minmus missions and I don't remember who was on all of them, and it's always bugged me. With that in mind, I just want to give a shoutout to you @Nereid. I've been playing since KSP 0.23.5 and using a significant number of mods since 0.90. In that time I've only picked up five or six mods I would consider absolute must-haves - mods without which I would enjoy KSP significantly less - and this is one of them. Thank you!
  8. Okay, got it working. I think. Don't have time to check but no warnings this time for IR parts when I load the save. When did IR Next become a thing? I looked in my 1.2.2 install and found IR 2.0.10, which I can find no record of on the web. I copied the parts and the Blizzy file from there into my 1.6.1 MSI folder and that solved the problem, so it must have been the then-new parts.
  9. Deleting the MM files got it to boot. I don't know why since those files were created with literally the exact same mod configuration I have now. ¯\_(ツ)_/¯ New problem. When I go to load my save, all craft I have made that use old IR parts are now showing that the parts are unable to load. I don't care if the old mod becomes incompatible soon, but I need to go in there and edit the craft files to use new IR parts then save edit them in place of the existing ones. I have v2.0.2 of the old mod installed parallel to IR Next and Sequencer. Is there something I'm missing?
  10. How did you get How did you get it working? Mine crashes while booting due to mono.dll access violation, even if the only mod installed is Infernal Robotics.
  11. I'm in the process of upgrading from 1.2.2 to 1.6.1, and the first glaring issue I'm finding is that KSP now seems intent on setting the resolution automatically in full screen mode. I know the developers thought that was a pretty neat idea, but I play on a 4K 13" Zenbook and I do not run the game in 4K. The UI becomes tiny, and I don't even bother to fix that because it runs with as much chop as a chef with two seven-inch knives, a shipping container full of bell peppers, and a bag of cocaine. What I've always done is set resolution to 1600x900. I've been perfectly content and it's worked fine, but every time I boot KSP it automatically sets the resolution to 3200x1800 which is the monitor's actual resolution. How can I make it NOT do that?
  12. Having similar issues. I have a Zenbook with a 3200x1600 screen, but because KSP runs like bovid feces at 4K (big surprise) I have the resolution set to 1600x900. 1.6.1 seems intent on setting the resolution automatically.
  13. Hm, my timing is great! I'm just collecting mods to upgrade to KSP 1.6 and found this a few hours after you put it up. Nice work!
  14. Is it possible to use only certain components of this mod? I really would like the radiation bit, but that's all, and I wouldn't want this to conflict with RT or USI-LS which I will continue using.
  15. Is there a mod that adds some IRL-like axial tilt, inclination, and eccentricity to the orbits of Kerbin and Mun, and maybe other bodies that lack this sort of thing? It would be nice to have that little touch in addition to OPM.
  16. A late congrats on release! I don't update my KSP or mods often, so I am only just now seeing this lol. Off the top of your head does anyone know if the current version will work on KSP 1.3.1? EDIT: I'm an idiot! I'm still running 1.2.2 so none of them work. Wasn't kidding in the last paragraph lol. I probably won't update until at least 1.5 - major updates are a PITA with a continuous save. I hope it's a while before a KSP update breaks the old mod. I also hope I don't use the old mod as extensively as I think I do.
  17. Well, sadly no DockRotate for me in 1.2.2. Game crashes while loading KW for some reason, but removing DockRotate fixes it. Ah well, I'll grab this when I update to KSP 1.4 or 1.5. Good luck getting the kinks ironed out!
  18. Ooh! I was really having a bear of a time getting a space station module aligned using the MechJeb docking autopilot the other day, and I remember thinking that if a simple LKO space station is this fickle I'm going to have fun when I get to building interplanetary ships and stations. This is one of those things where KSP gets in its own way and you just need a mod to fix it. This probably saved me a lot of headaches. Thanks a ton! EDIT: Crap, I just realized this is so new it only supports 1.3.1. Well, we're going to see if it works in 1.2.2! This could get interesting.
  19. @Yakuzi I'm liking what I see with the Katatoechi, going to give that beastie a try! I've been looking to replace the rockets I'm using for my routine USI-LS resupplies and I like that plane's payload specs, plus it just looks great. How do you guys figure out these things' ascent profiles? Half the time when I build a rocket the test flight goes perfectly without any tweaks, but I have never made a working spaceplane. Even my large attempts usually handle fine, but even when I get a good TWR going I think I'm just flying them wrong.
  20. Are there any mods - besides RealChute, don't like dealing with that one - that add an inline parachute? Or even better, inline parachutes for all the stack sizes with appropriate height proportions?
  21. Ship Manifest also has a resource dump function, but I think the OP wants a mechanic to drain RCS using realistic means. I always just hold down N while I burn - real craft use RCS to maintain attitude for reentry, but since that isn't as critical in KSP I use it to help offset the mass change from the loss of ablative shielding I get with DR that Trajectories won't account for. RCS units are already set so that nozzles facing at an angle less than or equal to 45 degrees from dead aftward (I think that's how it figures it out) are automatically available via throttle when the craft has no proper engines active and RCS is engaged. If you're having trouble, I wonder if that mechanic could be interfering with your part clone? If still going for the OP idea, I think it would be better to do a mode toggle on RCS nozzles in the right click menu so you can set it as an action group, and add an option to add to staging if you like. Making it apply to all RCS should be as simple as applying it to any part that defaults to being an RCS unit. The trajectory alteration from mass decrease due to fuel jettison might require a corrective maneuver, or I might refuel a craft after entry and descent, and in either case I would want normal RCS control back at some point. Not to mention, I already have enough fun dealing with staging!
  22. And disabled of course, for anyone with an established save - Kerbals suddenly discovering the feeling of hunger while in orbit of Jool could be problematic. I forgot, another big reason I like USI over Snacks is the [optional] time limit on EVAs. I have to say though, I wish it had the reputation impact like Snacks - not that I play career often but it's a nice touch.
  23. This. Compared to TAC, USI only adds one resource to support Kerbals - think of it as grouping O2, food, and water on the Kerbals' end, into a single resource (Supplies) on your end - and then two or three others for recycling. Much less complex and time-consuming, and a much smaller footprint, than TAC. It is just a video game after all. Snacks has come a long way since I decided to use a life support mod, and it has many more options which I like than it did when I tried it, but I still prefer USI for three reasons. First, I prefer the slight increase in complexity of USI - namely that recycling resources is not as simple as turning waste into food, so you have to design a ship to be capable or recycling, not just slap on a part. Second, I prefer USI's option to make starved Kerbals cease responding to all commands vs. Snacks' partial loss (unless that faint timer has a 'forever' option). With too few supplies Kerbals are effectively dead as far as any mission is concerned, but I don't want space station crews to die if I flat-out forget a routine resupply. Lastly, I like that they need electricity in addition to Supplies. What I would like to see added as an option to USI or as a separate mod is risk that Kerbals can also faint/die from overheating, at least on EVA, depending on proximity to the sun and the atmospheric temperature of each planet. This would make landing on Moho in the day and on Eve at all a realistically dangerous proposition (ie suicidal). I've tried USI, USI-Lite if that still exists, TAC, and back in KSP_0.90 Snacks. Plus one other mod back in 0.90 that no longer exists. Been using USI since 0.90 but tried TAC again recently,
  24. Try USI Life Support. It only adds three or four resources (including recycling stuff) and a handful of parts, so it's perfectly stock-balanced IMO. More functionality and options than Snacks, but not nearly as time-consuming as TAC. My only complaint is a couple parts designed to integrate with other USI mods, at least in the 1.2.2 version (I don't update often). Easy fix though - delete the parts yourself. I would rather do transfer predictions in a separate program than stock or a mod... unless I do them by hand. That's something you don't do often so I don't want it cluttering the game up. By the same token I used to use FAR, but since Squard added an aerodynamics system it's been good enough for me coupled with DRE, especially considering the increased CPU load of FAR and its incessant compatibility issues with Trajectories. Mods are awesome, but for Squad in many areas there is something to be said for keeping it simple. I started stock-only in 0.25 and didn't try any mods until I'd had 0.90 for a while. Now I have... [checks GameData] 64 mods installed, I believe, but there are four I truly cannot enjoy KSP without: - Mechjeb - KW (if only for the engines) - EVE - KAC (this one REALLY needs to be stock) I also use TweakScale on solar panels and other surface-attached parts on literally everything I make. I could live without it, but anyone who has tried to build a rover, a tiny probe or lander, or a microsat knows you need TweakScale for that.
  25. I don't know why I bothered to check for an update today. A web search only coughs up the link to v2.7 without a fight, so I was still running that until now, but today I found Redux and then followed that here. Good to see there's a current version, but I do wonder how many other similarly loyal but unmotivated KW users haven't found the updates yet - none of my friends knew. Maybe a moderator could crack open the older threads and put up a link with instructions in big evil red letters? In any case, KW is one of the first three mods I got, back before beta, and it's one of the handful I simply cannot live without. My GameData is just under 2GB now, but to this day nearly everything I've built would cease to exist without KW. Thanks for what you do.
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