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Everything posted by chaoseclipse01
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I plan out my missions with overkill resource generation where possible. Honestly, 4 greenhouses would be more than enough for 20 Kerbals, but I plan for redundancy in mind. I also use the greenhouses as oxygen production and CO2 removal, and for Ammonia removal, as four Kerbals more than generate enough ammonia needed for 4 greenhouses. And as far as when solar storms strike, you need to have at least one vessel out and active, and when you open the Kerbalism menu and hover over the electricity symbol, it'll tell you how much time is left before the next solar storm becomes active. I'm sure there's more than one way to find out when a CME is going to occur, but that's the only way I know off the top of my head right now.
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I know what you're going through. I experienced a problem with food shortage before. My guess is that you dumped the food into a container that didn't have at least 2500 units of food specific storage capacity, so you lost a large portion of food. The only way around that is to have at least one medium or one large food container specifically dedicated for food, then dump your greenhouse harvest directly into that container specifically. Another thing that helps is having more than one greenhouse, then stager the greenhouses so that you constantly get food every once in a while. I generally take four greenhouses with me on any trip beyond the Mun, then I start one greenhouse at launch, wait 50 days, start the second one, wait another 50 days, start the third one, wait 50 days again, then start the last one and harvest the first one. It's a little tedious, but it ensures you'll never have a food shortage ever, even with a 4 kerbal crew. As far as solar storms go, you'd need close to 1000 of the active generators to shield against a solar storm. The point of the active shield is to protect against the average radiation your crew will face going between planets, otherwise you have to plan your missions so that way you're not out in interplanetary space when a solar storm strikes, meaning you need to be within a sufficiently strong enough magnetosphere before a storm rolls through. I hope all that helps.
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@the_machemer I take it you're like me and you're running on a really low end computer? (My really nice computer bit the dust about three months ago, I've been stuck using a crappy Toshiba Satellite that I got from my tech school to do much of anything these days, KSP takes like 25 to 30 minutes to load up with all the mods I have installed)
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@ShotgunNinja Ah, that makes a lot of sense, I can see it being an emergency generator when you're first starting out and don't have access to solar panels or anything yet. I just had problems with it late game when I had access to KSPI's multiple nuclear, fission, and Antimatter reactors that can generate obscene amounts of EC. Overall it's not a bad process to have, only maybe if it gets toned back so that it generates nitrogen at a rate similar to atmosphere leakage, because a couple of versions ago it could destroy large tanks of Oxygen like they were nothing. Edit: I think the last part may have been due to the fact I was using the OPT K Shuttle cockpit a lot, it's beast in size (over 100 cubic meter interior), meaning the MFC had monsterous inputs and outputs.
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@ShotgunNinja Glad to see my two cents could make a difference lol. About the only thing I'm curious about is if SCOA completely replaced the Monoprop Fuel Cell. I had issues with it at one point because it generated EC as a byproduct, and when my EC was at full (which I ensured I always had Overkill EC generation), the fuel cell refuses to work unless you purposely get rid of some EC. Also, thanks for the heads up, I'm going to read the release to see how the manual magnetosphere alignment works now.
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@ShotgunNinja Hey man, I just checked out and downloaded the new update, I'm glad to see a SCOA process made it into the chemical plants, going to have fun using it. Also, I think I figured out what was causing my issue with Magnetospheres pointing in incorrect directions. It was a combination of having MKS, Kerbalism, and Kerbol Star System installed. For whatever reason MKS was causing an issue with the rendering of your Magnetospheres when a non-stock star system is being used.
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@MarkusA380 Well, this is slightly annoying. I can't seem to get anything to launch faster than 1c to make my game crash. I'll try to get it to crash later, but for now here's my KSP.log file. https://drive.google.com/file/d/0BxPXtptMuIe2aWFRZ0xUUjNqb0E/view?usp=sharing It's a little on the large size at 5MB. Edit: I still can't get the game to crash so I can generate a crash log, but while messing around I think I may have come up with a temporary solution to prevent the bug from happening until it can be properly fixed. Under the Rotation menu only, once a reference body has been selected, disable or "Grey out" the Activate/Deactivate button so that the only way to stop PR from working would be to set the reference body to "None," which re-enables the Activate/Deactivate button, seeing how the bug doesn't happen once the reference body is set back to none. This way it prevents people from setting up the condition to cause the bug to happen in the first place. Edit: Something else I noticed while watching the video I made, under the condition when the bug happens, I notice all the parts on the craft get shoved into the command module. Does this mod calculate and modify the rotation and location of all the parts of a craft rather than just the command module only?
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Give me a few minutes, going to delete my current log file and reload my game to generate a fresh one. That way you got an idea what all mods I have. I'm also going to attempt to force the game to crash so I can see if I can provide a crash log as well.
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@MarkusA380 @Drew Kerman Alright, I made a video of my bug happening. I show the bug happening the first time, then I play around with PR until I put it into the setting that causes the bug to happen every time on the final go. Video is currently uploading to YouTube, about an hour and a half left, will edit this post with the video link once it's done. Edit: Here's the video. Precise steps to replicate results in video description. By the way, I have the video set as Unlisted and comments disabled. I'll promptly remove the video after you're done seeing it, I don't want to give the impression I'm bashing the mod, I'm just trying to show the issue I'm having.
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@MarkusA380 @Drew Kerman I was using 1.8.3, I updated to 1.8.4, however, my issue still persists, no pun intended. It only seems to happen when I fully deactivate PR, as in pressing the "Deactivate" button in the PR menu and have both the "Momentum" and "Rotation" buttons red, enter high time compression (1,000x+), then exiting high time compression (Zero Throttle, /, or "Warp to here" function). Managed to make it happen using just a Mk1 Command Capsule. I could record a video of this occurring because it happens every time under the criteria I mentioned. Forgot to mention, I do have MechJeb2 and Warp Plugin, I did double-check and saw there was an issue with PR and MJ2, however, I have both the Warp Plugin and MJ2 updated to their latest versions, so there shouldn't be a mod conflict there. So far every launch from orbit has resulted in subluminal speeds, so my game hasn't crashed and thus no crash log. The only other potential conflict I can imagine is Kopernicus (Used to have Kerbol Star System installed, however I figured out KSS was causing my 45 minute load times, so I went back to just having the stock system).
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I think I might be having an issue with Persistent Rotation...I've consistently had different craft randomly shred apart and all manner of debris go at near light speeds in high polar orbits (1000Km+). It seems to happen after I activate Persistent Rotation "Relative" body rotation for a while for my craft with a celestial body selected, then after creating a maneuver node and deactivating Persistent Rotation's "Relative" rotation (As in both of the menu buttons being red), go into really high time compression, and upon exiting time compression the game locks for a second, and well RIP craft. I tested the most basic craft I could to make sure part clipping wasn't an issue, and it's not caused due to part clipping. I got rid of Persistent Rotation and it solved my issue. I'm not entirely sure if it's a new bug with the latest version, or if I'm having a mod conflict. Also, I seem to have an issue with orbits shifting around slightly (Between 1m to 400m depending on orbit size) just from RW movements alone with PR installed, which also stopped after removing PR. Not sure if this is a mechanic introduced by this mod or not, thought I should mention it.
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@ShotgunNinja Try warping Kerbin 25% to 50% of its year, the Magnetosphere doesn't line up sometimes. I've had the magnetosphere point nearly 180° in the incorrect direction at times, and had the magnetosphere point at 90° off a few times. Edit: I didn't think of it until now, but it might be more of an issue on my end with Kopernicus being installed, though I restarted my game with no planet or star system packs installed so I only have Stock KSP solar system right now whereas before I had Kerbal Star System installed before, I'll try messing with my game now that I don't have KSS installed and see if I'm getting the same magnetosphere alignment issue. Also, my bad about the Geiger Counter, I thought it was bigger for some reason, I always placed it on sections of my craft not anywhere near command modules, for some reason it looked bigger to me than that, then again my judgement of size is horrible lol.
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A couple of questions radiation related. 1. Rather than making it it's own separate part, why not include the Geiger Counter as being built into command modules? Or at least into manned command modules, anything to help lower part count for manned vessels (Not to be dissing your job on the Geiger Counter model, it looks great, but sadly it ends up being larger than 2 Kerbals, and I've held a Geiger Counter before). 2. How come the Radiation Belts / Magnetospheres don't line up properly with the sun? Is it not possible to have them rotate to always face the sun? Or at least have them set to have a rotation counter-clockwise that matches the time it takes for the body to make one orbit around the sun so that their magnetosphere and radiation belts always face the correct way? It's a little silly seeing the tail of Kerbin's magnetosphere pointing straight at the sun at times lol. Also @ShotgunNinja, I figured out what was the cause of my Solar Panel glitch, it wasn't incompatibility issues with MKS and Kerbalism, found out I had corrupt game files that failed Steam Verification, after reinstalling those files my solar panels went back to being normal (I remember seeing your posts in the MKS thread, figured you probably saw my messages in there asking about MKS and solar panels).
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
Actually, I found I had three stock game files that failed Steam Verification. Whichever files, I don't know since Steam didn't state which ones they were, but after Steam reinstalled those files I no-longer have my Solar Panel issues (With Kerbalism installed). I have a feeling I probably corrupted those three stock files because I never shut the game down properly, I always Windows Key + D out to my desktop and use Task Manager to kill the game, otherwise trying to exit the game the normal way takes almost as long as booting up my game, and it can take up to 30 - 40 minutes. I'm going to reinstall everything, however it looks like I'm going to have to leave Kerbalism behind, it's a shame since I want the challenges it presents, but it's not compatible with end-game base building, I'll have to relearn how to plan and build using USI-LS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
@TheRagingIrishman I'm also going through and verifying my stock game files with Steam right now, make sure none of the mods I installed have somehow modified all the stock files, though I doubt there's any of them that have done that. I'm also going to get rid of CMES (Chaka Monkey Exploration Systems) just to be on the safe side, looking back that's a mod I got fairly recently as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
If he does, tell him to get with ShotgunNinja on it, his map models for Radiation Belts and Magnetospheres are amazing. @TheRagingIrishman Alright, I have my log file, took a while as I made it back home behind my laptop, Here's the link for it: https://drive.google.com/file/d/0BxPXtptMuIe2TlRza3MxRGdIcDQ/view?usp=sharing Just a forewarning, my log file is just shy of 9.6MB in size. I'll try going through it myself, but admittedly I don't have much of an idea what I'm looking for. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
Well, getting rid of everything USI/MKS related didn't fix my problem, I just deleted ModuleManager.ConfigCache, restarting KSP right now, it's probably going to take another 30 minutes for my game to fully load up, at least now I'm not getting the double text where the patch information is when the game loads up thanks to getting rid of the old MM 2.7.5 file. Well, damn...it kinda looks like I'll have to get rid of Kerbalism at this rate. It kinda kills me because I absolutely love how it simulates radiation belts, magnetopauses, and coronal mass ejections, as well as the physical rendering of the belts and magnetospheres in map view. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
I finally got annoyed enough to remote into my Laptop. I noticed I had both MM 2.7.5 and 2.7.6 so that probably didn't help matters much, I've also removed Coyote Space Industries, USI Tools, MKS, Pathfinder, and Feline Utility Rover, the only two new mods that I know I do have are Modular Flight Integrator and the 1.2.2 Dev Build for FAR, currently loading up the game right now to test to see if that fixes my solar panel issue, if it doesn't I'll do as you have requested. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
I made sure to gut out anything life support related with USI, especially since the Coyote Space Industries doesn't require USI-LS to operate. It's going to take a while of sifting around, I have something like 50+ mods and 29,000 patches applied once I have the game up and running. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
I had a feeling it was probably a different mod, but I'm bored right now and don't have my laptop in front me to find out what's actually causing my issue. I know it's not KSPI, NFT, or FAR. Only other mod I can think of now that has anything EC related would be Kerbalism, but I had Kerbalism before and didn't have this issue unless ShotgunNinja made a recent change to how solar panels function. I do appreciate the quick reply. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chaoseclipse01 replied to RoverDude's topic in KSP1 Mod Releases
Uh...I recently got the entire suite of USI MKS mods because it seemed kinda interesting on top of being a dependency mod for Coyote Space Industries to function, as well as some various other mods. Then I also recently started a new game since I finally got my hands on a developer version of FAR that's compatible with 1.2.2...and I've hit quite the road bumb. All of my solar panels seem to be broken...in the VAB / SPH it says they produce EC, but once I launch a craft and right-click the panels, it says they're trying to produce kW instead of EC, and with an exposure of 100% they aren't producing anything. I was wondering if this mod changes the way all solar panels function, both stock and non-stock solar panels. I wasn't having these issues in my other game save since I didn't have the need to use solar panels anymore. I tried looking through the wiki and didn't see anything about how electricity is handled, and I'm not at my computer to further troubleshoot my issue. -
Or have redundancy like crazy.
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Uh...I recently made a new game because I managed to find the Dev build for FAR that works with 1.2.2...and now my solar panels don't work, at all. They don't produce EC, but instead they all produce kW as an output resource, and they never put any kW out at all, even with 100% exposure...does this mod change the way Solar Panels act? Or am I going to have to delete mods one at a time to find out what mods I recently installed that changed the way my solar panels work? I haven't been using panels in such a long time since Ive been harvesting Antimatter using Antimatter collection stations. About the only mod I can imagine that changed how my solar panels works is USI tools, since it was a dependent mod needed for Coyote Space Industries.
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That's not a bad idea on my end, though even in Stock system ammonia isn't terribly hard to come by, between Kerbalism's Haber Process Chemical Plant and the Waste Processor Module for manned command pods, you can generally over-generate Ammonia for even 10 of the 2.5m Greenhouses that Kerbalism includes with only a crew of 4, the biggest problem so far is getting past the atmosphere (and Nitrogen) leakage once you get off the starting planet. Reason why I suggested the SCO of Ammonia into Nitrogen and Water Vapor is because it consumes a biological waste product you generally end up over producing in-flight, and it doesn't consume Monopropellant which is a very pertinent fuel source unless you have an alternate RCS fuel type.