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shifty303

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Posts posted by shifty303

  1. Hello, I have found a bug with fuel switching and a specific setup that gives me an insane amount of dV. I've been able to reproduce it multiple times.

    KSPIE: 1.25.22.5
    KSP: 1.9.1.2788

    This craft uses the Plasma Nozzle, Beam Core AM Reactor, Charged Particle Generator and HTP as the fuel. I assume the normal dV value is correct and it's very good. However, when I press the next propellant button it switches to the very small amount of monopropellent (120 units) I have on board and gives me about 35k dV which is insane. I also tested burning off all the normal fuel and then switching to mono and I get the same result and can burn off all 35k worth of additional dV.

    Normal HTP Mode:
    99COKyv.png

    Very likely glitched monoprop mode:
    gxPygzf.png

    Let me know if you need anything else!

    EDIT: I don't know if the bug is specific to monopropellant or to switching the fuel type, but am happy to test some additional setups if you want.

  2. @nonono I had to install a handful of other mods to get it close to opening. The only part that's missing now is B9.Structure.HX.HPD3. I installed all of the B9 mods (including the legacy parts pack) in hopes one of them had the part but no luck.

    One thing I noticed when inspecting the craft file is that almost all parts are set to rigid attachment and almost every part has autostrut set to grandparent. This could have something to do with the explosions upon movement. 

  3. 17 hours ago, nonono said:

    Thanks for offering to take a look

     

    https://ufile.io/6c22de1f

    Parts dependencies are:

    MechJeb

    KSPIE, naturally

    B9 aero HX parts

    B9 aero HX reconfig (by JadeofMaar)

    Stockalike station parts

    USI MKS

    May also need near future solar

     

    I think that covers it... 

    When I get time to poke around at it again I'm going to try to find out if it's the craft, or the MHD that's the issue.

    Cool, I'll check this out this evening and see if it happens to me also.

  4. 20 hours ago, nonono said:

    @FreeThinker

    I understand that looking through a log file might take time to figure out what's going on, and you're volunteering your time to us for this, so please don't take this as me trying to push you to make time just for my issue. I just wanted to ask and see if you might have any thoughts on why my ship is exploding? I saw you liked my previous post in the thread, but didn't respond. So I thought you might still be looking through the log file, or maybe just haven't had time yet?

    Try uploading your craft. I'm no pro but maybe I might see something, or at the very least confirm it does or does not blow up in my game.

  5. 2 hours ago, HippieGold said:

    Did you find out a way to make ScanSat and KSPIE to work together without removing resources from the overlay? Or did you have to disable KSPIE?

    Nah I just decided to process hydrates into water. Also, I learned you can still see the missing resources in the stock resource system. It sucks they aren't in scansat but oh well. Once I got more time I was going to try and figure out how to patch them all back into ScanSat.

  6. I am trying to figure out beamed power in a copy of my career save. I got a basic (and not very powerful) network up with pebble bed reactors and thermal generators, using the phased array transceiver in X-band microwave mode.

    It wasn't powerful enough so I am now trying to use the beam core antimatter reactor. It generates WAY less power than the pebble bed. What am I doing wrong (aside from the very bad design - just testing!)?

    OD7w9NQ.png

  7. 6 hours ago, Kjonde564 said:

    Hello sorry to bother you but in my game Duna is completely blue, and I did as the Troubleshooting says, I re installed spectra. But it’s still blue even after reinstalling it. Are there any other solutions?

    I also tried reinstalling environmental visual enhancements and scatterer. Still blue

    Try on a fresh copy of the game and no mods aside from EVE, Scatterer and Spectra.

  8. Hi @FreeThinker, I wanted to say I noticed KSPIE removes water (and Uranite) from the ScanSat resource overlay list. Is this intentional (I know there are hydrates) and can it be reversed?

    I tested on a fresh install of 1.9.1 KSP with Community resource pack, KSPIE, ScanSat and USI/MKS. Without KSPIE water is in the scansat overlay list. With KSPIE water is not in the overlay list. 

    I only noticed this recently when I went to plan a Duna mining outpost. It's been a year or more since I last set up mining outposts.

  9. Maybe someone here can help. I remember things like water, uranite and other resources being in the overlay list - I have specific locations marked with active mining. When I boot up old saves for instance I can mine uranite and water in a location but it's not on the resource overlay list. I won't add a whole list of mods, but can mods remove resources from ScanSat? Maybe I have to use a different scanner now? All of my scans are at 100% except Jool and Eeloo.

    EDIT: Narrowed it down to KSPIE

    Ju1IUkW.png

    No output log attached because I am not experiencing a crash.

  10. I am sure I'm doing something wrong. I can't get any of these antennas to connect or use a reflector, or get them to show a path in the hangar (buttons don't seem to do anything). I am using KSP 1.8.1, with Remote Tech 1.9.5, NFE 1.0.4. 

    In the hangar when I press either render path button I get "Null Reference Exception: Object reference not set to an instance of an object".

    5wPBK5M.png

  11. Hey, I installed the update of this and KSPIE today from the last versions and am running 1.8.1. All of my crafts will disappear because part "EC2502" is missing according to the game. Was that part of this mod?

    Edit: Confirmed it was part of this mod. CKAN (for whatever reason) installed an older version and manually changing it to the latest fixed the problem.

  12. First off, thanks for this mod! I am using this with a bunch of other including the MKS-USI mods. I just finished writing some Module Manager patches to add Gold and Gold Ore to some USI Kontainers to take advantage of logistics, which seems to work.

    However, I'd like the rate of gold made in the Gold Smelter to be even lower for balance (1% gold, 99% ore). If I use .025 for the gold output ratio (plus adjust ore) will it work or do I need to increase the input ratio in order to keep decimal places to two or less? I'm afraid if I increase the input ratio it would process faster but I'm not sure.

    I'm a MM/modding noob and only just started yesterday.

  13. Hey I just wanted to say I think the Inline Workshop seems to be missing workshop capabilities. I'm using latest version of KSP and Global Construction and it just doesn't have the Workshop Window button. Clicking the mod icon in the toolbar shows my other workshops but not the inline workshop.

    I haven't used the Inline Workshop before so I could be doing something wrong. Anyone else have this issue?

  14. On 12/10/2018 at 9:31 AM, Tonka Crash said:

    I'm very inexperienced with this mod. I'm on the third vessel I'm trying to build. I'm having trouble getting a kit deployed. I've got a ground assembly line that finishes building a kit and then the kit seems to go into limbo. I get no option to deploy it or start constructing it. The assembly line says it's occupied and doesn't let me start building another kit. This is the second kit this assembly line produced. The first one had no problems. Any ideas what's going on or how to reset the assembly line and workshop?

    I reloaded a save to show completing the kit and how it just seems to disappear with no option to construct it.

    output_log.txt

    KPS.log

    You should have an "Open" button on the assembly line window where it says occupied. Perhaps walk a kerbal over to it manually to see if they can open it.

  15. I figured it out! Apparently my update didn't download and install correctly.

    I couldn't launch vanilla either so I verified the game files in steam and it found and fixed one bad file, then launched. I moved the new files to my modded installation and works as it should.

    Such an odd behavior for a bad file.

  16. 23 hours ago, Benjamin Kerman said:

    This might be due to something within the mod, and not specific to the ogg files included. Best to ask the specific mod authors about it.

    I thought that might be the case until started removing the mods it would stop on one by one and went through 4 (different creators) before I decided to stop testing. Every time it crashed while loading it was on an ogg asset. I don't want to name the mods in case it's an issue caused by myself but I figured I'd check to see if anyone else encountered it.

  17. 1.6 seems to crash at startup upon loading any mods that have ogg audio files. If I remove the mod that caused it to fail it will load further until it reaches another mod with ogg files.

    I know that 1.6 is unlikely to be compatible with some mods but I was bored and wanted to test. I searched the forums but couldn't find this posted elsewhere. Anyone have ideas as to why this happens?

  18. I recently noticed the wiki mentions research multipliers for the science laboratory when landed on various planets that are higher than when in orbit. Are the multipliers calculated before the research starts? I landed an existing lab that was in orbit around Minmus but didn't see an increase in science per day once landed on Minmus.

  19. 16 hours ago, Aeroboi said:

    But what you could do is use a rover on heavy landing gear with a large open mid section that has a belly with several claws. It could kneel to the ground when lowering the landing gear then grapple on to anything you need to carry. Fun thing is, you can carry a lot more then ~15 Ton this way. If the cargo isn't steady in the middle you can autostrut it while driving.

    Oh that's a great idea! I didn't think of using the claws because I never use them, thanks!!

    5 hours ago, Snark said:

    Moving to Add-on Discussions, since this is a question about mods.

    I was open to any suggestion, stock or modded but @Aeroboi gave me a very promising solution. Thanks for keeping the forums clean though - I'm mostly a lurker and it is greatly appreciated.

  20. Hello! 

    I need to figure out a way to move big objects (>15tons) produced on other planets. One such object is this highlighted box which will be produced on other planets and be laying on the ground, much like in this screenshot. I've tried multiple grappling hooks and magnetics. Short of having 1 kerbal per ton what methods have you found to pick up and move very heavy objects?

    GfnWZet.jpg

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