-
Posts
2,486 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by 4x4cheesecake
-
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
4x4cheesecake replied to linuxgurugamer's topic in KSP1 Mod Releases
Not yet, I'll go for a test in ~30 min. Don't worry, I'm going to tell you the results -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
4x4cheesecake replied to linuxgurugamer's topic in KSP1 Mod Releases
Since this is a Beta release, just a quick feedback of issues I have noticed so far: Several Exceptions while launching the game QuickHide doesn't bring back some icons (for example Haystack icon) After using QuickHide while at KSC scene, stock icons on the left (to enter building) are missing, clicking on buildings does nothing (cannot enter or upgrade), also the pause menu no longer shows up (ESC on keyboard and "Pause Game" button at the top right corner does nothing). Same issues just after starting the game, switching the scenes fix it until QuickHide is used. I dont know what "GoTo Lves" should do but it brings up a random flightscene of one of my vessels (mun rover, ComNet relay, flags...) Using QuickHide in editor doesn't bringt back some icons like RCSBuildAid, ActionGoupsExtended and CraftOrganizer (CraftOrganizer is avaibale again after clicking the Hide button 4 times but RCSBuildAid and AGX will never show up again) AGX still available using the "Actions" button in the editor. Some Toolbar icons remains after returning to the main menu (RCSBuildAid, Haystack, ToolbarControl, BonVoyage, at the top right corner, not always the same) Maybe I'm just dump but QuickBrake doesn't show up (how is this supposed to work?) Same for QuickIVA, QuickFineControl QuickSAS is not working (using the Keypad buttons mentioned in the readme) QuickSearch dosn't work (TechTree and Editor) QuickRevert doesn't work (cannot revert after quickload or scene switch) QuickMute doesn't work (no icon and nothing happens after pressing (or holding) F6) QuickCurserHider and QuickContracts working perfect^^ Tested in KSP 1.4.3 Logs: https://www.dropbox.com/sh/p7cb9vygpuzx2g0/AAB7kXPSYme6ujlVqwgfTIfLa?dl=0 edit: Forgot to mention that I'm using stock toolbar, not blizzy. Dependencies are installed and up-to-date. -
Non-stop polar circumnavigation
4x4cheesecake replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
Well, just a small circular intake, small inline reaction wheel, OKTO2 Probecore, 2x MK0 Liquid Fuel Fuselage and a J-20 "Juno" Basic Jet Engine. This little thingy got a TWR of 2.27, 50,940 m/s DeltaV and flies actually pretty well -
Non-stop polar circumnavigation
4x4cheesecake replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
Did it in 1:52:04 Since you didn't mentioned kerbals (or at least wings) are necessary(forgot a screenshot of the north-pole ) : -
[1.12.x] Tweakable Everything Continued (replacement)
4x4cheesecake replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you for the update, everything looks fine now -
It's not in your list (maybe you missed it or it is packed with another mod), but do you also have kopernicus installed? The buttons for relative and absolute exposure are added by this mod and solar panels no longer generating power is a well known issue. A workaorund would be to disable the kopernicus solar panels:
-
Hi and welcome to the forum I know three more possibilitys to get mods: 1) https://spacedock.info/kerbal-space-program 2) this forum/github 3)CKAN You can find a lot (maybe all?) mods here in the addon forum: https://forum.kerbalspaceprogram.com/index.php?/forum/34-add-on-releases/ The first post of every thread there contains the mod and download informations like links to curseforge, github oder spacedock. I don't use CKAN by myself so i cannot tell you much about it, but AFAIK it is a tool to find, install and update mods automatically(incl. dependencys). You can find more informations about CKAN in this thread:
-
[1.12.x] Tweakable Everything Continued (replacement)
4x4cheesecake replied to linuxgurugamer's topic in KSP1 Mod Releases
Indeed, I didn't install ToadicusToolsContinued since it wasn't mentioned in the OP and I don't use CKAN. Like you said, there is still a problem with the docking nodes but there are no more error messages showing up after removing the files. I can provide another log with ToadicusToolsContinued + the new version of TweakableEverything incl. dockingnodes (just tested in 1.4.3 this time but I can do this for 1.4.2 and 1.4.1 if you want): https://www.dropbox.com/sh/3quc34o43zlf7zo/AADTskh3Vgm97WYrX-za5IQJa?dl=0 Also, if there are any specific tests to do, I'm willing to help -
[1.12.x] Tweakable Everything Continued (replacement)
4x4cheesecake replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Hey I'm getting a ridiculous amount of NullReferenceExceptions while starting the game. Happens in 1.4.1, 1.4.2 and 1.4.3. Here are the output_log files for every version (I dont know if there is a difference but I like to test a mod on different KSP versions before i start to complain^^): https://www.dropbox.com/sh/mlcevgh65zw5u0w/AADhsJkOO9iO9wg85gHbukHda?dl=0 Also a bunch of vessels fails to load when I load my savegame, always telling me some dockingports are missing. -
Inconsistent SSTO ascent
4x4cheesecake replied to 4x4cheesecake's topic in KSP1 Gameplay Questions and Tutorials
For the sake of completeness: Deleting/renaming the existing PartsDatabase.cfg and creating a new one by starting the game will fix most of this problem (at least for the modded tanks), but it looks like there are still some minor differences in drag when using different models. Tests and solution can be read here: -
@Snark So, I did some more proper tests. I've tried very hard to get the same roll degree everytime but thats actually quiet difficult, the exact roll degree can be found at the bottom of every table. Also, I double checked the results of the test with your suggested additional line in the config file, but these values are correct. Some terms, just to be correct: B/W = Black and white G/O = Grey and orange I don't know what the two additional roll degree values are but they seem to be important (unity AeroGUI readout).
-
I just had an idea of a quick test by using both tank variants on the same plane (0 trust torque in VAB) and 0° roll, so everything else like AoA, speed, altitude etc should be the same, right? But look at this: On the left is the actionwindow of the black/white variant, on the right the grey/orange one, obviously using the new database. The difference is small (~3,3%) but there should not be a difference at all. Full screenshot with AeroGUI can be found in the dropbox folder i've linked before.
-
@Snark Ok, i've done some testing with my "old" PartDatabase.cfg and a new one, the results are quiet interesting: 1) Using the old database causes the FL-T800 tanks to not create any drag by itself, but somehow the total drag is higher while using the orange/gray model instead of the white/black model. 2) Using the new database causes the FL-T800 tanks to create drag but even then, the orange/grey model creates less drag then the white/black model. 3) Total drag created of my SSTO is lower while using the new database. (I had to throttle down to keep a speed of ~333m/s) My tests with the SSTO are not 100% comparable because it is pretty hard to get the plane in different flights into the exact same situation (pitch, AoA, roll, etc), but i tried to do a screenshot at speed of ~333m/s and an altitude of 2500m. If i can find soime time, i try to do some further testing with a more comparable vehicle. I put the screenshots in my dropbox folder since imgur seems to shrink them down too much: https://www.dropbox.com/sh/ch2egc2k9ufqik4/AACakVWLlwZ_H8Ix7sndxecKa?dl=0
-
@Snark Well, i ran into the same drag issue which is described by Kaa253 and its somehow reproducable. While using the black/while model of the FL-T800, my MK3 SSTO can barley break through the sonic barrier, but its no problem with the grey/orange or stock variant. Actually, this is also a problem of stock-DLC parts, as you can read here: I dont know anything about part modding but maybe someone who does can take a closer look at this? I wish i could provide some numbers or anything else to confirm this issue but the only thing i can provide is a craft file of my SSTO, if someone is interessted in some further testing.
-
Inconsistent SSTO ascent
4x4cheesecake replied to 4x4cheesecake's topic in KSP1 Gameplay Questions and Tutorials
Oh, there is a typo in my last post, the reskined variant of this tank is in the missing history mod, not making history But im quiet happy that I was able to point something out which does also affect the stock game -
Inconsistent SSTO ascent
4x4cheesecake replied to 4x4cheesecake's topic in KSP1 Gameplay Questions and Tutorials
These are some nice tips, thank you I managed to start the SSTO by flying very low but my remaining DeltaV was still lower (2200m/s instead of 3000m/s). I did some further testing and on a fresh install without any mods, the SSTO accelerated as usual And some tests more brought me to the amazing result: it is a bug in the missing history mod. The FL-T800 Fuel Tank got a new skin by this mod and somehow, this skin is the reason for my SSTO being stucked in the sonic barrier. Changing the skin to "orange/grey" DLC version was actually the solution to get into space, who'd have thunk? I dont know anything about how (modded) parts are build but hopefully, the mod creator does and can fix it. Thank all of you for your help, ideas and many useful tips -
Inconsistent SSTO ascent
4x4cheesecake replied to 4x4cheesecake's topic in KSP1 Gameplay Questions and Tutorials
Nope, there are no fairings and the ascent was so simple, I couldn't make anything different. Just like I said: Right after liftoff pitch up to 10 degree and i had nothing else to do until the SSTO reached a speed of ~1300m/s at 20000m altitude. The desired speed of 400m/s should be reached at ~3500m (is that too low? Thrust got his peak there too (~1500Kn) and drops when the SSTO gains altitude) -
Inconsistent SSTO ascent
4x4cheesecake replied to 4x4cheesecake's topic in KSP1 Gameplay Questions and Tutorials
Well, the resolution shrinks a little bit too much after uploading the screens to imgur...is it possible to post pictures there in better quality? I put them in a dropbox folder and edit the OP, that should do the job. I've checked the engines (and air intakes), all of them are in their correcte state and running. -
Hey there A week ago, I build a MK3 SSTO to do some mining & tourists contracts and everything worked quiet well. Just after the liftoff I pitched up ~10 degree, the SSTO accelerate pretty easy up to the "magical" 400m/s, the RAPIER engines got their boost to accelerate further and after reaching LKO I had ~3000m/s DeltaV left. Today, I tried to start the same SSTO to do another contract but somehow it got pretty hard to accelerate up to 400m/s, instead im always stuck at ~340m/s or even less, depending on the altitude. The only way I found to accelerate further was to raise my altitude up to ~10000m and pitch down until the RAPIERs got their boost. But this maneuver is very fuel inefficient...after reaching LKO, I had just ~1000m/s DeltaV left How is that possible? Is there a trick I've used unwittingly the first times? KSP version 1.4.2, no physics/aerodynamic mod installed. Screenshots of the SSTO:
-
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
4x4cheesecake replied to DMagic's topic in KSP1 Mod Releases
Hi After accepting the last available contract, i'm getting a NullReferenceException (replicable): NullReferenceException: Object reference not set to an instance of an object at CapCom.CapComWindow+<>c.<currentContractControls>b__67_0 (ContractParser.contractContainer c) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Any[contractContainer] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at CapCom.CapComWindow.currentContractControls (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.CapComWindow.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at CapCom.Framework.CC_MBW.DrawWindowInternal (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 It doesnt "break" anything but you may want to take a look at this. The exception only occurs when accepting the last available contract via capcom, not when accpeting it via mission control building. KSP version is 1.4.2, CapCom v.2.8 and no other contract related mod/contract pack is installed. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
4x4cheesecake replied to Padishar's topic in KSP1 Mod Releases
Wow, thats the first time i've loaded a mod to increase game performance and actually get performance I've allocated 16384 MB of extra heap space and was able to launch an SSTO without a single GC during the ascent (without this mod a got like 3 GC spikes just on the runway). On the othe hand, as soon as the GC kicks in, the screen freezes up for 1.5 - 2 seconds, but i prefer this more than the endless stuttering. edit: Well, after playing for ~2 hours the game crashed, telling me there are too many sections for the GC. So, i guess, i have to reduce the heap size a bit^^ -
hey @linuxgurugamer First of all, thank you for your amazing work on so many mods <3 Recently, i got this one and its working fine, but i got something like a visual issue. The window for the "Fine Adjustments" keeps flickering whenever itself or an other window is moved over the screen. Also the editor buttons "open" and "leave" are flickering. I've recorded a short video and put it together with the KSP.log and output_log.txt in this dropbox folder: https://www.dropbox.com/sh/nztay479cybvf1k/AABOn7Rr8L81Zz_2uBMEOKGya?dl=0 Some additional infos: KSP 1.4.2 (x64, Steam), same problem with version 1.4.1 Win10 x64 Mods(everything should be up-to-date) : 001_ToolbarControler 0.1.5.9 CapCom 2.8 ClickThroughBlocker 0.1.6.1 EditorExtensionsRedux 3.3.19.3 Haystack_ReContinued 0.5.4.2 KerbalAlarmClock 3.9.1.0 KerbalEngineer 1.1.4.8 KspCraftOrganizer 1.5.1 ManeuverNodeEvolved 4.0 RCSBuildAid 0.9.6.3 TrackingStationEvolved 3.0 TransferWindowPlanner 1.6.3.0 x-science 5.14 Any ideas if this is a bug in your mod or just an incompatibility with an other mod?