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JoE Smash

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Posts posted by JoE Smash

  1. Sorry, I'm new, I stroaked the fire because I'm already quite aggravated with all of the above and I just got here....

    Only been playing a couple months now and I've already had to delete everything and start over four times now because something has gone tragically wrong with my game due to some major error with something.

    I already lost all ambition of playing mostly due to a lack of any support or feedback from Squad.

    I mistakenly thought the support forums were to get support from the game devs. I didn't realize they actually ignore the forums and only other players or modders offer support. The only staff I see is moderators moving threads because they are in the wrong place, and then leaving the answering of the actual questions to whomever is bored enough to look at someone's log....

    I suppose it's time for me to play something else....

    Thanks for the chat!

  2. 7 hours ago, steve_v said:

    KSP leaks like a sieve, always has. Here's a quick & dirty graph from my modded 1.4.5, those spikes are scene changes:
    mem-graph.png
    I can produce something similar with a stock install if anyone wants more proof of this, it looks almost exactly the same, though the increase in memory consumption is slightly slower.
    This machine has 32GB of RAM, and I'm getting close to 40% here. Properly ridiculous, innit?
    I have no idea how a game can possibly justify using so much memory, except through lousy design decisions, and lousier engineering.
    I can think of no justification at all for the ever-increasing memory footprint, especially in a managed runtime... Unless of course that runtime is also excrementse.

     

    I have noticed the same issue.

    It would be great if @SQUAD would fix this at some point...

    How many patches and updates have there been since 2014?

    Still the game eats more and more RAM the longer you play and the more launches you do....until eventually it crashes or you are forced to reload because of lag....

  3. 14 hours ago, Gargamel said:

    If the payload tank is still wobbling, you can try to old method of strutting, like by using struts.    Inside the fairing, attach 4-6 of them in symmetry, and bring them up to the bottom of the payload, or where ever is appropriate.    When the stage drops away, it will take the struts with it. 

    Yeah that's basically what I did, but I didn't explain it as clearly....

    Can't gave giant things wobbling inside the faring...

  4. 16 hours ago, ARS said:

    Based from your screenshot, I can say:

    Your rear fuselage is too long, and your rear landing gear is placed too far forward, that's why your center of mass is behind the rear landing gear, making it prone to tailstrike and highly unstable on the ground. I suggest you remove the fuel tank on the forward fuselage to make it shorter (So it becomes "cockpit-cargobay-rear door", with no fuel tank in between. When you fly for a long time with fuel tank behind the cockpit, the fuel drained will make forward section lighter, shifting the center of mass behind) move the fuel reserves to the wing (The largest wing for airplane part have internal fuel tank, right click it in hangar to fill it with fuel). Other than that, make sure your center of lift and rear landing gear is slightly behind the center of mass (Use the center of mass and lift indicator in hangar to adjust it by offsetting the wing forward/backward or adding mass/ additional lifting surface (Like radial fuel tanks or canards) to balance it).

    In conclusion, your problem is:

    1. Your rear fuselage is too long, fuel tank placed behind the cockpit shifts center of mass to the rear when it's drained during long flight

    2. Rear landing gear placed too far forward, prone to tailstrike

    Solution:

    1. Remove forward fuel tank and move the fuel on internal tank on airplane wings

    2. Adjust center of lift and landing gear slightly behind the center of mass

    Hope that helps :)

    Good explanation....I just laughed out loud when I saw the plane....

  5. 25 minutes ago, akron said:

    DustC is a collector only for which you must return the samples to get any science. DustX can actually do science in-flight, but still not 100% return. They are the same experiment but with different in-flight science return levels. I would let LGG know about this on his thread.

    I do have some development news! Argo Mk2 is mostly in-game! I tried to finish it enough to make it playable but ran into some weird issues plus I was a bit rusty on the configs. I should have a Github update out this weekend. Many thanks to @CobaltWolf for helping fix the normal map weirdness

    c1Eq8KJ.png

    tmhDRvU.png

    Well I'm not positive the dust experiment broke KEI, but it was my guess....

    It could have been any experiment I unlocked with Advanced Exploration from your mod....which includes several different parts...some science booms and cameras etc....

    I was having a conversation with him at one point, but he hasn't replied to me in a couple days....

    Anyhoo short term I uninstalled Probes Plus, collected what I could with KEI then installed your mod again...

     

  6. 2 minutes ago, Cavscout74 said:

    And I had a chance to pull up my old version & launch it in 1.4.5 and guess what:   I made it.  Almost.  It still broke - at the engine plate this time.  But it broke at around 45km, when I got a little too aggressive trying to pitch up a little to bump my Ap above 70km before my lower stage ran dry.   I also noticed some of my life support tanks had the wrong materials in them in the old version, and I don't know how the densities compare, so I could have had more mass there too.  So between different materials in the tanks, extra payload weight & a lumpier fairing, that combination is the probable cause of the break, not a change in 1.4.5

    Well I'm glad the mystery is solved....

    I find it pretty amazing the things I have managed to get into space.....like my first space station....that thing was riduculous. I didn't feel like doing a bunch of docking assembly so I just threw a huge faring over it and launched it with a 6-way hub in the middle and four future construction trusses with tanks in the middle of the trusses. It had a science lab on one end with a ZZZ radio telescope attached to it and a fuel tank with a cupola on the far end. The faring was as big as the launcher....

    It needed some struts to stabilize what I had inside the faring, but I got it up there....by my third or fourth design tweak....

    Procedural farings FTW....

  7. I'm not sure which science experiment is responsible, but something that I unlocked with Advanced Exploration broke KEI which is a mod that automatically collects all the science at the KSC for you and is maintained by Linuxgurugamer.

    I'm not sure which experiment broke it. I tried deleting the DustX cfg and mu file but the KEI button was still broken.

    When I uninstalled the entirety of Probes Plus the KEI toolbar button functioned again. It worked earlier in my career with your mod, and when i restored an old save game it worked with your mod, but after unlocking Advanced Exploration with your mod installed.... the KEI button stopped opening it's menu...

    I thought it might be the second dust experiment because they run experiments with different names but they seem to both collect the same science...i.e. if you put both dust experiments on a vessel and collect science with one, and then run the other... the second one gives you no science....so they both collect the science from the same pool.

    I suppose it could be one of your many science cameras or booms. Advanced Exploration unlocks quite a few things added with your mod....

  8. That worked...so Probes Plus breaks KEI at some point after unlocking science in Advanced Exploration....it worked with Probes Plus earlier in my career....but I unlocked an experiment that broke KEI.

    It also uses DMagic Science Animate as a dependancy....so I don't know if that is somehow involved....

    Probes Plus also adds parts that duplicate SCAN SAT parts....but the science from those aern't collectable at KSC, so I don't think that would do it....

  9. I'm getting a lot of log errors about FloatCurve: Invalid Line. Requires two values 'time' and 'value.'

    I Googled this error and found a seven month old thread that says it has to do with a Real Plume issue that was "fixed."

    I'm wondering if even though this mod technically "works," it may need an update at some point....

    Either that or I must  have bad configs for some engines....

  10. Ok @linuxgurugamer....

    So something weird is going on with this....

    In an earlier save I loaded the KEI button still works....

    Can a particular Science Experiment break KEI if it doesn't understand something about the science experiment?

    The difference in the save files is I unlocked Advanced Exploration which opened a group of new science.....some of which is collectable at the KSC....

    I'm leaning towards an experiment from Probes Plus...

    Not positive though, just a gut feeling....

    The dude who makes Probes Plus seems to have a fetish with copying the functionality of stock science parts and adding multiple variations of his own science parts....

    Specifically in that science unlock he adds another dust collector that has a different name for the dust collection experiment but it does the exact same thing as an earlier dust collector.

    I'm not positive that this is the culprit, but it is my gut instinct...

     

    Let me try deleting his other dust experiment

    He has both of these as cfg files for two separate dust experiments, but if you put both types on a ship and collect dust with one, you can't collect additional science by running the other. The experiments have different names but they both collect the same amount of science and count as the same dust experiment....or so it seems at least...

    I'm wondering if unlocking the second experiment broke KEI somehow....

    CA-DustC

    Spoiler

    PART
    {
        name = ca_DUSTC
        module = Part
        author = Akron
        
        MODEL
        {
            model = Coatl Aerospace/ProbesPlus/Assets/ca_DUSTC
        }
        
        rescaleFactor = 1
        
        node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
        
        // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
        attachRules = 0,1,0,0,1

        TechRequired = spaceExploration
        entryCost = 7200
        cost = 1200
        category = Science
        subcategory = 0
        title = CA-DUST-C Dust Collector
        manufacturer = Coatl Aerospace
        description = The DUST-C features a gel-coated collector for trapping dust particles to bring them to Kerbin for analysis. The sturdy case is NOT a waffle maker and can withstand three different kinds of heat to return the samples. EXPERIMENT MUST BE RETURNED

        mass = 0.0065
        dragModelType = default
        maximum_drag = 0.2
        minimum_drag = 0.2
        angularDrag = 1
        crashTolerance = 8
        maxTemp = 2800 // = 3200
        PhysicsSignificance = 1
        bulkheadProfiles = srf
        
        tags = coatl ca dust kdex experiment research rerun re-run reus re-us redo re-do reset re-set science

        //MODULE
        //{
        //name = ModuleJettison
        //jettisonName = fairing
        //bottomNodeName = attach
        //isFairing = True
        //jettisonedObjectMass = 0.0001
        //jettisonForce = 5
        //jettisonDirection = 0 0 1
        //}

        MODULE
        {
        name = DMModuleScienceAnimateGeneric

        //Animation Fields**** Similar to ModuleAnimateGeneric (default values shown)

        animationName = deploy            //Name of your animation - get the name from Unity scene
        animSpeed = 2                        //Speed to play animation
        endEventGUIName = Close Lid            //Title of retract animation event/action group
        showEndEvent = true                //Do you want to show the retract event/action group - only displayed in-flight after deploy event triggered
        startEventGUIName = Open Lid                //Title of deploy animation event/action group
        showStartEvent = true                    //Do you want to show the deploy event/action group
        toggleEventGUIName = Toggle Lid                //Title of toggle animation event/action group - Plays deploy or retract animation based on current state - Is reversible while playing
        showToggleEvent = false                //Do you want to show the toggle event/action group - not recommended to be used together with deploy/retract events, too many unnecessary buttons
        showEditorEvents = true                    //Do you want to be able to preview the animation in the VAB/SPH

        //Science Experiment Fields**** The same as ModuleScienceExperiment (default values shown)

        collectActionName = Retrieve Dust Sample            //Name of the EVA data collection event
        dataIsCollectable = false                //Allow EVA Kerbals to collect science reports from the part
        experimentActionName = Collect Dust Sample        //Name for action group and right-click data collection function
        experimentID = ca_kdex            //Experiment name - from the "id = " field in your ScienceDefs.cfg for this experiment
        rerunnable = false                    //Can the part be used more than once
        resettable = true                    //Does nothing???

        resetActionName = Dump Samples        //Name for action group and right-click reset function
        reviewActionName = Examine Dust Data                //Name for action group and right-click review data function
        transmitWarningText = Unable to transmit data
        useActionGroups = True                    //Are the VAB/SPH action groups available - does not affect the availability of right-click functions
        useStaging = False                    //Control experiment activation through staging (may not actually work)
        xmitDataScalar = 0.0                    //Transmission data value, determines the percentage of the baseValue (from your ScienceDefs.cfg) recovered from a transmission

        //Science Experiment - Animation Fields**** (fields are from my magnetometer setup)

        customFailMessage = Unable to collect sample!
        deployingMessage = Collecting Dust Particles
        experimentAnimation = true        //Default = true        //Do you want your experiment to be dependent on the animation playing/already being deployed
        experimentWaitForAnimation = true    //Default = false        //Do you want to wait for the animation to complete before you begin the experiment (or any other arbitrary amount of time)
        keepDeployedMode = 0            //Default = 0            //Determines when to play the retract animation
                                        //Value of 0 is the stock behavior (mostly) - Parts retract when the experiment is reset or the data is transmitted
                                        //Value of 1 - Retracts the part immediately after conducting the experiment - i.e. when the experiment results page appears - *probably better to set up a one way animation
                                        //Value of 2 - Part will not retract - only manual controls can retract the part
        waitForAnimationTime = -1        //Default = -1 (value set to the length of the animation)
                                        //Amount of time to wait after deploying the animation before the experiment begins - 0 will begin immediately, -1 waits for the animation to complete (this does take into account animSpeed specified above)
        oneWayAnimation = false            //Default = false        //Do you want the animation to only play in one direction - The animation should begin and end in the same position
        asteroidReports = true                //Default = false            //Do you want to be able to collect results while landed on and/or near an asteroid
        planetaryMask = 524287            //Default = 524287        //Bitmask defining which planets the experiment can be performed on/around, works everywhere by default
        planetFailMessage = Can't conduct experiment here      //Default = Can't conduct experiment here         //Message to be displayed if the experiment can't be performed on the current planet/moon
        experimentsLimit = 1          //Default = 1        //Sets the limit for how many experiments can be collected and stored by an individual part
        externalDeploy = false            //Default = false    //Allow the experiment to be triggered by an EVA Kerbal; still requires power if applicable
        excludeAtmosphere = false            //Default = false    //Specify experiments that can only run on planets/moons without an atmosphere
        }

    }

    CA-DustX:

    Spoiler

    PART
    {
        name = ca_DUSTX
        module = Part
        author = Akron
        
        MODEL
        {
            model = Coatl Aerospace/ProbesPlus/Assets/ca_DUSTX
        }
        
        rescaleFactor = 1
        
        node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0
        
        // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
        attachRules = 0,1,0,0,1

        TechRequired = advExploration
        entryCost = 9300
        cost = 3500
        category = Science
        subcategory = 0
        title = CA-DUST-X Dust Experiment
        manufacturer = Coatl Aerospace
        description = Built out of a telescope tube, DUST-X has the capability of funneling the collected dust particles into a built-in lab for in-flight analysis. Full analysis on Kerbin is still recommended

        mass = 0.02
        dragModelType = default
        maximum_drag = 0.2
        minimum_drag = 0.2
        angularDrag = 1
        crashTolerance = 8
        maxTemp = 1200 // = 3200
        PhysicsSignificance = 1
        bulkheadProfiles = srf
        
        tags = coatl ca dust kdex experiment research rerun re-run reus re-us redo re-do reset re-set science

        MODULE
        {
            name = ModuleScienceExperiment
            experimentID = ca_kdex
            experimentActionName = Analyze Dust Particles
            resetActionName = Dump Sample Data
            useStaging = False
            useActionGroups = True
            hideUIwhenUnavailable = False
            xmitDataScalar = 0.8
            FxModules = 0
            dataIsCollectable = True
            collectActionName = Retrieve Samples
            interactionRange = 1.2
            rerunnable = True
            usageReqMaskInternal = 1
            usageReqMaskExternal = 8
        }

    }

     

     

  11. I think Kerbin is a huge empty planet and the bases from Kerbin Side are the only signs of life or civilization on it.

    Having 6-10 bases isn't sufficient for the amount of land mass.

    Kerbin Side Continued has stratigically placed bases on every major continent making getting to the anomolies much easier and more convenient if you have the money to open the appropriate bases near said anomolies....

    I am certainly grateful for the polar bases.....

  12. 7 minutes ago, Eskandare said:

    My thoughts on Bases is, since Kerbin is 3/5th scale, I wanted there to be a reason to make good flying planes and rockets for the various locations and have good distance between them. I have two more bases in mind, but I want to focus on exploration and discovery. I have another two hangars, a naval station with launch buoy (for CVX and SM Marine), and an oil platform in the works. The Naval station is going to be located somewhere round the islands near KSC; I am not fond of cluttering up KSC mind you. Currently KSR has plenty of KK features minus the science and funds buildings. I'm still working out how to get a procedural city expansion going so the S&D mod can be completed. At the moment CVX and Eskandare Aeronautics are my focus, then I'll be working more on KSR.

    That's unfortunate....

  13. Update @Ger_space

    CKAN claims to have installed the correct version as the source links go to your current downloads of Kerbin Side Continued....and it claims it is version 1.4.5 and it if good for KSP up to 1.4.9....

    For some reason CKAN makes you install Kerbin SIde Core and Complete Continued together....even though your one download for Complete Continued contains the whole thing (at least I think it does)....don't know what the Core part is about on CKAN....or why you are forced to include it. Whoever put it on CKAN must have jacked the whole thing up....

    I guess I'll uninstall whatever it is that CKAN did and just manually drop the extracted folder for Kerbin SIde Complete Continued on Spacedock....and see if that is working better....

  14. Hello @Eskandare,

    I'm still running Kerbin Side Complete Continued because I have been waiting for your mod to become comparative in features....

    i.e. Looking for you to add your version of the Kerbin Side Kampus...and a comparable number of world bases and hidden bases as the Alpha Ash/Ger-Space version....

    I see you adding screen shots of bases and things you have been building in threads relating to Kerbin Side and Kerbal Konstructs....

    Do you plan on adding these bases to your release at some point in the future?

    I'm not really into making the bases myself, as I suck at it.....but I prefer the general global coverage of the original mod....that is the main reason I have stuck with the original mod despite it becoming dated and unstable...

    Thanks for your time...!

  15. 2 hours ago, Kowgan said:



    I'm tempted to replace the system32\xinput dll file with the one provided by KSP and see what explodes.

    I actually did that first....that ALSO works...

    My concern was any OTHER game that wanted a 64bit version of xinput1_3.dll would then get the wrong thing and crash....because the KSP one is 32 bit....

    That worked equally well as putting the windows/system32 on in the games 64bit plugin folder.....

  16. Yeah, sometimes the memory amounts don't always add up right, but from yours it looks like you have 8GB of RAM and the game used almost all of it and then crashed....

    If you indeed have 8GB of RAM, then this may have been accurate in your situation....

    If you have 16GB of RAM, then this is more confusing....lol.

    If you only have 8GB of RAM, then you can't run a ton of very large mods together or you will run out....

    The biggest mods are planet packs that add additional planets or star systems, visual mods (like Astronomers Visual Enhancements or Stock Visual Enhancements or Stock Visual Terrain....etc.) and the associated texture packs, Nertea's Stockalike Station Parts, OPT Spaceplanes and OPT Legacy, and Tantares/New Tantares....

    With 8GB of RAM several of the above listed mods and a ton of smaller mods you will definitely run out of RAM and crash....

    You will have to trim some fat....

  17. 2 hours ago, Ger_space said:

    The error itself is harmless. It's a destructible building that's complaining that's there is no SpaceCenter object above it. 

    This should be fixed in my side kind ago, so which versions do you use? 

    I'm using whatever is the most current version for 1.4.5 of KSP for this and KK....I thought....

    Maybe CKAN is installing the wrong thing....

    I'll see if I can do it manually later....

    Yeah I think only the old Alpha Ash version is available on CKAN....Great....so I probably have the wrong version installed....

    CKAN is such a trainwreck...

  18. Hello @Ger_space,

    I was wondering if there was any way you could help with JPLrepo's research bodies mod in case he refuses to add support for your mod....

    I don't know which mod "moved the KSC," but the only mods I have installed that "might" have moved it are yours....

    I'm NOT using any Kopernicus planet packs that alter the location of planets....or could possibly have moved the KSC....

    He's claiming his mod can't "find" the KSC for the purposes of the Observatory that his mod adds....

    The observatory is present in my game and I can interact with it....

    But since the mod can't find it, it may jack up the associated contracts...

  19. I figured you would know because the business end of the telescope looks like your basic telescope in Tarsier....not the deep space one....the smaller one...(Also he did thank you in his OP.....)

    So what should I do about it not finding the space center, @JPLRepo?

    The only mod I am aware of that affects the KSC is Kerbal Konstructs and/or Kerbin Side....both are pretty famous and frequently used mods....

    Do you plan on offering support of them?

    I don't enjoy playing KSP without the added bases around Kerbin....it's too empty....

    I like having additional recovery bases when I land craft....

    Neither mod moves the KSC. It's still where it should be. Kerbin Side Complete adds some office buildings and a road connecting to it...

    I have made it to space and my Tracking Station is lv2 and the Observatory is lv1.

    I got a basic contract to "Research" something. Which I accepted....says it will take a year or something....not sure what it does really....

    I got a contract to put the research telescope into orbit above 200KM....AFTER I launched the telescope and put it in orbit at 200KM....;.;

  20. Any luck on figuring out how I managed to suddenly break this mod?

    Should I try reinstalling the dependancies....i.e. click through blocker and toolbar controller?

    Reinstalling things via CKAN makes me nervous because it also will uninstall and reinstall any mods dependant on the dependancy....and then if it is a mod that leaves stuff behind it breaks the whole process and I end up with an error message and a mess....

    If that didn't typically happen, I would have tried it already...

  21. 6 hours ago, 4x4cheesecake said:

    Looks like the joint breaks between the fairing and the rocket below so the rocket starts flying into the fairing.

    Probably, the content of the fairing flips around a bit so you can try to use some (auto-) struts to keep it in place and maybe add some struts to support the connection between the fairing and the rocket.

    Yeah...it looks like a decoupler goes after you started the engine, but before you released your clamps....then something up by your faring exploded and the rest of the rocket then explodes...

    Looks like the rocket is pretty top heavy. Going to need to use auto struts...and maybe regular manual struts to secure that payload.....

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