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TBenz

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Everything posted by TBenz

  1. Well, I managed to post a couple bug reports on github before I passed out in my chair. I was literally getting into bed when I saw this got released, and rushed back to my computer. Tomorrow I'll do a clean install to make sure my bugs aren't the result of my extensive modlist, and get logs if I can reproduce them in a sterile environment. Super thrilled to see this released though, will dig deeper into the testing over the weekend.
  2. The raw ratio in the config is 0.0000000035237055479406 units a second. I had already converted by a factor of 86,400 (the number of seconds in a day) to reach 0.00030444815934206784 units a day. 0.0003 units a second results in 25.92 units a day, which is a pretty far cry from 0.0 units a day...
  3. If I read the config correctly, the 2.5 greenhouse uses 0.0003 minerals a day. It looks like that is being rounded to "0.0 per day" on the display, but it should still very slowly consume minerals when in use. The same is probably happening with the 3.75 greenhouse.
  4. Atmospheric ISRU isn't being removed from Nertea's mod lineup, it's getting a major overhaul and being spun out of NFP into its own mod, "Space Dust". There's a whole new set of parts and mechanics Nertea has been working on to allow for the extraction of Xenon and Argon, among other resources, from the atmosphere and exosphere of celestial bodies.
  5. KSTS looks at part crew capacity. The inflatable parts in SSPX don't have a crew capacity, probably to prevent putting kerbals into deflated parts on launch. A quick and dirty fix is to patch all the inflatable parts to have the same crew capacity as their inflated crew capacity. For a proper fix, KSTS would probably need to specially check for inflated capacity from the SSPXR parts.
  6. That error is present in my logs as well, and I haven't experienced any crashing issues, I believe it's harmless. Your crash is probably coming from somewhere else.
  7. Nertea is the developer for FFT, Waterfall is actually being developed as a dependency for FFT.
  8. Huh, I guess that makes sense. Timewarp only cares about acceleration (gravity excluded). I would speculate that you could timewarp with an engine burning even if you were in orbit if you had multiple engines canceling eachother out.
  9. Maybe they are using a mod that lets them burn through timewarp, like Persistent Thrust? That would fall to more of an incompatibility than a bug though. Also, congrats!
  10. Whitelisting a part tells Restock to not prevent KSP from loading the stock model and texture. However, that doesn't change the fact that Restock changes the parts configuration file to reference Restock's version of the model and texture instead of the stock version. If you want to replace the Restock version of a part with the stock version, you need to whitelist that part and create a MM patch that makes the cfg file reference the stock art.
  11. Try this patch. Copy and paste the following code into a text document, rename it to have the .cfg extension, and place it somewhere in your gamedata folder. @PART[*]:HAS[@MODULE[ModuleCryoTank]]:FINAL { @MODULE[ModuleCryoTank] { @Albedo = 0.5 @LongwaveFluxAffectsBoiloff = True @LongwaveFluxBaseline = 0.5 @ShortwaveFluxAffectsBoiloff = True @ShortwaveFluxBaseline = 0.5 @MaximumBoiloffScale = 5 @MinimumBoiloffScale = 0.001 } } I haven't tested it, so there may be some minor syntax errors, but I believe the base concept is solid. To explain what it is doing: @PART[*] will look to modify every part who's name matches * (* is a wildcard character, so every name matches it). :HAS[@MODULE[ModuleCryoTank]] will refine that search to just parts with a module named ModuleCryoTank. :FINAL tells module manager to apply this patch last, so no other patches overwrite it. (Technically any :FINAL patches lower in the file structure will load after and potentially overwrite this one, but FINAL patches generally aren't distributed but written by users, so unless you have a different patch elsewhere, that shouldn't be an issue.) @MODULE[ModuleCryoTank] will modify the existing ModuleCryoTank module in each of the selected parts (every part with ModuleCryoTank). If no ModuleCryoTank is found, it would create a module of that name, but since we used the HAS to select only parts that already had a ModuleCryoTank, that shouldn't happen. @Albedo = 0.5 This line will attempt to modify a key named Albedo within ModuleCryoTank to be equal to 0.5. If no such key exists, it will create one. The following lines preform the same function on the other keys that define boiloff from flux. Note that the way this patch is structured will overwrite any existing flux boiloff keys in cryo tanks, and give every tank the exact same characteristics. I don't know if any of the tanks already define keys like albedo, a more elegant patch would check to see if any of these keys exist before modifying them, and apply different values that are more appropriate for different types of tanks. However this quick and dirty approach should provide basic functionality and give you a better idea of how patching parts works.
  12. Since Lathari reminded me, I've been having the same issue. Player.log In the VAB Mod list
  13. @NiL I haven't seen any output for stock solar panels in my current save either. However, I've got a pretty messy install myself, old mods and questionable self made MM patches. I should be able to provide a log later today if Nertea is brave enough to dive into it, but I won't have time to test on a clean install anytime soon.
  14. I use the small lab from Knes. It's based off the Mk 1 crew cabin, and pretty cleverly modified to reuse a lot of it's internals and externals while still being visually distinct. Just be aware that Knes is a pretty large mod with a lot of other parts.
  15. That doesn't give us much to go on. Whenever you report a bug, it's best practice to provide a game log. You can find instructions on how to find and post your log here: Also just to make sure: Can you see the other parts from NFE? Are you playing in a game mode where you need to unlock parts, and have you actually unlocked the reactors?
  16. The stock static radiator panels only cool the part they are attached to, and any parts attached to that part. The stock deployable thermal control systems can cool every connected part on the vessel, I almost always use the TCS for cooling.
  17. I think there was a misunderstanding of this post: I assume you mean "more methalox patches", but it could be read as meaning "more methalox engines".
  18. I don't believe that's how the MPL works. My understanding is that a single MPL can only process an experiment from a specific situation once, and doesn't care about whether that experiment has been processed in a different MPL or recovered on/transmitted to kerbin. So a single MPL can only produce a limited amount of science. But you can launch an unlimited number of MPLs for an unlimited amount of science. It sounds very much like the particle accelerator at KSC is going away in favor of the science for antimatter system.
  19. Probably more comparable to NTRs, if I understand the theory right. But instead of lugging around a heavy nuclear reactor as a heat source, all the heat is just beamed in.
  20. I've been wanting something like this for a while now. Excited to see someone try and tackle it.
  21. You may want to ask @JadeOfMaar or @Pulsar about that, they wrote the MKS patch for SSPXR. However, looking through the configs, it looks like you are right in that USIAnimate is how MKS modules handle inflation and their resource costs being pulled from logistics. Given that SSPXR parts are handled by ModuleDeployableHabitat and ModuleDeployableCenrifuge, I assume it would be non-trivial to change them to USIAnimate, or adapt them to function similarly when MKS is installed. If you or someone else felt like digging into the ModuleDeployable___ code to make those changes and then put up a PR for it, Nertea might consider rolling that in. Otherwise, I wouldn't anticipate any more comprehensive support than the patch that is currently bundled with SSPXR.
  22. NFA itself hasn't been updated for a while. However, as it's a parts pack, it probably works fine in 1.9.1. It does come bundled with some dependencies though, which are out of date. You will need to install updated versions of those. Check NFA's files to see what mods are bundled, B9 part switch is likely there (but you probably have an up to date version of B9ps from another mod) and I think there is some hover controller functionality that may come from a WBI dll.
  23. I'm fairly certain Nertea intends to wait for 1.10.1, which should include changes to the way fairings work to make them more mod friendly. Edit: I didn't realize it, but 1.10.1 is out. A fix should be coming eventually, but we'll need to sit tight for a while longer. Nertea has a lot of mods to support and a real life.
  24. MKS and Kerbalism have different resource converter processes and different ways of handling those converters during timewarp. That's one of the reasons MKS is incompatible, and why resource converters will be buggy when you use both mods at the same time. It is possible to cut the flexotube out from the rest of MKS and just use that, but you need a bit of mod knowhow to achieve that. It's not as difficult as you may think, though.
  25. I'm fairly certain that "multiple windows" meant "multiple top level windows".
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