Stumble
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Posts posted by Stumble
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This is also very common in KSP1. I have always assumed it is a floating point error.
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I had a whiplash plane already so I tried this and could not replicate the issue. The Status window shows 0 power, but after returning to atmosphere the plane was capable of climbing and increasing speed. However the Status readout always stayed at 0.00kN.
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I was coasting to AP at an altitude of about 65,000m when my SSTO just evaporated with no trace. No crash scene played, and as you can see there is no indication of what may have caused the destruction. Note there was also no explosion scene. the plane was there one second and gone the next.
https://freeimage.host/i/HXpgBYx
Win 10
5800x
3070
KSP Patch 1 installed
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I am having the same bug. Although sometimes it reverts to the maximum rated power.
Effecting:
- Rapiers
- Whiplash
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Same issue. After loading from a quick save on the Mun the KSC is at 90 degrees to the terrain. If I go to the KSC the terrain glitch follows me, so I now have two copies of the KSC overlayed on each other at 90 degrees.
Its very much like being enmeshed in a MC Escher painting, but with kerbals.
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25 minutes ago, capi3101 said:
How exactly did you go about switching it to CRP; did you use CKAN, and if so, did you do a full uninstall/reinstall? If not, you'll need to do that at this point. You might need to do that anyway - Precious Metals doesn't exist in CRP mode; the equivalent resource is Rare Metals (if I recall correctly, it's Rare Metals that gets used for Equipment printing in CRP mode.). And 'Minerite' becomes 'Minerals'. And you'll need to do a fresh scan with your Geology Lab or Surface scanner to verify they exist in the biome in which you're located.
I used CRP mode for a long time. Frankly, I like it better than Classic Stock (which I switched over to with 1.9), but that's just me.
I swapped the definition in the .cfg file... As you might expect it seriously borked the mod and had to be reverted.
I ended up just going into the module manager config and manually deleting the requirements for Precious Metals and Minerite from the recipe. So while it is working, it does mean every time it gets updated I will have to redo it.
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7 hours ago, IgorZ said:
Given the context, it's a KIS (Kerbal Inventory System) issue. Please, capture a short video and the logs, and report it to the right forum thread.
Will do thank you.
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I am not sure what is going on, but for some reason the separate parts command doesn't seem to be working for me (holding 'H' while left clicking). I am also getting some weird behavior where when removing a part from a Minmus base either the part fails to move if I try and attach it to a node, or the entire base gets moved and clipped into the ground. It seems to randomly effect some parts and not other identical ones. I have been trying to work around it, and bringing replacements from KSP sometimes works, sometimes not. It isn't until they are on site I can determine if its going to work.
Has anyone seen this before?
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5 hours ago, capi3101 said:
Okay. Assuming you didn't use CKAN to install the mod, let me see if I remember how to check this manually...
So, you want to go to C:/Kerbal Space Program (or whereever you've got the game installed)/GameData/ and find the file WBIPlayMode.cfg. Open that file up in a plain text editor of your choice (Notepad will do the trick just fine in Windows). It should have something that looks like this:
WBIPLAYMODESETTING { name = CRP }
We're interested in what you've got where it says "name = ". If it matches mine (i.e. if you're playing in CRP mode, or really anything if it says anything other than Classic Stock), that would explain your issue; Precious Metals and Minerite are endemic to Classic Stock mode only.
(I was just thinking that I had an old version of the game/mod I was looking at, and it is - it's my KSP 1.8 save. Process would still be valid, though.)I did use CKAN to install it... but who knows it can get glitchy.
And FWIW the path is \Kerbal Space Program\GameData so if anyone else has this issue don't go digging thru the subfolders it is in the GameDat folder directly.
In my case name = Classic Stock . I changed it to CRP and will see if that resolves the issue.
So I switched to CRP and is still is looking for Precious Metals for some reason. I have a lot more options for omni-Storage now, but none of them is the elusive PM.
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1 minute ago, capi3101 said:
Which mode are you using?
I don't know actually. I cannot bring up the menu because Alt-P brings up a winch control window from some other mod (not sure which)
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4 hours ago, capi3101 said:
I'll ask you the 'is it plugged in' questions first - have you verified that Precious Minerals and Minerite are in the biome in which you're located (check via the Geology Lab or with a surface scanner), do you have a dedicated storage area available designated for these two resources at your base, and what kind of drills are you trying to utilize?
Very fair questions, but that's not the problem. Even in the VAB if i go to manage operations for a Castillo Depo I cannot add Precious Minerals or Minerite for warehousing space. No where else except in the recipe for equipment do these show up.
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I am having an issue, that in order to use an omniconverter to print equipment I need to have Precious Minerals and Minerite. But there is "no definition" of them. I cannot access the options menu via alt-P because it just brings up a winch menu. Is there another option to fix this?
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So that didn't seem to work. I added what you put as an additional module, and the below screen shot is what I got.
The complete .cfg is below.
Spoiler//THIS_CFG_HAS_BEEN_AUTO_COMPILED_BY_KYEON_BOT_MK2
//LIFT_AND_MASS_ARE_AUTO_BALANCED
//THIS_WORK_IS_LICENSED_UNDER_THE_CREATIVE_COMMONS_ATTRIBUTION
//_NONCOMMERCIAL_SHAREALIKE_4.0_INTERNATIONAL_LICENSE
//MODNAME: ORBIT PORTAL TECHNOLOGY SPACE PLANE PARTS
//VERSION: 1.9.9
//DATE_ED: 2017-07-29
PART
{
name = j_4m_lab
author = K.Yeon
module = Part//descriptions
title = #LOC_OPT_j_4m_lab_title
manufacturer = #LOC_OPT_manufacturerA
description = #LOC_OPT_j_4m_lab_desc
bulkheadProfiles = j
mass = 3.938
tags = #LOC_OPT_tags_lab//category, technology and cost
category = Science
subcategory = 0.0
TechRequired = advExploration
cost = 9700
entryCost = 30000//temperatures
skinMaxTemp = 2700
maxTemp = 1500
emissiveConstant = 0.88//tolerances
crashTolerance = 12
breakingForce = 600
breakingTorque = 550//scales
scale = 1
rescaleFactor = 1.0//others
attachRules = 1,0,1,1,0
dragModelType = default
fuelCrossFeed = TrueMODEL
{
model = OPT/Parts/main/j_4m_scienceLab
}
node_stack_top = 0.0, 2., 0, 0.0, 1.0, 0.0, 4
node_stack_bottom = 0.0, -2, 0, 0.0, -1.0, 0.0, 4
CrewCapacity = 5
stackSymmetry = 1
thermalMassModifier = 4.0
vesselType = Ship
INTERNAL
{
name = JSCIIVA
}
MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data
evaOnlyStorage = True
storageRange = 2
allowRepeatedSubjects = True
}
MODULE
{
name = ModuleScienceLab
containerModuleIndex = 0
dataStorage = 1050
crewsRequired = 1
canResetConnectedModules = True
canResetNearbyModules = True
interactionRange = 5
SurfaceBonus = 0.1
ContextBonus = 0.25
homeworldMultiplier = 0.1
RESOURCE_PROCESS
{
name = ElectricCharge
amount = 10
}
}
MODULE
{
name = ModuleScienceConverter
dataProcessingMultiplier = 0.5
scientistBonus = 0.25
researchTime = 5
scienceMultiplier = 6
scienceCap = 800
powerRequirement = 5
ConverterName = Research
StartActionName = Start Research
StopActionName = Stop Research
}
MODULE
{
name = ModuleLiftingSurface
deflectionLiftCoeff = 1.713
dragAtMaxAoA = 0.884
dragAtMinAoA = 0.096
useInternalDragModel = False
}
MODULE
{
name = ModuleExperienceManagement
}
MODULE
{
name = ModuleKerbNetAccess
MinimumFoV = 17
MaximumFoV = 63
AnomalyDetection = 0
DISPLAY_MODES
{
Mode = Terrain
Mode = Biome
}
REQUIRED_EFFECTS
{
Effect = ScienceSkill
}
}
MODULE
{
name = WBIModuleScienceExperiment
experimentID = WBIEmptyExperiment
defaultExperiment = WBIEmptyExperiment
isGUIVisible = True
isRunning = False
checkPartResources = True
resultsSafetyCheck = False
experimentActionName = Do Nothing
resetActionName = Reset Nothing
useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
xmitDataScalar = 0.0001
dataIsCollectable = False
interactionRange = 1.2
rerunnable = False
resettable = False
usageReqMaskInternal = 1
usageReqMaskExternal = 8
}
+MODULE[WBIModuleScienceExperiment],0 {}
+MODULE[WBIModuleScienceExperiment],0 {}
+MODULE[WBIModuleScienceExperiment],0 {}
+MODULE[WBIModuleScienceExperiment],0 {}
+MODULE[WBIModuleScienceExperiment],0 {}
MODULE
{
name = WBIExperimentManifest
defaultExperiment = WBIEmptyExperiment
}
MODULE
{
name = WBIScienceConverter
scientistBonus = 0.25
researchTime = 7
scienceMultiplier = 5
fundsPerData = 100.0
reputationPerData = 1.0
scienceCap = 750
powerRequirement = 5
ConverterName = Research
StartActionName = Start Research
StopActionName = Stop Research
}
MODULE:NEEDS[Pathfinder]
{
name = WBIMultipurposeHab
enableLogging = True
showGUI = True
isInflatable = False
capacityFactor = 1.0
inflatedCrewCapacity = 5
fieldReconfigurable = True
canConfigureWhenDeflated = True
templateNodes = PATH_SCIENCE
defaultTemplate = OmniLab
//If the part has a KIS container, this is the base and max amount
baseStorage = 0
maxStorage = 0.1
// partToolTipTitle = Your First Habitat
// partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis.
opsViewTitle = Mobile Analyzer Operations
resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir
resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies
}
MODULE
{
name = ModuleColorChanger
shaderProperty = _EmissiveColor
animRate = 0.8
animState = false
useRate = true
toggleInEditor = true
toggleInFlight = true
toggleInFlight = true
unfocusedRange = 5
toggleName = Toggle Lights
eventOnName = Lights On
eventOffName = Lights Off
toggleAction = True
defaultActionGroup = Light
redCurve
{
key = 0 0 0 3
key = 1 1 1 0
}
greenCurve
{
key = 0 0 0 3
key = 1 1 1 0
}
blueCurve
{
key = 0 0 0 3
key = 1 1 1 0
}
alphaCurve
{
key = 0 1
}
}
}
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On 9/30/2021 at 7:32 PM, JadeOfMaar said:
oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry.
Save this and let me know:
@PART[j_4m_lab|k_3m_lab]:NEEDS[WildBlueTools] { MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment isGUIVisible = True isRunning = False checkPartResources = True resultsSafetyCheck = False experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} MODULE { name = WBIExperimentManifest defaultExperiment = WBIEmptyExperiment } MODULE { name = WBIScienceConverter scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 fundsPerData = 100.0 reputationPerData = 1.0 scienceCap = 750 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE:NEEDS[Pathfinder] { name = WBIMultipurposeHab enableLogging = True showGUI = True isInflatable = False capacityFactor = 1.0 inflatedCrewCapacity = 3 fieldReconfigurable = True canConfigureWhenDeflated = True templateNodes = PATH_SCIENCE defaultTemplate = OmniLab //If the part has a KIS container, this is the base and max amount baseStorage = 0 maxStorage = 0.1 // partToolTipTitle = Your First Habitat // partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis. opsViewTitle = Mobile Analyzer Operations resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies } }
Does this get saved to the .cfg for the OPT-J Mobil lab?
If so can I ask why the change includes stuff about inflation?
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I am not positive this is a bug, but I think so. I play with both OPT and Pathfinder installed but on a ship with the OPT-J Mobile Lab there is no ability to start an experiment with the Pathfinder interface. I looked at MM and didn't see any module installed for it, but I am very shaky trying to read config files like this. Would it be possible to have this added to the lab? I hate having to carry around a 2.5m mobile lab just to handle this.
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I am having an issue with the interplay of Pathfinder and OPT. The OPT J Mobile Lab does not have the ability to act as an Experiment Lab like the stock mobile lab does. Would it be possible to add this function?
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I found a bug in the MK2ISRUDrill. For whatever reason it was causing a huge amount of drag on the order of 10 times the drag from a short MK2 cargo bay. Adding the following to the .cfg file seemed to sort it out and drop the drag to where it should be.
MODULE
{
name = ModuleLiftingSurface
useInternalDragModel = False
deflectionLiftCoeff = 0.35
dragAtMaxAoA = 0.15
dragAtMinAoA = 0.1
} -
I appreciate that you aren't supporting Firespitter, but do they conflict? I would like to add OSE Workshop Reworked but it has Firespitter as a dependency.
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I have this installed, but I don't seem to be able to do anything with it. Civilian Kerbals do show up to be hired, but if I send them to a base with a University/flight school/Theater they don't seem to interact with them at all.
Also I don't see any parts with food or water, and the farm doesn't seem to have any onboard storage for them either.
After reloading, I am also missing the toolbar icon...
Could this be an install problem?
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Is there any way to get a NON-modded version of the Cargo bays? I absolutely love the mod but I run a very SSTO heavy program and the hanger only version of the cargo bays is crippling.
To document the issue. After installing Hanger, my entire crop of Mk3 SSTO's seem to have gained an immense amount of weight. Even empty a plane that used to launch 2 orange tanks to orbit easily, now can't break 350m/s. I don't see any additional drag trails, so I am assuming it is a weight issue, but I guess there could be a hidden drag component as well, I am not sure.
Edit: FWIW I edited the hangar/MM/Squad.cfg file and removed everything below line 80, and the parts seem to have returned to normal. Obviously without the hangar capability. Just to confirm the issue is with the Hanger mod and not some weird conflict elsewhere.
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Is there any way to speed up the transfer of stuff? With 10 and 20m fuel tanks it can take a very long time to move fuel around?
[1.12.4] SimpleLogistics! (SLOG) v2.0.6.0 - `<Supply & Demand>` [29 Dec 2022]
in KSP1 Mod Releases
Posted
I am having an issue where very large containers are never being filled even when within range and plugged into the network. The small tank (180/220) is attached to a Convertotron-250 pushing out LF and LOX and trying to fill a S4-512 (23040 / 28160). I wonder if there isn't a rounding error somewhere that truncates sending resources to a larger tank even when the smaller one is full.