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jimmymcgoochie

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Everything posted by jimmymcgoochie

  1. Got an exception when opening CKAN v1.27.0 for a KSP 1.8.1 instance: ************** Exception Text ************** System.ArgumentOutOfRangeException: InvalidArgument=Value of '2' is not valid for 'index'. Parameter name: index at System.Windows.Forms.TabControl.GetTabPage(Int32 index) at System.Windows.Forms.TabControl.TabPageCollection.get_Item(Int32 index) at CKAN.ThemedTabControl.OnDrawItem(DrawItemEventArgs e) at System.Windows.Forms.TabControl.WmReflectDrawItem(Message& m) at System.Windows.Forms.TabControl.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) It let me continue and seems to be working correctly but it 'uninstalled' module manager and deployable engines plugin- I say 'uninstalled' because they're still there and it says they're still installed if I try to add them. Bit odd...
  2. Any chance of an adapter part to go from the square SSR to 0.625m? There's a decoupler-adaptor to fit the teeny ion tanks but not one to go larger. I've also noticed that the scanner doodah doesn't rotate correctly in 1.8.1, it makes one revolution then stops and when I switched it off again it rotated backwards to its starting position.
  3. I was about to post about how the Lindor rings didn't work, but then I managed to find them by pointing the camera at Lindor then shifting the viewpoint until they suddenly appeared. Wow, those things are hard to spot- incredibly thin and only visible at short distances/high zoom, I was expecting them to be more prominent. (maybe they're actually present in v1.7.3 as well and I never managed to find them?) Also- well done for updating to 1.8.1! I'm very happy to see the compatibility as my list of 'incompatible' mods that CKAN complains about every time I open the game is drastically shorter, and those new textures are niiiiiiiiiiiiiiice...
  4. Did you fly off into nothingness at incredibly high speed, completely out of the solar system? If yes then you hit a 'kraken' a.k.a. a catastrophic physics bug that can't be recovered from. Best to reload the game and try again. Make sure you don't have 'hack gravity' switched on as that can mess things up too, if you're at 10x gravity then it will set orbit at the speed you need to go at to orbit at 10x gravity, then switching it back to 1x gravity will send you flying off out of Kerbin's SOI; conversely if you have gravity set lower e.g. 0.01g, then it'll go incredibly slowly and switching off hack gravity will cause it to immediately fall out of the sky.
  5. The screenshot gallery has the CYL and DSK looking like I saw in-game, though having some parts of the probe cores foil-less is a bit odd. The RND silver foil is definitely not the same though, it's crinkly like the others in the album.
  6. I'm getting a lot of null reference exceptions when adding new mods, it seems to be failing when trying to show a list of recommendations. I suspect it's happening when trying to install mods that aren't compatible with the KSP version (although most of the time they still work). Restarting CKAN and adding the same mod(s) again works fine. There doesn't seem to be any pattern to it that I can see, although it might only happen the first time you add a mod after closing KSP itself. System.NullReferenceException: Object reference not set to an instance of an object. at CKAN.ChooseRecommendedMods.RecommendedModsListView_ItemChecked(Object sender, EventArgs e)
  7. I saw something like that using Restock/+ 1.0.3 in KSP 1.7.3, and the clamps didn't decouple when I launched the rocket- they stayed stuck to the boosters and went flying with the rest of it. I haven't used them since then. Are you using KSP 1.7.3 or 1.8(.1)?
  8. NFExploration is an interesting new addition, I haven't looked at it fully yet as I'm playing a 1.7.3 game not 1.8.1 but I've included some parts e.g. probes and buses into that 1.7.3 game. Aside from the circular probe cores being rather ineffective compared to the stock RGUs (and the extra .625 and 1.875 RGUs from restock+) due to their higher cost, feeble reaction wheels and less good SAS, I've noticed that some of the probe textures can act strangely- the RND silver texture is completely smooth whereas every other foil texture looks crinkly, and on several probes (DSK and/or CYL that I've seen so far) switching the texture leaves some parts of the core the default grey, is that intended?
  9. Possible bug when using Strategia and JNSQ- when 'Massive Scale Launches 3' is active, there's no way to repair damaged/destroyed facilities. After accidentally knocking down some scenery on the launch pad, I couldn't repair it and instead of a repair button all I got was the message 'stand by'; removing MSL3 from the active strategies made the repair button appear again, so I think there's something about the free repairs part of that strategy that's interfering.
  10. A couple of things that I think should be adjusted for this mod: The fuel tanks can hold more electric charge than the dedicated batteries. I find that very strange. There's an optional add-on to Kerbal Atomics that converts all nuclear engines to run on liquid hydrogen, but the octosat fuel tanks can't hold this fuel. Any chance this can be added, even if it's dependent on having a mod installed that uses liquid hydrogen? (I tried a hacky patch but all that did was break them ) A side relay would also be good, as would a little landing leg and a more compact, squarer solar panel- the existing one is very long, so not ideal for trying to land on uneven ground. OK, so using it as a lander isn't exactly what it was intended for, but it would be nice to have the option.
  11. As far as I can tell, remote guidance units (RGUs) are just more expensive circular probe cores with better SAS and reaction wheels. What's the real difference, and why are RGUs so far across the tech tree- and so expensive? There's something about a 'probe control point' in the RGU description- what is this, and is this why they're expensive and hi-tech?
  12. If I had the faintest idea what a 'voxelisation overlay' was I might be able to help you... I'll have a look again tomorrow and bash at some FAR buttons until something vaguely voxel-y shows up.
  13. After a bit of digging I've found that FAR is causing this issue, and have been able to reproduce the bug in KSP 1.8.1: just by sticking a single hemispherical fuel tank on the top of an otherwise perfectly functional rocket, even with the tank inside a fairing, produces a drag line at least a hundred metres long from that tank and causes the rocket to flatly refuse to go above about 250m/s and tumble as soon as the SRBs burn out. Remove the tank- I've tried all of the hemispherical tanks from 0.625m to 2.5m- and the rocket flies perfectly well; remove FAR and the rocket flies perfectly well; put them both together and very very bad things happen... Removing the fairing makes no difference, the tanks produce huge drag regardless.
  14. This might be a cross-version issue, but when I use the hemispherical 1.25m fuel tank from Restock+ 1.0.2 in KSP 1.7.3, it produces about as much drag as Switzerland and an entire rocket just refused to go above 200m/s because it had one of them on it, even though it was inside a fairing. Maybe it's just not meant to be used in KSP 1.7.3, but everything else in restock/+ 1.0.2 works fine in KSP 1.7.3; I haven't had time yet to try and reproduce the craft in KSP v1.8.1 to see if there's a bug with the part generally or if it's just a version clash thing. I'll try that tomorrow.
  15. Gitlab issue raised as requested @Nertea Re. the tanks, I think we're going to disagree on this- I just find it really odd that the 1.25m, 2.5m, 3.75m and 5m fuel tanks have four black vertical stripes in black and white mode but only half of the 1.875m tanks do, and the other half have 2 stripes. I'll just avoid using the versions that I don't like the look of
  16. - Escaping velocity - Reheating gravioli - Loading... - Still loading... - Yep, still loading... - Lemme check- nope, still loading... - STILL loading... - Initiating self-destruct in 5, 4, 3... - Pay 1 BitKoin or your hard drive gets wiped! - Telling Stayputnik to stay put - I'm sorry, I'm afraid I can't do that... - "Has anyone seen my pet squid?" - Wehrner von Kerman - Controlling reaction (as in RCS) - It's loaded! Nah, just kidding... - Consciously decoupling - Creating StereoPropellant - Repelling space pirates - Grooming Poodle - Casting HECS - Dodging charging batteries (it's a stampede!!!) - Adding 'space' to non space related objects to sell to KSP - Adding 'advanced' to part names to increase price tags - Creating 'Mint-mus' ice cream - Tracking Center - Not paying interns - Auctioning science - Locking fuel cell doors That's all I've got for now
  17. The chatterer mod has several SSTV tones in it which sound very similar to the one from the Duna pyramid. Has anyone tried turning those into images?
  18. A lot of the rocket engines in KSP have little exhausts on the side of the main nozzle, often with a lot of pipes and tubes tangled around the nozzle. In some mods, these are animated and seem to spit out little clouds of smoke and fire as the engine runs. What are these for? My best guess is some kind of cooling system for the nozzle itself, or possibly a system that diverts part of the exhaust to an alternator that generates power.
  19. Nobody has ever built an antimatter bomb, for the simple reason that actually making antimatter at all is exorbitantly expensive, requires some form of large particle collider and the antimatter that gets produced will literally turn into nothing (apart from a burst of energy) if it touches regular matter so requires lots of energy to run magnets that keep it away from all that matter. Storing it long-term is impossible with current technologies, and even if it becomes possible in the future there's no point in doing it. If you're making a rocket engine that literally runs on nuclear explosions, radiation clearly isn't a particularly big consideration so a regular fission-fusion system is a far better bet: it's decades-old and well-proven technology that has an existing skills base with a fairly large number of people who already work with nuclear reactors/weapons/materials and the technology to make more; the raw materials are easier to get hold of (plenty of old nuclear warheads around waiting to be decommissioned!); it's far less likely to blow up in your face, as actually getting a nuclear explosion going takes some effort and a leak of the fissile material will actually make it less likely to blow up whereas antimatter will go off the moment it touches matter and so any leak at all could be catastrophic; and when you're in space, it doesn't matter that you're flying along leaving a cloud of heavy radioactive isotopes in your wake. Antimatter is hideously expensive, hideously volatile and quite frankly over-hyped.
  20. I've been using restock/restock+ 0.1.4 since I found it a few months ago, and only found out today that there was a new version with a load of newly restock-ified parts. Which is good- in most cases: the new versions of structural parts (and new parts from restock+ e.g. the new modular girder parts) are a nice addition, the new 1.875 parts like the reaction wheel and battery are also good (although slightly treading on the Missing History mod's toes), the new round fuel tanks could prove useful for side boosters and the lights on the grabber claw (and the new smaller claw) will be useful too. The one thing I have a problem with is the reworked paint schemes for the Making History 1.875m fuel tanks, and it's a fairly simple one: they don't match! The stock paint jobs don't really match either, to be fair, but I was expecting the restock-ified versions to all have the same number of stripes on them in black-and-white mode. For some reason, the TX220, TX900 and 1.25-1.875m TX151L tanks have two black stripes and yet the TX440 and TX1800 have four, which matches the stock versions and also matches the engines that come with making history as well as the new medium reaction wheel, and indeed almost all of the other black and white patterned stock fuel tanks from 1.25m up to 5m. The TX900 is particularly odd, as the black stripes are double thickness at the very bottom edge but regular thickness further up which is unlike any other part. The orange and grey versions do look a lot better than stock, if more grey and less orange which is a bit blander, and the addition of grey/orange versions of many parts e.g. engine shrouds and decouplers is also a good thing, but those black and white 1.875m patterns just don't look right especially with several different sized tanks in a stack and/or when using the cheetah/bobcat engines which also have black and white caps (suggestion for the next update: orange caps and fairings for the cheetah and bobcat). The T100 tank having 3 stripes I can live with, as it's a very early game part that I don't use much/at all as soon as bigger tanks come along, but those 1.875m tanks are pretty useful later in the game and the half-and-half stripe scheme just isn't right- I greatly prefer the new TX1800 as it looks much better in a stack now with the black pattern starting right at the top rather than part way down, but the TX900 is really odd looking beside it and I don't see why that should be. A few other things I've noticed just rummaging around in the parts list: The LV-1 Ant engine isn't switching paint for me, it's stuck on the plain metal look and the white version doesn't appear; the RE-I2 Skiff engine claims to have a 1.875m tank butt version but it's actually 2.5m, and I can't get the white version- the tank butt itself is always orange and grey even with a white fairing (that might just be me misinterpreting the description to mean the tank butt would be white instead of just the fairing, as most of the other engine models have orange/grey themes for the rocket itself even if the shroud is white); the TX220-R 1.875m fuel tank has a plain metal version, but none of the other 1.875m tanks do, so I'm not sure when this would get used; and the shrouds on the 10m heat shield are too short for the bottom connecting node so it floats above whatever it's stacked on top of. I don't mean to sound critical- clearly a huge amount of work has gone into making this mod and I'm very impressed with it, I particularly like the 'dark' colour scheme for 1.25m sized parts and would like to see that rolled out further e.g. to the 0.625m size bracket- but by day I'm a software tester and get paid to be picky, so I can't help bringing that mindset along. The flip side is that I'll try to be as detailed as possible if I find something that seems off, and do some investigating if I can to find the root cause to help get it fixed. (I'm currently using Restock and Restock+ v1.0.1 from CKAN in an otherwise mod-free KSP v1.8.1 instance for testing purposes; how did I miss the big new version by almost a whole month? ) A couple of final suggestions: restock-ify the C7 1.25m-2.5m fuel tanks so that they at least have an orange version instead of just plain white, and add insulated versions of the modular girder hub, adapter and small adapter.
  21. Missing any insertion maneuver around Jool is a nearly guaranteed way to exit the solar system- it's a hefty planet with a huge sphere of influence, and will add a correspondingly huge boost to the speed of anything that flies through it. If you haven't already, get the Kerbal Alarm Clock mod as it can help you avoid missing maneuver nodes and if you use it right will actually pause the game and set off an alarm when a node is due- it's very helpful when you have lots of different missions going on especially when some are long distance and can take years to reach their targets.
  22. @Eloann2006 two things: 1) Welcome to the forums! <moderator snip> I suspect there will be pre-existing archives of all KSP versions out there already, and even if there aren't why would you want a very old and known to be buggy development-era version of the game when there are plenty of proper and (generally speaking) less buggy release versions available?
  23. Without knowing what version of KSP you're using and what mods you have installed it's a lot harder to say for sure if what you have is a bug/glitch or a real feature. Please provide a list of mods and game version in future to help others to help you. Just looking at two numbers on that screenshot- speed of 18.5km/s and altitude of 1.27 billion km- I'd say you triggered 'a Kraken', where the game physics glitches and hurls your ship completely out of the solar system. The fact that your spacecraft isn't in the screenshot at all makes that more likely, as this often happens during this type of glitch. The speed is on surface mode not orbit mode so that makes it a bit harder to tell. Although usually that type of glitch happens so fast that you leave the solar system before even realising that it happens, so if you actually saw the ship flying past Jool then it might be a different type of bug/glitch. I'm assuming that you're using the stock solar system here, as some mods add more planets or additional stars- those don't work in v1.8 or v1.8.1 of KSP so if you're on that version then you won't have those. To really prove it one way or the other I'd like to see a screenshot with the speedometer set to orbit mode not surface mode and on the map view. And just so you know, the speed of light is about 300 million m/s so your 18500m/s is about 6% of light speed. Pretty impressive, but not nearly as high as some of the 80%+ glitches I've had.
  24. Added a mod, built a crewed ship with mod parts, deleted mod, reloaded save and both ship and crew had vanished. I had put all the Kerbonauts I had on that ship so ended up with none at all. (It was just a sandbox for mod testing, but still...) I use MechJeb for executing long-distance maneuvers like interplanetary burns. I've done plenty of them manually, but in many cases I get the transfers wrong and either end up hurtling through the target's SOI with a huge braking burn needed because I went too early, or else having to overshoot and dither at solar apoapsis for years before it drops back to the target because I went too late. I once built a massive ship to fly out to Neidon (fake Neptune from outer planets mod) using an ion-plasma type engine (from near future propulsion) with massive efficiency but pitiful thrust (40kN). The burn required over 2 hours to complete but the ship had so many parts (many of which were from mods, and may have been poorly optimised) that the game was running at about 1/3 speed. I started the maneuver, went away, had breakfast, had a shower, went out shopping, did some housework (hoovering, cleaning, laundry etc.), watched a film and came back almost SIX HOURS later, but it was still burning and had somehow gone about 20 degrees off course so I had to then make a correction burn just after leaving Kerbin's SOI to actually go where I wanted it to. Time to Neidon: 40 years, give or take. Odds of me ever playing that save long enough for it to reach Neidon: slim... At least it isn't a manned mission though... I also tried to do an interplanetary burn from a sub-80km orbit and ended up flying into the atmosphere so I cheated the ship into a 1000km orbit and tried again. I once put a whole 100-ton rocket on a hacked retrograde solar orbit on a collision course with Kerbin, pointed it straight down and burned with infinite fuel, 10x hacked gravity, drag switched off and no overheating to try and complete the deployed seismic experiment. It hit the ocean instead Any time I see a 'recover xxx part' or 'rescue xxx kerbal' mission, I just use the hacky rendezvous button to lob the same little grabber craft/rescue ship right beside it, get the target part/kerbal then drop it back down to Kerbin, using the set orbit button if necessary. Same story for docking space station parts together. I used to do those by hand, but I have nowhere near enough patience to try and do orbital intercepts and am too cheap to fund an entire launcher to put the grabber/rescue ship into orbit of Kerbin, never mind anywhere else. I also once 'rescued' a Kerbal from Duna orbit by dropping an entire crewed expedition mothership right beside it using the cheat menu and transferring them over just before leaving Duna to go back to Kerbin. It was only after I'd done the transfer burn that I realised I had completely forgotten to visit Ike... I put an amphibious plane on Laythe, but turns out it can't actually take off from the water and is a bit crashy trying to land there too. Crash damage off any time I try to land, hack gravity to minimal when taking off- for some reason that makes the plane fly underwater (how the engines work under the water I don't know!) then switch gravity back to normal and it immediately bursts to the surface and usually keeps flying. I also put an electric plane on Eve but broke the solar panels, so I reloaded the save and had to land it from orbit again. I tried to modify the science lab to give me a bit more science when deployed on the Mun and Minmus (4 per day just wasn't cutting it) so I boosted the data limit from 500 to 5000 as I had deployed a fleet of science-collecting autonomous rovers (bon voyage mod drove them for me- no way was I spending nine hours driving half way round the Mun and another nine driving back!) and altered the processing speed number from 7 to 6 (in the part file). I ended up with labs that produced up to 900 science PER DAY and still can't find the right combination of settings to make it a bit more reasonable - I was aiming for about 24 per day which is 1 science every 15 minutes.
  25. Black holes bend light around them, and this mystery blue circle is right next to a large blue object that could easily be a star. The fact that it's black in the middle also points to it being a black hole- the light from the blue star gets bent around the outer edge of the black hole to create a 'halo' around it, but this is only visible at the edges. The film Interstellar might have some glaring errors in it, but the appearance of the black hole itself was created using real models of real black holes and it looked a whole lot like this. Binary star systems where one star collapses into a black hole but stays beside its pair have been widely hypothesised, and interstellar travel is going to be a big part of KSP2. All this is coming from an out-of-focus image on a screen taken from a screenshot of a video so it could be anything; I'm just saying it could be a black hole binary.
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