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Selphadur

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Everything posted by Selphadur

  1. Anyone else having game crashes when using this with Restock and Restock+?
  2. I tested without MD-HeatShield-V2 present (deleted .mu and .cfg files) and then loading got stuck at MD-HeatShield. EDIT: Deleting both heatshields game loads just fine.
  3. Oh well trying without any mods right now. Will post the results. EDIT: Or not. It seems I deleted clean install. I will probably test it later. But anyway, this mod needs to be updated to 1.10 as with it game simply won't load, even though Module Manager does not throw any warnings or errors.
  4. First thing is: new install with only the mod which isn`t working, KNES in your case. I have 80-100 mods running in my game and everything is working, including KNES. @bcinkis still active here. Last visited on May 4. I do not use KNES and never had
  5. Then it might help to isolate the interaction, and let all the mod authors involved know. The mod author typically wants it to work for them, and offers it to the community in case they want it as well. If you're having an issue and the mod author isn't, the more help you can give the author towards solving the issue, the more likely it'll get fixed. I understand that. I actually wrote in WIP thread by mistake first with Jacke replying to it. It seems original author is absent from that thread for more than a year. That is why I asked if someone was willing to recompile this mod for 1.10. With people telling don't ask for update, don't post issue, reinstall KSP and etc. it really destroys any willingness to report problem, to help as you can to test it and etc.
  6. Already did like 10 times. You know not all people play with 2 or 3 mods. Some people may have couple of hundred. That is why I already provided log and etc with sound issue. So actually, in practical and realistic way, your attitude does not help whatsoever.
  7. Of course I can. I just notified about incompatibility! Also this mod have been waiting for update since 1.8x, so I don't know what the problem asking. You can say it runs on well on 1.8x-1.9x, but it is simply untrue. Engines already had no sound in 1.9.1.
  8. Hmm, probably you are right and Kerbalism indeed messes things up. Also what mod is responsible for "Reconfigure Storage" button? At first I thought it was WBI OmniStorage, but then I noticed that UI is different. And I did not notice this UI before, only after installing this mod. It was giving 3k liters of total storage for Viper and 10k liters of total storage for Ranger for all stuff to put in (Fuel, Oxygen, Electric charge and etc), which is really not much. Here is the pic: https://drive.google.com/file/d/1Jczkg_k3zEMvFvjzUSrdxQAoaKPXYsWh/view?usp=sharing I only get it on Endurance stuff. Oh and probably with OSE-Workshop stuff. Will check out without it. EDIT: Well even without OSE-Workshop or Pathfinder this storage button is present with same UI and nothing changes. Well then there is something really wrong as I can't even leave atmosphere with Lander, Ranger, Viper. With Endurance engine I can strap couple of Propellium storages and I'm in space I really like Kerbalism and I even forgot how it plays without it, but if it is really causing all of this it really sucks. I'm already aware of this one (I've seen a report of it in the Endurance thread) and I've already started investigating. For this mod I honestly don't want a finite ignition number on its engines. They're not the kind(s) of engine where ignition limits make sense. I think it is somehow linked to how engine is rated (in part config or something like that). Like Endurance engine is rated as Vac engine so Kerbalism automatically gives several ignitions without dedicated patch cfg, and Ranger/Viper engines are configured as first stage/atmo so Kerbalism automatically gives 1 ignition. I'm glad this satisfies you. It'll take me a while to decide where to publish this but it won't be in Endurance Reconfig. Would be great to have a link in this mod when you release. It would be great for users when they download this reconfig if they decide to go Propellium to also download additional cfg for that A huge thank you for your time and support of this mod! P.S. Regarding EC/s problem I have not seen any problem on any other part except Ranger with Kerbalism installed. So maybe Kerbalism is only screwing Ranger's EC/s for some reason, and messes with storage maybe.
  9. Can't seem to load game after 1.10 update. Stuck at loading MD-HeatShield-V2 I believe, or something like that. Anyone could recompile mod for 1.10 pretty please?
  10. When I said this: RCS is among the Graviolium features. Gravitic RCS is preferred as imbalanced thrusters and thrust torque completely cease to be a thing. I get it. Even though I did not test it on Viper yet (did not get the chance to get Gravollium yet), it would kinda make sense (but for me honestly I would prefer Monoprop for any RCS). This added Propellium for most modded fuel tanks nicely (which use B9PartSwitch I believe)! It would be actually a great idea to add it to main mod download. Right-click the part in the catalogue and scroll down the right side of the info window until you see "RCSFX" in green. RCS propellants are there. Found it. It uses more than 5 Propellium per second, which is way way too much as it also uses Propellium for main propulsion. And you can have max of 2000 if you reconfigure storage deleting every other resource and leaving only Propellium. You can barely get into orbit with so little, and if you use RCS you can't at all. Not to mention you have to throw away Oxygen, Electric charge and etc. This could be deadly with Kerbalism. And you have only ~180 Propellium if you just leave all the necessities and add Propellium. With that much you can barely lift off 1-2 km. One Cooper engine uses 3.5 Propellium per second. That's 7 per second + RCS 5 per second. That's 12 Propellium per second plus around 1.2k electric charge. That's 15 seconds of burn and 180 of Propellium is gone (a bit more if you turn off RCS). How do you actually use Ranger at all? Either something went wrong while patching or I don't know, but this way neither Lander, nor Ranger is viable at all as you can't even reach 10km in atmosphere. I get that Lander is supposed to "land", but Ranger? Did not fix 106k/s of EC usage of ATMO(VTOL) engine (engine built into Ranger, not Cooper that you attach). I think it may be somewhere in the engine cfg a typo or something with ratios/multipliers. But I don't really know where to look at and what values are ok. Also I noticed Habitat pressure is leaking in Lander, Ranger and Viper when using Kerbalism. Shows pressurizing 0.00% and when you spawn on launch pad all Nitrogen is gone Final thought would be maybe it would be a good idea to leave "stock" values/ratios for fuel, engine power, ISP and etc. and leave all other improvements and implementations? I mean now spacecraft is kind of unusable while original mod had very usable values. Don't get me wrong, your improvements are really great it's just I don't see any practical use for these engines/spacecraft. Well maybe Endurance engine is ok. But other ones, I don't know, either something is wrong with patches/mod compatibility or ratios are wrong. I can use original mod without problems. Oh, and adding little integration into Kerbalism engine ignitions would be nice! Now I believe they have like 1 ignition, apart Endurance engine, which has 23 I believe.
  11. The fuel that Endurance's engines and RCS use is not dependent on whether Pathfinder is installed. It depends on, in order of priority: If you have the WBI Play Mode set to Classic Stock: Use Propellium. If Cryogenic Engines, Kerbal Atomics or Rational Resources are installed and Classic Stock is not active: Use LqdHydrogen. Otherwise use LiquidFuel. I have Pathfinder, Cryo Engines and Kerbal Atomics installed. No matter what I select in WBI it still uses Propellium. So I stick to WBI Classic Stock. The OmniStorage tank feature (look for Reconfigure Storage button in the PAW (part action window, right-click window)) currently only presents itself when Classic Stock is active and would be available in parallel with the requirement of Propellium. How you put yourself in the position that the engines still require Propellium but the tanks don't provide OmniStorage is a mystery to me. OmniStorage works only for OSE and Pathfinder storage for some reason. I can't use it for any of the fuel tanks, like LOX tanks and etc. Don't know if I should be able to. Reconfigure Storage button is only available on few storages of OSE and Pathfinder and on Ranger/Viper and other Endurance stuff. I finally figured out how to put Propellum, but it is far from ideal, because I can't put it into huge fuel tanks. Electric charge on Ranger is still weird (106k/s) no matter what. Can't use VTOL/Atmo engines whatsoever. Can't find how to fix it. Endurance Reconfig causes the RCS to be 25% as strong at Kerbin sea level and to become useless near 2 atm of pressure. I suppose they're still usable but not by much (on purpose). Sadly, I don't know what to do to diagnose that and you have too many mods to install so I won't try to reproduce your install. It's up to you to copy your install and pick it apart (remove mods) to isolate the source of conflict there. I figured out that Viper needs Gravity Waves to generate Virtual Mass for RCS (should it not be Liquid Fuel or Propellium like you said?). For Ranger I still can't figure out what it wants for RCS.
  12. Any idea how to increase number of engine ignitions using Kerbalism? Ranger and Viper are barely usable with 1 engine ignition (2 if you pay extra for high quality engine).
  13. Thank you for your reply. Well tried without Pathfinder (I tried with it just to check if it works with it) and I can't use it all the same. Gravollium does not add itself. How I supposed to mine or find it without Pathfinder? Also switching to WBI CRP does not switch to Liquid Fuel when using Pathfinder, it remains using Propellum (Endurance engine for example). Deleting Pathfinder it switches to LqdHydrogen as it should using WBI CRP. And ATMO (VTOL) engines are useless as I said (Ranger's and Viper's), because I can't even use those due to colossal electric demands (you are supposed to use them taking off and landing before switching to main). So I can't even lift off from the pad. And by the RCS also are dead for some reason. Tried putting Compressed Air and Monoprop into tanks, but RCS still does not work. Although I am not sure is it this mod or maybe "AECS Motion Suppressor" mod is not letting me to use RCS in atmosphere. I really love the idea as it was difficult to use Viper and Ranger with Kerbalism before, due to radiation, food demand and etc, not having additional attachment nodes and etc. EDIT: Can confirm that RCS does not work only with parts of this mod (Ranger, Viper). So it is not because of "AECS Motion Suppressor" mod. Also just noticed that ATMO (VTOL) engine demands more than 106k/s electric charge! https://drive.google.com/file/d/1gQOTdbRsSAFh7UtqWkZJf41hWs-yyg8E/view?usp=sharing Here is Player log: https://drive.google.com/file/d/1lj_tI-APcExC7J3tC29Kp6kwOSfwjzn0/view?usp=sharing Here is MMPatch log: https://drive.google.com/file/d/1Y2WnUgQ8-wNFrzzHv3j6aWB7X1mIk70r/view?usp=sharing Here is ModuleManager log: https://drive.google.com/file/d/1McKEBh5CBS2YV9sYLmAFkkbfhV-AGNTT/view?usp=sharing If that helps. P.S. Also there is no violet ball of lightning around Viper in original mod, it seams that it is only with this mod. And you can't turn off that effect, which looks annoying actually. Also there seems to be some part inside Viper, which clips through upper part of model a bit where windows are. What is this part? There is no such part in the original. I will post picture of lightning and that part later. EDIT 2 Here is object I was talking about: https://drive.google.com/file/d/1w4fjli49ifLyWRea4MAcerHdFFH1bCAT/view?usp=sharing And here is lightning effect I was talking about, which is not present in original mod and which you can't turn off: https://drive.google.com/file/d/1SUNTzzZXsQlxiJ8PCHZbPB5UrQrCuf8P/view?usp=sharing EDIT 3: Found a way to have Propellum with OSE Workshop mod and also Pathfinder. Would be nice to have fuel tanks to hold propellum, not simple storage parts (which are like 2-3 so far at almost last tech level). Also I did not find a way to reduce Ranger's 106k/s of electric charge requirement yet.
  14. Either this mod is terribly bugged in 1.9.1 or it has serious compatibility issues with other mods. For example Viper has strange fx of electric "ball" around itself you can't turn on (FX button does nothing). You can't use Atmo VTOL on Ranger as it eats 4k electric charge per second while both generators can produce only 1054 electric charge. Also I was able to get Graviolium and Propellum only in sandbox mode, as putting it in other modes on VAB, such as career, simply nullifies and sets these resources to 0. Changing WBI mode to CPR or Lite or whatever does nothing as it still requires Propellium for Ranger and Graviollium for Viper. Tested this with Pathfinder and without. Does not seem to matter. I probably missed more stuff. It is really good mod idea, but it is so broken.
  15. I understand. Yeah, that is really annoying. At first I thought that other mods are messing things, such as Gravity Turn or Vertical Landing Redux. But after deleting all other "navigational" mods problem persisted. Also there was another bug I encountered. When trying to use stock maneuver editor that is bellow staging (one where you select Docking, Staging, Maneuvering), where all points for precision editing are (Prograde, Retrograde and etc) if you start using it there is weird glitch making that button to become bigger every time you press it. For example I recently discovered this feature that was added in 1.7 I believe (after 400hours of playing, ha ha) and started editing new maneuver node, started pressing Prograde button and noticed it started to get bigger. So curious as I am I started to press it more. And behold, my screen was green after Prograde button became massively huge. And this glitch did not disappear after exiting map mode, it persisted even after loading (I quicksaved with this glitch to check it out). I do not touch this stock maneuver editor again after discovering it as it glitched out the moment I started to use it. I am not sure if this is related to MechJeb too as I did not tried it again after deleting all other navigational mods and don't want to touch that thing again and glitch it. But regarding locking up of RCS and SAS I am 80% sure it's MechJeb as it is similar behaviour to when MechJeb turns off stuff automatically doing stuff like executing maneuver node, except in this case it does not return any control to toggling SAS and ASS even when all MechJeb stuff is turned off.
  16. I know that it overrides stock. When that bug happens all MechJeb stuff is disabled (such as SmartASS). When I press button to enable RCS or SAS it enables for like half a second and disables. It would not be much of a problem as I could just use SmartASS, but this bug also disables RCS. I can't toggle it (turn it on).
  17. Anyone else having a bug where Stock SAS and RCS would not engage? I mean after some time flying, using Advanced Transfer and etc with MechJeb, game just refuses to engage Stock SAS and RCS (using T or R buttons, or doing it manually with buttons on Navball). It's not connection or not having a crew problem. Connection is 100% and pilot is 2nd or 3rd level. It just won't let engage SAS or turn on RCS. I noticed it usually occurs after using Porkchop selection to another planed. But it also can occur more randomly.
  18. I have added third fuel sub-type for fuel tanks (Kerosene+LqdOxygen). It now works perfectly fine with Modular Fuels/RealFuels-Stock. Engines automatically were patched to Kerosene+LqdOxygen by Module Manager and fuel tanks were left useless. With this quick tweak I added compatibility (fuel tanks are not useless now while using RealFuels-Stock). Feel free to use it as you see fit (mod author) or incorporate into your main download and etc. Here is download link until mod author updates this mod and adds compatibility. Works on 1.9.1. https://drive.google.com/file/d/10P_5vQyYWzdYfDov21ha_NUFo0BDijJF/view?usp=sharing I hope I do not break any rules!
  19. Great mod, but please make Real Fuels-Stock compatible! With RealFuels-Stock engine clusters start using Kerosene with Oxygen, while those nice huge carbon tanks still use Liquid Fuel + Oxidizer and there is no way to change fuel.
  20. Another question. Should I ignore this error that MADLAD shows?: [WRN 22:51:13.359] AssemblyLoader: Assembly 'TestFlightRF' has not met dependency 'TestFlightAPI' V1.5.0 [WRN 22:51:13.359] AssemblyLoader: Assembly 'TestFlightRF' has not met dependency 'TestFlight' V1.5.0 I believe it is related to Kerbal Space Program\GameData\RealFuels\Plugins TestFlightRF.dll. Or should I download TestFlight? Thanks!
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