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KSP2 Release Notes
Everything posted by Poppa Wheelie
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I love CKAN! But it's not working right now. I updated to the new version. Now I can't start a KSP1 game. Here's what happens: CKAN v1.33.0 opens to the "Loading registry..." spinning green progress bar screen, with the "Manage Game Instances" window on top of that When I select an existing instance, I'm get the "Check for updates" on start-up window. I answer, "Yes, check for updates". "Loading registry" window is still spinning The main CKAN window now shows what looks like my instance main screen (I see the selected instance listed at the very top of the window). "Add available updates" is not greyed out, as if I have updates. Nothing is listed in the mod list, although this instance does have mods. And, at this point, the following error window pops up: Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Empty path name is not legal. If I select "Continue", the error window disappears, and I'm left with the main CKAN window for the selected instance, with no mods listed If I select "Add available updates", I get this error: Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Object reference not set to an instance of an object I didn't attempt to select "Launch Game" Please let me know if there are logs somewhere, or any other details, that I need to provide for you.
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@610yesnolovely, thanks for the quick response. It seems to me that MJ and the IVA MFD don't run the same code to execute the burn. If there was someone still maintaining this IVA, or this MFD prop, I could ask them to look into this. I would be willing to do this, if there was a way to do so from within the IVA. This IVA does not have the prop I've seen in some other IVAs with a multi-switch for throttle thrust limits. And I don't see a method in either of the 2 included MFDs. So I would have to leave IVA to set an engine thrust limit, then return to IVA. Any thoughts on how to do thrust limiting from within IVA without a dedicated thrust-limiting prop? Yes, it has RCS. I'll try with RCS on to see if that helps. And I feel pretty good about their balance. I've manually (not in IVA) done the intercept and rendezvous with this station, and done the docking using RCS. Thanks! I wanted a small, single-engine single-seat SSTO that I could fly to and from an LKO station, while also providing excellent visibility, and with no need to exit IVA (for Map View, or to set thrust limits, or for any other reason). If the functions in this MFD worked as expected, I would be set. So I think these are some of my options: Keep looking to see if I can find someone to "fix" the functions of this MFD (I've also found that it doesn't create the same "Match target velocity at closest approach" node as MechJeb). I see that, as you suggested, MOARdV has stepped back from supporting MAS. Any other thoughts? If I'm confident in the node created within IVA, I can always execute that node manually. I can also do some things manually without a node, such as matching target velocity I could stay in IVA, but F2 to bring up MechJeb functions and use them when needed (like to create better nodes, or to do an auto-execution) I could drop out of IVA for things like thrust limiting or to use Map View, then return to IVA. Thanks again!
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- bluedog design bureau
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When I create a node in the DE+MAS IVA, and then execute that node using the “AUTO” execution function within the IVA, the execution behavior is significantly (detrimentally) different from the execution behavior when executing an identical node using MechJeb’s Rendezvous Planner, “Execute Next Node” function. Is there a different way I should be using these tools to get identical results as MechJeb? If not, can this be addressed and fixed? I’m using the DE+MAS IVA. Reviva is the only mod I’ve found so far which provides the MFD described below, and I’ve only been able to use this IVA, with this MFD, when I have Reviva loaded. This is why I’m reporting it here. When I load individual IVA mods, without Reviva, I never get this DE+MAS IVA. Can you help me find the root cause of the problem, and if I need to report this to a different mod, I’ll do that. All of the IVA functionality discussed here is found within this MFD: MAS ALCOR MFD2 Powered by MOARdV’s Avionics Systems V1.3.7.30145 Here’s what I’m comparing, which you can see in the following video (4m19s): Load a save made shortly after achieving LKO Go to IVA On the MFD, select a space station also in LKO as target On the MFD, create a Hohmann Transfer maneuver node to the target space station Time warp closer to burn time On the MFD, select the “AUTO” function to automatically execute the node Watch the node execution go crazy It overshoots the dV, then chases the maneuver icon around the navball while in low thrust for awhile Reload the same save Within IVA select target, create Hohmann Transfer node, time warp closer to node On the MFD, select the “AUTO” function to automatically execute the node Exit IVA, time warp up a little closer Watch the node execution from 3rd person (outside the IVA) The crazy behavior is easier to see from this perspective Reload the same save again Staying in 3rd person (and Map View), select the target, create the node (MJ Rendezvous Planner, “Intercept with Hohmann transfer”), and time warp Staying in 3rd person, select MJ Rendezvous Planner, “Execute next node”, then time warp up Watch the node execution done perfectly I “think” I’ve correctly calculated the real clock times at which some events in the video occur. I’ve noted those times in the video, thinking the times may help finding the right spot in the log files. Log files: KSP: https://1drv.ms/u/s!AijA8HUkaaOEmGYhP0_sCHBuSm-j?e=cvRHRY Player: https://1drv.ms/u/s!AijA8HUkaaOEmGcAO8kvPUioNcFd?e=1S44TM Video (4m19s): https://youtu.be/g0I9u0wmzdE
- 186 replies
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- bluedog design bureau
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Suggestion: Naming Conventions
Poppa Wheelie replied to Rubenio's topic in KSP2 Suggestions and Development Discussion
This is what I want - name priorities. For example: In KSP1 I might have a mothership, with a lander, all docked to a station. I might give the station naming priority 20, the mothership naming priority 10, and the lander naming priority 5. When the lander docks with the mothership, the combination will have the mothership's name When the mothership docks with the station, the combination will have the station's name When anything undocks, we'll see correct names for the pieces -
I'm interested in how you got the functionality to set radio frequencies and then have the navigation cues on the navball to guide you to a runway landing
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Very nice! Two questions: How did you raise and lower the seat? How did you get the landing guidance? Does each of these requires an additional mod?
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[1.12.x] Near Future Technologies (September 6)
Poppa Wheelie replied to Nertea's topic in KSP1 Mod Releases
20230626: My Octo-Girder Octagonal Docking Connector docking ports will not dock. I see a very similar report from 2019, linked below. Is this the same issue? Is there a workaround? 20230627: I have partially solved this, using initial orientations of Prograde / Retrograde or Radial In / Radial Out, but it still doesn't work for initial orientation of Normal / Anti-Normal. See "Another Update" below for details, screenshots, and new logs. Two screenshots from me. "screws facing out" on both the upper and lower connectors, which I'm pretty sure is correct. 2019 report, which looks very much the same issue as this. I tried going very slowly 0.1m/s approach speed, with docking attraction force set to 5%, as suggested in this post. I also tried approaching with the orange orientation arrow of the docking alignment indicator pointing each of the 4 directions (12, 3, 6, and 9 o'clock). No luck. Update: I tried a much smaller test rig. I still can't get it to work in space, but got it to work on the runway. Logs: KSP: https://1drv.ms/u/s!AijA8HUkaaOEmFKYUecyZLrqTZxQ?e=AJ9oeL Player: https://1drv.ms/u/s!AijA8HUkaaOEmFPCx2tUbKyn1GXP?e=m09QO1 Another update (20230627): I got the test rig above to work, as follows: SAS to Prograde SAS to Stability Assist Undock Use RCS to back one pod away from the other Use RCS to approach Keep approach speed to 0.4ms This worked for initial orientations of Prograde/Retrograde and Radial In/Radial Out. I tried again with Normal/Anti-Normal, using the same approach as described, but still no luck. Approaches faster than 0.4ms may work for the successful orientations, but I didn't try any other speeds. Screenshots using the Radial In / Radial Out initial orientation: Today's Logs: KSP: https://1drv.ms/u/s!AijA8HUkaaOEmFb7tVhblAAYWhXS?e=WeTK3P Player: https://1drv.ms/u/s!AijA8HUkaaOEmFUGDlQKgV1_m8yL?e=PpNJhZ -
Adding the -popupwindow option does work, and is the solution to your problem. The Borderless game option is what has not worked properly.
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Saving and reloading is what breaks it. The labels are good before a save, but after a save and reload the labels are gone. Thanks for looking into this, and I completely understand that real life is the priority. No emergency here.
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I could, and would be happy to, but I've never opened the cfg file before, even just to look around. I don't know what I'm looking for, or what changes I would need to make. Any guidance or suggestions on how to go about this? With the Reviva mod uninstalled, shouldn't I be able to load up the "correct" mods so that the DE+MAS IVA is the one loaded up?
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I'm having an issue where Action Group labels do not get retained after a game save and reload. Further down in that chain, @JonnyOThan suggested the problem might be with the way Reviva recreates the rpm computer. I removed the Reviva mod and retested, with good results - the Action Group labels are retained after a game save and reload. Can this be fixed?
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- bluedog design bureau
- airplane plus
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This does NOT occur when Reviva is not installed. I removed Reviva in CKAN, built a new test rig and launched it, saw the Action Group button labels, made a save, loaded that save, and still see the labels. I'm willing to proceed without Reviva. In what I'm building right now I want the DE+MAS IVA, but in this case with no Reviva, I think I was given the DE version by default. How do I get the DE+MAS by default? OR, should I wait on a Reviva fix? Thanks for your help!
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I use, and recommend, CKAN. Very easy to use. CKAN does all the heavy lifting as far as keeping track of what dependencies are needed, and in loading up the proper folders. As the user, I don't have to deal with any of that. CKAN also keeps track of my various instances, including a mix of KSP1 and KSP2. For example, I have 2 KSP1 and 2 KSP2 instances right now. Using CKAN, I just pick the one I want and CKAN loads the correct game (with the mods specific to that instance). I don't know anything about Curseforge.
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I'm setting up a save to play some IVA-only. When I define custom Action Group labels, they appear correctly at first (after launch), but they disappear after loading a save. Can someone identify a fix or workaround for this? If not, can someone identify which mod is causing this issue? Screenshots and logs:
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OK, thanks!
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Thank you for this mod! I'm seeing a discrepancy between TWR calculated in the VAB, and TWR on the surface of Eve. In the VAB my vehicle shows TWR of 1.44 for Eve, but on the surface of Eve I see a TWR of 0.80. I think the 0.80 is more accurate, because this thing will not lift off. I landed this on Eve. TWR for liftoff stage shows 1.44 This is what I actually attempt to liftoff from Eve. TWR still shows 1.44 On the surface of Eve, however, TWR now shows 0.80
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How can I delete the saves?
Poppa Wheelie replied to m3yrr's topic in KSP1 Technical Support (PC, modded installs)
Here's how I do it. (Windows) With KSP not loaded at all, or, if loaded, no further than the main menu: Make a copy of the entire game instance (I have several game instances active at once, managed by CKAN) For example, I might copy from: KSP Instances > KSP1 Career Game And paste to: KSP Backup Saves Rename the copied save folder. For example, rename KSP Backup Saves > KSP1 Career Game To: KSP Backup Saves > KSP1 Career Game 20230502 Go to the location of your game saves Using the example above, my game saves would be at KSP Instances > KSP1 Career Game > saves > My Career Game Delete all saves you wish to delete, which involves deleting two files for each save: A LOADMETA File An SFS File If you start the game after this (or progress the game beyond the main menu), you'll see that the saves you deleted are gone. -
Weekly Challenge #10 Sci-fi Craft
Poppa Wheelie replied to Ghostii_Space's topic in Challenges & Mission Ideas
How accurate is the trunk? -
The showers in the Ramstein AB gym (1996 - 1999) had only one control: a push button. Pushing the button gave you about 30 seconds of shower (preset temperature and pressure). After 30 seconds the shower flow stopped. Take however long you want to lather up. Press the button again for another 30 seconds at a time to rinse off.
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Flight Engine Mount/Fairing/Decoupler not Releasing
Poppa Wheelie replied to Kilo523's topic in v0.1.2
Nope, sorry. It doesn't work fine. In the "solution" I showed above, it worked because the decoupler and fairing blew up and were destroyed when they hit the runway behind the vehicle. If I look at the Tracking Station after they've blown up, I see 3 objects: Test Rig-1, Default Name-2 (the second ship), and Default Name-3 (the decoupler facing Test Rig-1. In orbit, the fairing and decoupler continued flying behind the second ship (Default Name-2). Since they never blew up, I don't get a Default Name-3 for the first decoupler which is sitting there. I also have no control over the second ship. So, back to square one. I don't know how to work around this. -
Multiplayer question, how important it is to you?
Poppa Wheelie replied to Piotrr's topic in KSP2 Discussion
I want a different type of multi-player experience than has been discussed so far. I want to be able to put 2 people into 2 different seats in the same command pod in IVA. We'll cooperate that way. With VR would be even better.