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minkar81002

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Everything posted by minkar81002

  1. I have determined that this is a visual bug present in the stock game (1.12.3, at least). The right-click menu will visually show that there is EC being produced, but this is purely visual; the resources are not affected. The reason I found this bug is because I was using the analog-style Mk1 Lander Can IVA. This has a meter where you can see how much charge is being produced, and this mod apparently reads the same amount which is shown in the right-click menu of rocket engines with alternators. Seeing as how this is a stock bug, I guess that maybe this should be moved to the unmodded forum. At any rate, at least I've documented it here, in case anybody does an Internet search and has the same problem.
  2. Hello. I've noticed that my liquid-fueled engines with alternators are producing Electric Charge even when turned off. Specifically, they are producing the rate of EC/second determined by whatever throttle position was last used when the engine was turned off. So by pressing Z to turn the throttle to 100%, and then pressing X to cut the throttle to 0%, the engine will produce its maximum amount of alternator EC. Pressing Shift and then Ctrl to gradually turn up and down the throttle will produce a minimal but non-zero amount of EC / second after the engine is cut off. Power is generator from the alternator even when the right-click menu is used to shut down the engine. Is this is a known issue for any major mods? Here is my mod list: If I had to guess, maybe MKS or Reviva are causing this, as they change quite a few things about the game.
  3. If you have time, could you try replicating the hang/crash using the steps I provided? I'm interested in finding out whether it can be replicated on other installations, either with tons of other mods like you have, or maybe with just MAS and its dependencies installed.
  4. Hello. It turns out that bugs B and C (the problem with pressing RNDZ and the crash upon docking) are related to one another. I have figured out how to replicate the hang/crash. Here is the save file: https://www.dropbox.com/s/qesqnd7y9jhzl2u/crash setup.sfs?dl=0 which has only 1 craft in the world. Steps to reproduce: Create a test world, copy "crash setup.sfs" into its save folder, and load into the save. Undock the two halves of the craft by right-clicking the Clamp-o-tron Jr. on top of the Lander Can. You are now controlling the command pod craft. Select the lander's docking port as a target. Go into IVA and click the RNDZ button. Notice that this freezes the DSKY and produces an error in KSP.log. Press C to return from IVA and press ] to go over to the lander craft. Select the command pod's docking port as a target. Press ] to go back to the command pod craft or, alternatively, dock with it. The game will hang. The longer you wait to forcibly close KSP, the bigger the KSP.log file will become. I suppose that if you wait too long, you will fill your hard drive with one giant log file. Note that if you perform step 4 but do not perform step 6, then: switching craft from the command pod craft, over to the lander craft, and back to the command pod craft causes there to be an error message which talks about a MAS initialization error, but it does not cause a crash/hang. I checked and step 4 is necessary but not sufficient for a crash/hang. Step 6 is also necessary but not sufficient for a crash/hang. After much trial and error, I believe that the above steps are the minimum required to reproduce the crash. I have also included my last KSP.log file. The log file is 26 MB but it compresses down to a 382 KB .zip file so I uploaded it as a .zip file here: https://www.dropbox.com/s/ovrqike3kvocvtd/crash log.zip?dl=0 So, in conclusion, MAS's built-in Mk1 Command Pod retro IVA has a messed up DSKY, with the RNDZ button being broken. Do not press it. Separately, as I have described on the Reviva page, do not press the MAS Mk1 Command Pod's Recovery switch as this will also put your savegame into a broken state.
  5. Thank you for your detailed reply. I was encouraged by your response so I went ahead and installed Reviva using CKAN. It didn't install any of the recommended mods; maybe it's because they were marked in red. So, I manually installed MAS, the ASET Avionics Pack (I already had the Props pack installed), the Mk1 Lander Can mod, and the Mk1-2 Command Pod mod. I had some problems during gameplay. I noticed that this installation broke the QuickIVA mod. When loading into a flight scene, the stock IVA would be shown. Then if I exited IVA and went back to IVA, the correct IVA would be shown. So, I disabled the default-to-IVA option in QuickIVA. I also noticed that the hotkeys provided by QuickIVA (press the Home key to go on EVA, press End to Recover at end of mission) did not work at all either. So I uninstalled QuickIVA altogether and reloaded the game. There's a Recovery switch in the Mk1 Command pod provided by MAS. When I pressed this button, it returned me to the Space Center, but the buildings did not work. Clicking on them either did nothing, or it said that the building was unavailable. I tried to press Quit to Main Menu from the ESC menu, but it didn't do anything. The only thing that worked was clicking on the Launch Pad itself. The way I fixed these issues was to reload a quicksave. I also experienced a game crash while docking two crafts. I posted my report on this on the MAS thread. While it was a pretty buggy experience, I did appreciate the ability to select different IVAs from the VAB. It was pretty similar to selecting a part variant. I think that the way it tells you "High Tech Analog" or "Low Tech Digital" etc. is a very nice touch.
  6. I was having some problems. I installed following mods: Reviva, MAS, RPM, the retro Mk1 Lander Can, and the fancy Mk1-2 Command Pod. A.) While in the Mk-1 Command Pod (the retro-style controls) at some point I couldn't change the controls on the FDAI. I went to the tracking station and came back, and it worked again. B.) But then I realized that the RDVZ button on the DSKY for the Mk1 Command Pod was not working. An error entry went to the log each time I pressed it, apparently. C.) The more serious problem is that I experienced a game crash / hang when I docked two vessels together. I was in the Mk1 Lander Can (the one included in the other mod) and was docking to the retro -Mk1 Command Pod (as the latter has no docking utilities in its IVA). I had the X pointer and the docking camera turned on. When the docking happened, my game became unresponsive. I looked at the log, and it was spammed with thousands of copies of a block of error messages. I have included the relevant log messages for problems B and C in the following pastebin: https://pastebin.com/GXB0VjnY
  7. Hello. I just found your mod. If you don't mind, I'd like to ask some questions here, rather than just have them spread all around the forums. 1.) Does the ASET Mk1-2 Command Pod IVA work with the Mk1-3 Command Pod, or does it require the old part to be re-enabled somehow? 2.) I'm interested in adding MOARdV's "MOARdVPlus - advanced IVAs for MAS (v1.0, 26 Jan 2019)" in order to have the retro-style IVA for a 3-person command pod. But it looks like that mod adds a separate command pod. I've never added a command pod before and I was wondering how this would interact with other mods, such as life support mods (TAC LS, USI LS, MKS, etc.). Would I need to manually add compatibility for this? 3.) Alternatively, does the Mk1-3 Command Pod IVA by Max-Ksp work with Reviva? 4.) Is there a retro-style IVA for the Mk2 Lander Can or the Mk1 Command Pod available somewhere? 5.) Would it be possible to make a big ol' mod pack on CKAN which includes IVAs for the stock parts and all the standard mods (RPM, MAS, ASET Props, ASET Avionics, QuickIVA, etc.) and then just installs all of them at once rather than going and individually installing them? And then... would it be possible for such a mod to allow integration with the Career Tech Tree? I'm imagining starting out a Career save with only retro analog IVAs available, and then unlocking the glass cockpits later. Just a pie in the sky idea I have.
  8. Wow! I had just come here to ask the question on whether it was possible to install both the DE_IVAExtension IVA pack and also the retro-style ASET IVA for the Mk1 Lander Can, and be able to switch between the two. And here comes your post!
  9. Hello. I am trying this mod out (I downloaded the 1.4.1.0 release directly from the GitHub), but I am confused. I am confused as to how to construct the giant ATLAS dome buildings. Looking at Mark Thrimm's videos, it seems like the mod Ground Construction (also known as Global Construction??) is used to create the giant ungainly domes. However, looking at the change-log for MKS 1.4.1, it looks like Ground Construction has been removed from the MKS installation. A folder for Global Construction was included, but it is empty. And then in the TBD for 1.5.0, it says that Konstruction is the new default mod for this. I noticed that I do have Konstruction parts, but I don't see how one would construct the giant 150 ton domes. Am I missing something? Am I supposed to install Grou--uh...Global Construction as well, or not? Also, I am also not sure whether I am supposed to additionally install KAS, in order to have flexible piping between modules and such. It seems that KAS usually goes with KIS, but then again in the MKS change-log, it says for the TBD 1.5.0 that KIS support is, or will be, deprecated. So I'm not sure if I need to install KAS or Infernal Robotics, both of which are recommended on the main page of the GitHub page. So really, I'm very confused as to what to install.
  10. Is this mod still the best (if not only) mod to give an IVA makeover for every stock cockpit? Despite being rated for 1.8.x, DE_IVAExtension is still working quite well in 1.12.3 for me. I've only noticed a few issues: 1. the Abort button in the Mk2 Lander Can does not work. At least you can just hit Backspace. 2. there are a few issues with the ASET prop pack which this mod inherits: the latitude and longitude north/south indicators are messed up, and the special docking MFD in the Mk1-3 capsule is slightly messed up. There are fixes for both of these in the ASET prop forum page. 3. the time-to-impact indicator doesn't work, but I suspect that this is an issue with Raster Prop Monitor. 4. I don't know if this is an issue with click-through-blocker, but clicking on e.g. buttons for the Science Results window will click items on the IVA instrument panel. I've clicked the "Keep results" button and had it click through to the Staging switch a couple times now, which can ruin a mission. 5. my underpowered laptop struggles with cockpits with many MFDs, such as the Mk3 Cockpit. I tried the Probe Control Room but it has a dozen or more MFDs and my laptop cannot handle it. 6. the game does not indicate which person is in which seat correctly. 7. the >0< warp to next button does not work for me. There are also no such warp buttons in the Mk1 Lander Can that I could find. But my , and . keys work. It seems like this mod is not updated anymore, but if I could nonetheless have a wishlist, it would include: 1. ability to change internal lights. The current button just adds an outline feature, but does not change lighting. 2. I don't know if it's possible, but it would be nice for the target reference part to be persistent after going on EVA or changing craft. As is, you need to go to Target Management -> Reference Part every time before the Docking screen can be used. 3. a button to clear maneuver nodes 4. a static "screen" which looks like a mock-up of the Map screen, which goes to the Map screen when clicked 5. a "budget" probe control room option with only 2 or 3 MFDs In addition, I've noticed that there are several activities which cannot be done in IVA, perhaps by any IVA mod: * almost anything to do with maneuver nodes besides from creating basic ones in Astrogator * transferring fuel between parts, or enabling/disabling flow * transferring Kerbals between modules * re-arranging staging All in all, I've been really pleased with this mod and I thank DemonEin for making it.
  11. I tried out the stock alarm clock in 1.12.3, but it gave me the following issues: 1. it gave me the wrong transfer window for Kerbin -> Eve. When I got there, Eve was something like 120 degrees behind me. 2. While doing warps, sometimes, my orbit would be changed. I lost hundreds of meters of dV this way. 3. It failed to stop during alarms set for maneuvers. So I ended up crashing as I time-warped through the maneuver. So, I've been using the KAC mod, which works perfectly every time.
  12. Hello. I have noticed a bug which I think might be due to Raster Prop Monitor. I installed Raster Prop Monitor, but when I noticed that it doesn't include any IVAs, I installed DE_IVAExtension, which also requires the ASET Props Pack. In the Landing screen, the estimated Time to Impact is broken. The configuration file for this screen is located at: GameData\ASET\ASET_Props\MFDs\ALCORMFD40x20\ALCORLanding40x20.txt . The relevant line is: {2:"";" ";""} [#{1:00FF00FF;FF0000FF;FFFF00FF}]{1:"ASCENT ";"!DESCENT! ";""} [#FFFFFFFF][font0]Est.TI:[#FF8000FF]{0:METm:s.f}[#FFFFFFFF]sec $&$TIMETOIMPACTSECS VERTSPEEDROUNDED ORBITMAKESSENSE So, it looks like there are calls to Raster Prop Monitor with the variables "$&$TIMETOIMPACTSECS VERTSPEEDROUNDED ORBITMAKESSENSE". My guess is that these calls are broken somewhere in Raster Prop Monitor. Maybe something got messed up once KSP changed the landing display to include the possibility to show terrain height.
  13. Hello. I have noticed a bug in this mod. I will show you how to fix it. In the Flight and Ship screens of the MFD, the ship's coordinates are displayed. However, they are not displayed properly. Latitude is displayed in North/South, and Longitude is displayed in... north and south as well. Oops! So, here's what you need to do to fix this: Go to the directory: \GameData\ASET\ASET_Props\MFDs\ALCORMFD40x20 Edit the file: ALCORAscDes40x20.txt Find the lines: [#FFFFFFFF]LAT:[#FFFF00FF]{0:DMSdd+mm+ss+N}{2:;" ";""} [#FFFFFF44]T.LAT:[#FFFF0044]{1:DMSdd+mm+ss+E} $&$LATITUDE LATITUDETGT TARGETEXISTS [#FFFFFFFF]LON:[#FFFF00FF]{0:DMSdd+mm+ss+N}{2:;" ";""} [#FFFFFF44]T.LON:[#FFFF0044]{1:DMSdd+mm+ss+E} $&$ LONGITUDE LONGITUDETGT TARGETEXISTS Note that the Longitude is messed up for the current vehicle, and the Latitude is messed up for the target vehicle. Change the lines to: [#FFFFFFFF]LAT:[#FFFF00FF]{0:DMSdd+mm+ss+N}{2:;" ";""} [#FFFFFF44]T.LAT:[#FFFF0044]{1:DMSdd+mm+ss+N} $&$LATITUDE LATITUDETGT TARGETEXISTS [#FFFFFFFF]LON:[#FFFF00FF]{0:DMSdd+mm+ss+E}{2:;" ";""} [#FFFFFF44]T.LON:[#FFFF0044]{1:DMSdd+mm+ss+E} $&$ LONGITUDE LONGITUDETGT TARGETEXISTS Coordinates are also shown (incorrectly) in the Ship screen. To fix that, in the same directory, edit the file: ALCORshipinfo40x20.txt Find the line: [#FFFFFFFF]LAT:[#81BEF7FF]{0:DMSd+ mm+ ss+ E} [#FFFFFFFF]LON:[#81BEF7FF]{1:DMSd+ mm+ ss+ N}$&$LATITUDE LONGITUDE and replace it with: [#FFFFFFFF]LAT:[#81BEF7FF]{0:DMSd+ mm+ ss+ N} [#FFFFFFFF]LON:[#81BEF7FF]{1:DMSd+ mm+ ss+ E}$&$LATITUDE LONGITUDE By the way, the estimated time to impact in the Landing screen is very messed up, but I think that this is a problem with Raster Prop Monitor itself.
  14. Can someone tell me what the point of the Rockomax HubMax Multi-Point Connector is? It weighs an astonishing 1.5 tons, and all it does is give you 6 small attachment points. But you could simply take an Octagonal Strut (0.001 t) and add 6 Cubic Octagonal Struts (6 * 0.001 = 0.006 t) and add an FL-A5 Adapter to each one (6 * 0.04 = 0.24) to achieve the same effect for 0.247 t total. Or you could use six BZ-52 Radial Attachment Points (0.04 * 6 = 0.24 t) surrounding an empty FL-T100 Fuel Tank (0.0625 t) for only 0.3025 t. You can make an entire spacecraft with capsule, parachute, fuel tank, and engine, and it'll still be lighter than this thing. Is it a relic from early development, before radial attachment was a possibility? Did the devs just forget that it was a thing? Is it an insider joke?
  15. I recently installed this mod. I have four questions: 1.) Is it possible to create new Water from other materials? I assumed that the Fuel Cell would be able to produce Water, which would give the Fuel Cell some additional use. However, this doesn't appear to be the case. I also thought that maybe the ISRU would be able to produce Water, but I don't see how. 2.) What is the difference between the Carbon Extractor and the Sabatier reactor? It seems that maybe the Sabatier reactor produces more Oxygen per unit Carbon Dioxide, though it additionally uses Water as an input. Is it more efficient per unit Carbon Dioxide to just use the Carbon Extractor and the Water Splitter, in comparison to the Sabatier reactor? 3.) What is the purpose of storing Waste? 4.) If Water is a limiting resource, then when would the Water Splitter ever be useful?
  16. The last time I played KSP was with version 1.6.1 back in 2019, but now I had the urge to play KSP, so here I am. I saw that the game now has a stock implementation of an alarm clock. I gave it a go, but it's bad. I had the following problems with the stock alarm clock: 1. it gave me the wrong transfer window for Kerbin -> Eve. When I got there, Eve was something like 120 degrees behind me. All that time wasted. 2. While doing warps, sometimes, my orbit would be changed. I lost hundreds of meters of dV this way. Quickload, more time wasted. 3. It failed to stop during alarms set for maneuvers. So I ended up crashing as I time-warped through the maneuver. So instead, I installed Kerbal Alarm Clock. It works perfectly in 1.12.3. I also appreciate: 1. the vibrant colors 2. how it's gentle with warps 3. it doesn't waste my time. Thank you to TriggerAU for this amazing mod. I do have a question, though: is it possible to hide the stock alarm clock? It's wasted space on my screen.
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