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123nick

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Posts posted by 123nick

  1. 2 minutes ago, allista said:

    Well, not exactly, but I've figured out how to fix it :rolleyes:

    Something brakes the election logic that decides which TCA instance is the master of its group.

    Pretty hard to reproduce consistently to figure out the cause. But irrespective of it, the fix is just to check for the resulting state and repair it when it happens.

    nice! will you be updating too fix this bug soon? glad too see you figured it out regardless :D

  2. i seem to get errors whenever a part on a vessel inflight detaches or is destroyed, and a big lag spike accompanying it, or when tweaking a parts resource storage in the editor.
    i get this error in the editor:

     QCIx32.png
    vWKTA5.png
    addendum- on further notice, i get the second error when inflight and the first error when in editor. the TCA functionality itself seems to work fine- the engines work, and thrust limit is adjusted dynamically when TCA is enabled, but the errors in the log lead too random lag spikes regardless. any idea whats causing this? 

  3. 49 minutes ago, Nertea said:

    You have a lot of broken stuff in that log, and you should probably delete CryoTanks if you're using KSPI-E. 

    ok, thanks. funnily enough, installing modular fuel tanks also fixed the NRE spam when i have a stock tank, even with cryotanks still installed.

    will cryogenic fuels, still boil off, due too KSP-IE boil off mechanics? and, could i just delete the cryotanks plugin and remove mentions of the module in the cryotanks part definitions and replace them with KSP-IE boil off part modules? i made a ship using the big tanks, and id like too still use it. 

  4. i have some NRE spam too log when i place some certain parts into the editor (like the Mk3 rocket fuel fuselage), log: https://gist.github.com/96d8cbac40c30ae5a8aaa3b2810621f6
    i have a couple other mods that might have their own form of boiloff (recently SSTU had a boil off part module added, and KSP-IE always had it) so idk if those are causing some incompatabilities. 

    if it helps: anCiow.png
     

     

  5. 1 minute ago, Nightside said:

    See nertea’s statement just a few posts up.

    Interstellar just uses these awesome models for its own parts (can’t blame them, I remix them a bit in my own game), but any issues can only be addressed in the interstellar thread.

    ah, ok. thanks, id assume id just use the part that comes with the KSP-IE installation instead? i mean, having kerbal atomics and KSP-IE seems to give you an overabundance of nuclear engines anyways, so i guess ill just use whatever works :)

  6. when used with KSP-IE, will this mod have module manager compatibility with the KSP-IE set up of nuclear engine, which is a part with both a "reactor" part module and a "thermal nozzle" part module? iirc, the KSP-IE system is in depth enough too manage the various types of nuclear engines in this mod, and can handle things such as a wide variety of fuels (most liquids run) and various reactor fuels. im not saying your modelling of nuclear engines is inferior, but having all nuclear engines in my game run the same way would be nice, is all. 

  7. 12 hours ago, ExavierMacbeth said:

    Should be fine. I am using MKS, LS, Konstruction, FTT, & Warp Drive. So far the only problem I ran into on 1.7 is that the above mentioned flex tubes don't work with the 1.7 release version of KIS. KIS depreciated the code that Rover used for the flex tubes. Everything else seems to be working fine for me.

    ok, thanks. i remember pathfinder had an update recently that fixed their own flex tubes, so i might just use those instead for now. iirc, they are mostly identical except for a docking module on the MKS ones. 

  8. hey, i have a question, when starting a new game, there is settings for boil off. however, other mods also add in their own boil off mechanics- IIRC, KSP-IE and nerteas cryo tanks have boiloff built in. will this mod interfere with that; will i have, for example, stacked boil off values, or anything like that? im just worried if it will be an issue or not, but if this just affects your own mods tanks, and other mods hopefully wont affect your mods tanks in addition too your own boil off mechanics (iirc one of the mods adds in boil off for all resource storage of liquid hydrogen, when using CRP, but i am not sure of this).

  9. will using this, and other big USI mods, in 1.7, have any big problems? idk if 1.7 changed enough of the core KSP code too have essential functions in the USI .DLL's remain functional. will most things remain working, or is it generally not a good idea too use USI-LS, MKS, etc in 1.7 without waiting for an update? 

  10. as the title says, would anybody know if there was any essential code changes within the vanila ksp that would make mods from 1.6 incompatible with 1.7? sorta like how when the KSP update that added the resource system came out,  almost every mod needed an dedicated update, would that be the case with updating too 1.7 from 1.6 or will most parts based or generally simple mods for 1.6 still work with 1.7? 

  11. On 4/3/2019 at 9:08 AM, Columbo said:

    You can reverse engineer a patch file by looking at the Stockalike  Station Parts mods Patch files. This mod has its own centrifuge in a similar size.

    That's what i did when i tried out USI

    so you made your own patch file for the centrifuges for USI-LS? do you still have it? id make a patch, but doesnt SSTU have procedural parts that can have varying stats depending on size and configuration?

  12. i have an issue where remote probe control points arent working 

     

    Spoiler

    PcZYvV.pngU2LN70.pngxuqONq.pnghYaxH5.pngChBBvx.jpg

    the orca vessel is manned by 1 pilot and has a omni range antenna of 12million meter. the probe vessel has a 1.5million meter antenna, and is within 350 ish kilometers with the probe control point vessel. yet, it is not available too be controlled. there is no errors in log.

    https://gist.github.com/5125852d9d0563c10504d8e6c9e7c4b9 log

    when i first switch too the probe, it shows a conenction for like a half second as its loading in but then it shows no connection again. 

  13. On 12/29/2018 at 5:30 PM, Lisias said:

    Download this: 
    https://github.com/net-lisias-ksp/KSPAPIExtensions/releases/tag/PRERELEASE%2F2.1.0.5]

    Then read this:
    https://github.com/net-lisias-ksp/KSPAPIExtensions/blob/dev/INSTALL.md

     

    And download this:
    https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases/tag/RELEASE%2F3.4.0.4

    And after, read this:
    https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/blob/master/INSTALL.md

    [NOTE: you need to download and install both add'ons (KJR/L and KSPAPIExtensions/L aka KSPe) to have a working installment. ]

      Reveal hidden contents

    How you unpack things depends of the O.S you are using. Since I'm on a UNIX machine, I make heavy use of the terminal and Midnight Commander - this little devil open zip files as they were directories, allowing me to copy things as we did on the old times with Norton Commander. :) 

    large.png

    What Operating System are you using?

    — — — POST EDIT — — — 

    People on Windows could use this:
    https://sourceforge.net/projects/mcwin32/

    Be cautious: this is a very powerful tool - and as every powerful tool, it can be a hazard when improperly handled.

     

    i did the following installation, for something hopefully close to 1.6.1 compatible KJR, but i get a horrible glitch, on loading in with a big plane with MK4 fuselage system and the fusion aerospike from KSP-IE, the whole vessel collapses, except the parts look technically connected since the fuel lines are still attached. pic:

      l0r4GI.jpg

    i think this is similar too someone elses problem but im using a different set of parts than he explained in his error log

    when testing, removing all KSP-IE parts still leaves the error occuring, but nothing actually disassembling.  

    https://gist.github.com/fecf592398e081463d82a141ef1d7021

    ksp log

    @Lisias can you help? idk what mod could be disabling KSP-E (if thats what causing this behavior)

     

    edit: going through my log brings me MultiAnimator failing too load, which is an essential dependacy plugin of other mods. is there just a version of KJR that doesnt use KSP api extensions? no offense, but it seems sorta fragile, like i dont remember these things being issues when i last played (a long time ago, granted, but still), and with a mod heavy set up i feel like its almost gauranteed KSP api extensions is gonna have lots of incompatabilities. 

     

    EDIT 2: i found the issue! it was atillas mods, 

     this, and his hangar mod, and his AT tools, were causing issues.

    maybe next you could make these mods functional with 1.6.1? :wink:

     

  14. 21 minutes ago, capi3101 said:

    Nope. CRP is pretty much legacy at this point. IIRC, changes to the Community Resource Pack were happening frequently enough that Angel wasn't able to keep up, and so the decision was made to stop supporting the development of CRP mode. Don't recall if that was 'for the time being' or 'indefinitely'; leaning towards the latter.

    You can use Community Resource Pack with Pathfinder in Classic Stock mode; they won't get in each other's way. There just will be a bunch of extra resources in-game.

    oh, then what exactly does CRP do? just change up some of the conversion recipes? also, i was running classic stock when i got the issues similar  too nhunter,  massive errors when using omnistock, the ones where you suggested switching too CRP mode might fix my issues. if CRP just disabled omnistock all together, what option would i have left? just did a fresh re-install of all WBI mods, and im doing the process where i swap too pristine first, then too CRP,  but without omnistorage.... D: 

  15. i have a bit of a bug, or atleast, i dont know if its intentional or not. i had wBI Set to classic stock even though i had CRP (sorta  a mistake) and i tried setting up an omnistorage on one of the 2.5m resource tanks of WBI brand (delta-64) and it starts spamming NRES, the right click menu expands rapidly with entries of lqdWater, and  then after i click off i eventually cant right click anything too bring up the menue and must exit the SPH and re-enter it. but now, i enable CRP with WBI and i see no option for omnistorage at all with the delta 64 tank. is it a classic stock only thing? im using interstellar extended, IFS, modular fuel tanks, and almost ALL of the USI mods, including kolonization, and i did apply the IFS patches with patch manager after i restarted too apply the CRP preset with the WBI menue. is it possible too have functional omnistorage with cRP mode? and, as a bit of a tanget, would it be possible to have an almighty universal patch that replaces EVERY Fuel tank in existence with a omnistorage of equivalent volume?

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