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Everything posted by Spike88
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My apologies It doesn’t make sense that it’s just those 3 engines causing the problems.
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~~Reinstalling KSP again and just TCA and A+ with dependencies.~~ New KSP install with just TCA and A+ plus a cache refresh of CKAN and its the same thing. This time it was pretty much the craft you made in your tests but with the Thumper engine. https://www.dropbox.com/scl/fi/w3n8ycybs7b9bjok96951/Logs2.7z?rlkey=stokutqyxe1bp3dwkwscg1m80&st=75jl0tzp&dl=0 Edit: Just realized you don't have TCA Enabled in your last screenshots. That is the moment it crashes for me, when I click the Enabled button. I can summon TCA no problem
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I wonder why it's only manifesting with just those 3 specific engines. I thought it could've had something to do with animations when I was looking at the Tempest config but then I realized the Merlin doesn't have one.
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I was playing my main mod soup install(the one that takes upwards of 10 minutes to load due to all the part mods), and flying the Stratocarrier using the craft file from KerbalX for this mod(modified with fuel cells because I struggle to maintain electrical power1, and antennas(can we get internal antennas for the cockpits2)). I sent a Kerbal on EVA and when they re-entered the cockpit I hit C to put them back in their original seat causing the game to crash. At first I thought it was an issue with FreeIVA. After installing a new version of KSP with just FreeIVA, Aircraft Plus, and their dependencies I tried again only for the game to not crash. At this point I created a copy of my main KSP install, cut out all of the parts mods to cut down on load time, and removed mods in batches until I realized it was a combo of FreeIVA, Aircraft Plus, and TCA. More testing lead me to realize it was just A+ and TCA. I confirmed this by installing TCA on the install of KSP that just had FreeIVA and A+ and I removed FreeIVA. Here are the requested logs and the craft file:Dropbox link Steps to recreate: 1. Upon loading the stratocarrier on the runway, enable TCA. 2. Engage engines and immediately crash the game. Note1 that during my experimenting I realized that unbuckling with FreeIVA would engage TCA at which point the engines would sound like they stalled out. Disabling TCA would make the engines re-enable, but returning to the plane at this point, no matter what way you attempted(Y to buckle back in, C to return to seat, or using vessel switch) and with or without TCA enabled would crash the game. Note2 I have realized that I'm using 26.6.2.1 and I'm going to install the 26.6.2.2 on the A+ and TCA install to see if it resolves the issue. From there I'll try the experimental(should I be wary of using experimental on my main install?). Note3 I did try other props included in this mod to see if it was just the ones used in the stratocarrier and did have crashes using the one used on the Stallion craft file. However a further test using ColdJ's Vortex engine did not crash the game(although it did have issues with TCA saying thrust reduced to zero because it couldn't balance the engines). 1 I feel like the alternators aren't strong enough on any of the included props as I always run out of EC in my prop vessels while running Atmosphere Autopilot 2 I can look at adding the internal antennas to all the included cockpits and doing a pull request if you like. Edit: Same thing with 26.6.2.2 and the hotfix, I didn't install the experimental because a peruse of the changes in that don't seem to be involved with the engines I do have crashing issues with. Edit2:Cut out AtmosphereAutopilot and some of the IVA mods I had installed from FreeIVA and its the same thing. Install is just A+, TCA, B9, MM, and Firespitter Core. Same thing with experimental installed. Edit3:Recreated the craft from your tests, no crash. Opened the Stratocarrier again, and crash. Going to test different engines now. Edit4: Took the craft from your tests and stuck a bunch of fuel tanks on girders on the side and added all of the props from this mod. Proceeded to enable props one by one until crash. Everything works fine except for the Marlin, Bumblebee and Tempest
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@Lisias Just discovered that Throttle Controlled Avionics will crash with the prop engines included in this mod. I thought it was an issue with FreeIVA since it was manifesting when I was using FreeIVA in the stratocruiser. However, after narrowing it down to TCA I realized that just enabling TCA on any prop engine from this mod causes the game to crash.
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[1.12] (Kopernicus) Janet's Minor Planets [1.3.4]
Spike88 replied to Interplanet Janet's topic in KSP1 Mod Development
Any update on the update- 66 replies
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- minor planets
- kopernicus pack
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I had check this in the config, but didn't really understand what it meant. I will say the Kingfisher/Cessna with the Cat engine just gets up to 50m/s while my kingfisher with the bumblee does get up to 140m/s. It's just on the water I can't get mine above 20m/s while the Cessna will go up to 30+. Either way I completed the contract I needed for a sea plane using the Kingfisher/Cessna.
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That makes sense for comparing the Cat to the Bumblebee. However, aren't the Spud, Baron piston engines like the bumblebee? They all offer higher TWR, despite higher weights but lower thrust ratings. Mind you I'm just looking at the TWR in the SPH with KER and not actually flying them to compare, so I'm not sure if the TWR is a factor.
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How are TWR calculated for the engines? I was trying to make a sea plane based of the Vought Kingfisher with the Bumblee engine. After multiple attempts I finally got a prototype that could land in the kerbin sea without flipping over. However I'm struggling to get it back airborne as I usually hit 20m/s and cant go any faster on the water(disabling the waves in scatterer would probably help). I downloaded the Kingfisher(Cessna) Mk2 from blackhearts kerbalx and noticed that it has a higher TWR than my prototype, and can easily take off from the water. After swapping the the cat turboprop from the Kingfisher/Cessna to my prototype plane my TWR nearly doubled. The cat is rated at 25kn of thrust and the bumblee at 52kn. Obviously the cat weighs a lot less than the bumblee. However if I switch over to the count engine, which has the same thrust rating as the cat but 10 times the weight, I'm getting the same TWR ratio as the cat engine. Shouldn't the much more powerful Bumblee have a higher TWR? I've also experimented swapping out the various engines included in the mod and for the most part all of the 20-25kn WWI type engines seem to offer a higher TWR than the 40-60kn WWII engines. Am I missing something here?
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
Spike88 replied to theonegalen's topic in KSP1 Mod Releases
Following up on this, I believe the issue here is that the zzzRemovedNodes patch is targeting :LAST[zzzUnkerballedstart], which isn't a thing. Changing it to :LAST[UnkerballedStart] should resolve the issue.- 202 replies
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Interestingly all of the Unkerballedstart patches have either a :AFTER[zzzUnkerballedStart] or a :BEFORE[zzzUnkerballedstart], which is the only reason I added one to my patch since I just copied from one of the included patches and then modified it as needed. Although, I now understand why I couldn't find Upgrade 3 in the tech tree prior to my patch. UnkerballedStart comes with a patch that filters any parts from Storage Tech, Scanning Tech, Automation, or Advanced Science Tech into the merged nodes from UnkerballedStart, but the patch has a :LAST[zzzUnkerballedStart]. Also an aside, all of the various patches having :NEEDS[CommunityTechTree] , seem redundant considering UnkerballedStart has CTT as a requirement. I'm almost tempted to tidy up all of the included patches.
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NeistAir Reupdated - updated by KerbMario (1.12.x)
Spike88 replied to kerbmario's topic in KSP1 Mod Releases
Not sure if it's just on my end, but the texture on the Krueger flap isn't aligned properly in game.- 125 replies
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- update
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Getting a weird bug with a custom category from a mod(in this case MLP). When I click on the custom category I don't have a scroll bar despite the list of parts going past the bottom of the screen. Also sometimes the filter categories from this mod are underneath the part icons. Here is my log: https://www.dropbox.com/scl/fi/8289qw7mt5xz8lv3rg07w/Player.log?rlkey=o3euxadf1q4hkl7dnpg8732nx&st=gtrwy19u&dl=0 Meant to upload a picture to go with it but hit the wrong key and didn't realize I didn't capture a photo
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From my research JNSQ is a 2.7x rescale with 12 hour days and 365 days in a year. I'm using a 2.5x rescale with OPM and my days are 7.5 hours using Kronometer. Why are JNSQ days so much longer?
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The flying saucer nodes are right on top of the OPT Covert Aero nodes. Checked the configs for both and they're both in the right place, but said place just happens to be right on top of the other one. Since there is only 2 OPT nodes, I'm going to modify my configs to shift them up. Just a heads up though.
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Spike88 replied to JadeOfMaar's topic in KSP1 Mod Releases
The Covert Aero Tech trees 1 and 2 overlap with the flying saucer tech tree's from Angel's Flying Saucer mod. Checked the configs for both and they're both in the right place, but said place just happens to be right on top of the other one. Since there is only 2 OPT nodes, I'm going to modify my configs to shift them up. Just a heads up though. -
I am making a patch for unkerballed start. I notice in the localization that there's a upgrade level 4, but there is no reference to it in the part.cfg. Is upgrade 4 in the mod? Edit: Actually, I think with the patch Upgrade 4 only shows up if you have CTTP, is this correct? Also I have : As my patch for unkerballed start, but I don't see upgrade 3 in the tech tree node. I'm not sure if Upgrade 3 shows up in the tech tree normally, or if there is something wrong with my patch. Edit 2: See the Upgrade 4 AI tech in place using Unkerballed Start and CPPT, so my question on that is answered. As for the upgrade 3 patch, switched it to @partupgrade instead of @part after checking a GPTT patch, still wasn't having any luck, until I swapped the :needs and the :after for a :Last[bonvoyage], which is how Skyhawk Tech Tree has it.
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Look for @Lisias fork, he’s fixed some of the broken parts. It doesn’t work 100%, but it works well enough.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Spike88 replied to Gotmachine's topic in KSP1 Mod Releases
I have a couple questions about the converting files to DXT 5. From my understanding the game automatically does it when launching in stock, but if you allow KSPCF to permanently do it, it speeds up loading(my current load is 9 minutes, 15 if I don’t load from the MM cache). Is there a downside to converting the files? Also, if I opted not to do it when the pop up occurred, is there another way to force the prompt again? -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Spike88 replied to Angelo Kerman's topic in KSP1 Mod Releases
Good to hear. I wanted airships, but didn’t want to overly complicate my already complicated mod install(part of the reason I went with SCON over EL). -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Spike88 replied to Angelo Kerman's topic in KSP1 Mod Releases
What exactly does Classic Stock Resources do? I see that it is a dependency to install. I have several other WBI mods(Blueshift, Flying Saucer , Buffalo, etc.) and none of them use/require it. I also use and have the respective CRP patches. -
I just uninstalled intercolor and the issue went away.
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- totm march 2020
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I kind of figured that would happen, which is why I haven’t activated it yet. Glad to know I was right not to.
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- totm april 2023
- kopernicus
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