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Lalwcat

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Posts posted by Lalwcat

  1. [CODE]
    [LOG 19:05:45.497] CactEye 2: Exception 4: An error occured producing a science report!
    [LOG 19:05:45.498] System.MissingMethodException: Method not found: 'ScienceData..ctor'.
    at CactEye2.TelescopeMenu.DrawProcessorControls () [0x00000] in <filename unknown>:0
    [/CODE]

    Any known incompatibilities? I've got a handful of mods, sure, but nothing really crazy. I am using KSP version 1.0.5.1028 (latest), with a CKAN installed CactEye version 0.6.10. I thought perhaps it was Crowd Sourced Science as that changes some experiment text, but I have removed that mod and still have the same issue. GameData\CactEye\Resources\ScienceDefs.cfg remains unmodified


    [CODE]
    AsteroidDay,
    CactEye,
    CapCom,
    Community Resource Pack,
    Community Tech Tree,
    Contract Config
    Contract Pack: Field Research
    Contract Pack: Kerbin Space STation
    Contract Window +
    Crowd Sourced Science
    Distant Object enhancement
    Distant Object Enhancement default config
    DMagic Orbital Science
    Firespitter Core
    Firespitter REsources config
    Kerbal Alarm Clock
    Kerbal Attachment System
    Kerbal Inventory System
    Kerbal Joint Reinforcement
    MKS Lite
    Module Manager
    RasterPropMonitor
    RealChute Parachute
    SCANSat
    Ship Manifest
    StageRecovery
    SXT
    TAntares
    Toadicus Tools (dependency)
    Universal Storage
    USI Core, life support, survival, tools
    Vanguard Tech Core
    VOID [/CODE]
  2. [quote name='KingBanting']My grey suit kerbals are all tourists in the astronaut complex after they were starving then resupplied. Is this normal?[/QUOTE]

    I experienced the same. I switched to a station that had 95 days of supplies left for 1 kerbal, got a message about the kerbal throwing all the food out of the airlock, and now he was a tourist.

    Just happened to be the same time I got an "evacuate the station" contract. I had to ship up supplies so he could evacuate. Hah!

    Once I got him supplies I was able to EVA him over to the escape pod and bring him down to the base on the Mun, but from that point on when I look at his job he is "Tourist". I've not tested if this prevents him from doing his previous Scientist job or if it's just a visual thing.
  3. I've got your bog standard Mobile Processing Lab sitting in orbit around Minmus, and sent a lander down to hit up a bunch of biomes for science. I have something like 36 different experiments on my lander can. I've started lab processing a number of them, but it very quickly filled up the lab to it's 500 data max. Those experiments that were put in the lab appear to be ready to return to Kerbin, but I don't seem to have a way to separate them from the other experiments that I want to leave. The remaining experiments are not ready to return, as I still need to run the mobile processing lab on them and they will come back with a later ship.

    Any ideas? If I just hit "Take Experiments" I take all 36 and don't have any other options to put certain ones back in. Is there a mod that makes this possible?

    EDIT: Found a mod that does it, Ship Manifest. It will allow you to transfer individual experiments. This thread can be closed

  4. Nothke: Maybe you could do alpha release with just the SuperStrapTM packages? They look complete to me and they aren't then it wouldn't be hard for someone to add life support in.

    I'd like to also second this. I've been holding off on playing KSP lately because, while I really like to play with life support, good looking and reasonably sized containers just don't exist. The SuperStrap soft packs are amazing and would be so cool to slip a bunch into the in-line containers for a resupply launch, or to aesthetically store for long distance journeys

  5. i hope so too. have still space reserved for this on my research station :)

    I've been holding off on playing KSP until these are out. I pretty much only play with life support anymore, and I'm sick of the terrible huge life support resource modules available. Hoping this comes out fairly soon cause then I would like to start playing again with a proper manageable LS system

  6. Any suggestions for using these structurally while building a station? Looking at the OP screenshot in Fustek Station Parts (http://i.imgur.com/sDGNRV1.jpg), I can't see anyway one would be able to assemble these without having them entirely assembled for the shape/size of the station and either wierdly launching or hyperediting it up.

    Is it possible we can get some sort of docking node caps? Then we could at least grab them with an arm, a KAS rope or just a standard RCS tug and manuever them where we need and assemble the struts in space.

  7. The greenhouses already work entirely with it. They use the same resources as TAC.

    I've tried them but found them to be a bit overpowered. Maybe I was just not using it correctly, but I found that by just adding a single greenhouse I could sustain 3 kerbals indefinitely in food and oxygen. Water was dropping and would have to be resupplied, since you couldn't even use a water recycler as the greenhouse used it all up.

  8. Well, a quick search turns up that the ISS crew members are assigned approximately 1.8kg of food per day, per person. If kerbals need half that we can round a bit and call it 1kg per kerbal per day. I'm not sure what volume that should require, however. It just becomes a matter of determining what density the food should be. We know the mass (1kg per kerbal-day) so the density allows us to derive the volume needed. From that we can either determine how much the current containers can actually hold and what their mass should be, or we can determine what volume the containers need to be to hold the desired mass of food.

    Assuming the same (inefficient) packaging that we use here on Earth, then approximately 75% of the waste mass will be food packaging (the wiki page showed ~65% to 90% waste was food packaging on various missions). Not sure how that would play into the mod, however. It might be easier to just gloss over that part. ;)

    Yea, I'm not really good with math so I just multiplied consumption rates by 6.

    That should mean a small container with 30 units of food lasts 5 days instead of 30, medium container lasts 40 days instead of 240, and large container lasts 320 days instead of 1920

  9. Are you designing vehicle in the progress of your ModularManager config editing? That may cause some persistence issue (I mean, some values are stored into .craft file so even if you edit the config later, that old value will still be there). Perhaps you can try to remove the engine from that bugged vehicle and reinstall the engine again? plus, you can pre-check the number of ignitors from the part's detailed info box by right clicking on that part's icon.

    I get the feeling it must have been some persistance issue. The craft that had infinite was already in orbit when I added the ModuleManager config. The craft that was 32/32 was a new launch. If I go and re-launch the problematic craft, it's also at 32/32. Seems to be working fine now :)

    Also, quick question on the subject of fuel stability for craft with orbital engines that may need to make multiple adjustments over time... is RCS capable of stabilizing the fuel in the tank? My initial thought is just to have a bunch of pairs of ullage engines but that seems a bit silly. If I just thrust forward with RCS for some time, will that stabilize the fuel enough to let me ignite?

  10. @Lalwcat, @CoriW

    Sorry about that, it was a mistake made by me when I was writing the surf-attach detection logic for external ignitors.

    I set that ignitorRange to 0.1 for testing convenience so that the range check will always fail, while surf-attach logic can override that.

    And i forgot to undo the value before i made the package. :blush:

    If I lost a finger every time I accidentally released a build or pushed to the repo a file with a debug setting still enabled, I wouldn't be able to code anymore.

    EDIT:

    So, i tried tweaking the FASA Gemini Engine and Fuel Pack via mod manager to have ignitions (tried doing it to all FASA engines, really).

    Here is what I have for module manager:


    @PART[FASAGeminiEngineFuel2]
    {
    RESOURCE
    {
    name = HypergolicFluid
    amount = 8
    maxAmount = 8
    }
    MODULE
    {
    name = ModuleEngineIgnitor
    ignitionsAvailable = 32
    autoIgnitionTemperature = 800
    ignitorType = Internal_Large
    IGNITOR_RESOURCE
    {
    name = HypergolicFluid
    amount = 0.4
    // 20 Ignitions (Using HypergolicFluid)
    }
    }
    }

    However in space, the engine has "Ignitions: Internal_Large - Infinite"

    I probably bunged it up somewhere, but I'm not seeing it. To get values I basically just grabbed the settings from similar engines from stock and KW rocketry.

    Strangely enough, the other Gemini vehicle I launched has "Internal_Large - 32/32". Guess this one piece is just bugged somehow.

  11. Assuming a Kerbal consumes about half as much as a human then they'd need something like 19.2 tonnes of supplies to last that long, (3 Kerbals x 850 days)but the combination of all the modules used was only .6 tonnes total, which is why I thought it was a mistake. Anyways I think I'll need to find a balance somewhere between ECLSS where you need a bunch of tanks just to get to the moon, and this mod where you only need one tank to get to anywhere and back. I'm just trying out some of these in my new 23 save.

    Hopefully the guy over at Flexrack releases SOMETHING soon. Those bag parts look so good and you could tweak them to hold a nice solid amount without requiring those giant ECLSS tanks everywhere on the ship. Sending resupply missions would be easy too, especially if those bags could be put in a KAS container

  12. Absolutely cannot wait. My biggest complaint with the current life support mods is how huge and obnoxious the parts are that are required to actually provide resources to the kerbals. I'd love to be able to send up a resupply ship with a 6S tube full of water and food packages and EVA out to put them on.

    This mod cannot come out soon enough.

  13. I shrank the big map too small it seems, and the resize button is now sitting ontop of the "Rectangular" option button so I'm unable to grab and drag it.

    Can we get something in settings to reset this or change manually?

    Even after restarting KSP the size has shrank again, so obviously this is being saved somewhere but I am unable to find it. Any ideas what file has this?

  14. Doing clean docking without RCS nodes all around is the reason I learned how to dock without RCS. I hated having to attach RCS thrusters to parts I didn't want them on the final aesthetics of the ship.

    Now everything is docked via liquid fuel. Line up at 250m or so, lock both vehicles to point at each other then give it a tap of fuel. Abort if not lined up but if you drift in 5-10 m/s or so it works very well.

  15. Can we get an update to the OP showing what the map-buttons do on the bottom right? I tried searching but wasn't having much luck from the search engine. Best I can tell is the left one turns signal delay/link required on/off... the middle one shows the arcs for body-pointing dishes, but I don't know what the 3rd one from the left is that has multiple toggle choices.

    Also, in previous RT we were able to edit the dish pointings of satellites that weren't the one we were controlling...is that still possible or do we have to switch to them now?

  16. Since the mods been updated, anyone got any tips for kerbal longevity? I threw a simple ship together with a Carbon extractor and a water purifier on a 3 man pod with 2 of those ZZ life support boxes (140 water/food/oxygen each). Got just about 22 days of food and, running the extractors constantly, somewhere around 34 days of water/oxygen. Not really much in the way of long term spacecraft or interplanetary missions, and I'd hate to just slap 8-way symmetry on hexcans or boxes to try to up the length.

  17. Using 1.0.5, I'm still getting large FPS issues. The longer the game runs, the worse the FPS gets.

    This vessel: http://i.imgur.com/EUH3hFm.jpg

    When I first load KSP and immediately jump to this ship sits on the launchpad at 40-49fps. After launch and obtaining orbit, FPS is down to around 10-15, having slowly lost it during launch. (15km altitude, 1:40 into the flight and first stage jettisoned down to 32 fps. 2 minutes into the flight at around 28km altitude and fps dropped to 18 (appears to be right about when atmospheric oxygen was lost). Orbital insertion finished at 05:45 at 12-16fps (raising/falling drastically).

    This is the output_log.txt for that game start, launch and flight to orbit.

    https://dl.dropboxusercontent.com/u/90875823/output_log.txt (Exited game with alt+F4, possible cause of the nullexception at the end)

    Now I have removed ECLSS "LifeSupport" folder from GameData and performing launch again:

    60 fps sitting on launchpad: http://i.imgur.com/D9KtxOU.jpg.

    @15km altitude currently 60fps.

    @35km 60fps.

    Orbital insertion finished, 60fps.

    This is the output_log.txt for the next launch without ECLSS

    https://dl.dropboxusercontent.com/u/90875823/output_log2.txt

    Current Mods:

    FerramAerospaceResearch

    KerbalJointReinforcement

    KWRocketry

    RealChute

    Engineer

    RemoteTech2

    Kethane

    DeadlyReentry

    Treeloader

    KSP Interstellar

    MechJeb2

    NearFuturePropulsion

    B9Aerospace

    KAS

    ModsByTAL(fuel tanks)

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