

Lalwcat
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Everything posted by Lalwcat
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lalwcat replied to asmi's topic in KSP1 Mod Releases
Nothing in the log file stands out in terms of exceptions or other odd toss. Mostly just mods printing stuff, like for FAR. I really wish the log file was timestamped, would make troubleshooting a lot easier, but otherwise I'm not seeing multiple repeats or anything that would indicate exceptions/looping. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lalwcat replied to asmi's topic in KSP1 Mod Releases
Gave 1.0.3 a try, let me load my previous save, however frame rate is definitely lower. On a small vessel I always run 60 fps, but with a small vessel using this mod I'm at just about 11. Also, what exactly is the intended setup here? With a 3-man capsule and the Oxygen Regenerator, I still don't have enough life support to make it out to Minmus. Just about 2 days or so. I saw once there was some kind of Resources button in the ECLSS window, but it's intermittent if it shows up. Should we be stacking on just a bunch of radial O2 tanks and hoping for the best? EDIT: Quicksaving and quickloading brought the FPS back up to 30 for a time and it slowly went down. Some sort of leak, perhaps. The generator itself seems to be a source of framerate loss. Currently sitting at 31 with the generator off, 25 if I turn it on. Turn it off, back to 31. If I stage my pod and disconnect from the entire assembly, I raise to about 50 fps. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lalwcat replied to asmi's topic in KSP1 Mod Releases
Not using ASET lander. https://dl.dropboxusercontent.com/u/90875823/output_log.txt Mods: KW Rocketry RealChute Kerbal Engineer RemoteTech2 Kethane DeadlyReentry HexCans TreeLoader KSP Interstellar MechJeb2 NearFuture Propulsion FAR KAS TAL Spherical tanks EDIT: So I "updated" the plugin to the 1.0.1 that's available in the Bobcat thread and it fixed the issue. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lalwcat replied to asmi's topic in KSP1 Mod Releases
I too am running into the game hangs when trying to load a save using ECLSS -
Are you intentionally retarded or is it just accidental? http://store.steampowered.com/app/220200/ "EARLY ACCESS GAME" Or if you go to the kerbalspaceprogram.com page "The game is currently under heavy development. This means the game will be improved on a regular basis, so be sure to check back for new updates. Right now, KSP is in Sandbox Complete state, but we want you to try it out and have fun with it. " You're not an alpha tester. You're playing an alpha. There's a significant difference. Alpha testers are in-house and ARE receiving daily/weekly test builds. I suggest learning something about the development process before mouthing off on an internet forum
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
In addition to my previous post, is there anyway to have kerbals replace the materials they took out when they go on EVA? Right now if I put a single command pod into orbit and have a kerbal get out, they take half the electric charge. If they get back in, I have 25/50 or so. If I get out again to get another EVA report and get back in, I'm at 13. This makes getting in and out to grab EVA reports without having solar panels impossible, since you'll drain all of your electric charge. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lalwcat replied to TaranisElsu's topic in KSP1 Mod Releases
So, grabbed the recent link in the OP from Spaceport and threw it in, then grabbed the latest GameData from the github and tossed it in, I get this when I click the LS button: http://i.imgur.com/wD8kgcD.jpg No resource draw after timewarp either. Any ideas what I'm doing wrong? Alt+F2 shows lots of Null reference exceptions. Hitting escape caused none of the buttons in the menu to work (couldnt space center, no action on click, couldn't revert (no buttons on the revert menu)). Removing the TAC folder from GameData resolved the null reference and menu errors -
Stranded again! http://i.imgur.com/FmmUajO.jpg It would seem these antimatter collectors don't fill up the small antimatter tanks on the front of the ship there, attached to the science labs All the parts they are connected to are fuel-crossfeed capable... Collector -> Reactor -> NFP Reactor -> NFP Capacitor -> NFP Battery -> Docking ports -> Science lab -> NFP Trilinear Adapter. Not sure if it's just some weird way KSP handles resource passing or not. I may have to terminate this flight and redesign
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Fractal, not sure if it's related to the earlier bug or not, but after I got this science lab into Jool orbit, I spun up and then decoupled the transfer stage. After doing so, the electric generator on top started to slowly drift away from everything else: http://i.imgur.com/kpHqGWp.jpg It's still attached and I can still interact with it, but it produces electric charge at an abysmal rate, to the point that the antimatter container can't maintain a charge anymore. If I time accelerate, it snaps back into position at the top of the reactor, but stopping acceleration causes the drift again.
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Which reminds me, any chance you could give us the option to disable charging on antimatter containment tanks? I know it sounds funny, but I was having some issues launching this in that the tank was consuming all electrical charge on the launchpad, leaving me with none for torque control. I had to add the nuclear reactor + generator on the tippy top just so that it would give enough power to let me control at launch. If I could disable charging on the containment tank, I could launch and get to the point that I start collecting antimatter before having to worry about filling the thing up with power I wouldn't spend too much time on it. I'm sure it's some strange conflict with the wide array of mods I have going on
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All the trouble I did on this launch For some reason if I have a stack separator on top of the whole thing with a small (62.5) nuke and electric generator, the center of mass starts to randomly shift (and thus the camera appears to detach) on the craft after I've had it loaded for a few seconds. Not sure what causes it exactly, if it's another mod conflict or something, but as soon as I separate that tiny bit, the camera resets back to where it should be and the craft stops shaking violently. Probably not Interstellar, but no idea what would be causing it either way. Hopefully at some point someone creates some updated graphs, because I'm far too lazy to do it. Also, one for amount of science a lab can create at various altitudes would be awesome too.
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So, anyone mind helping me? I don't quite understand the flux fields I guess. http://i.imgur.com/UdQK9Vr.png This graph makes me think that at an equatorial 380km orbit around Moho, I'll be collecting around 12x10^-5 flux mg/sec. http://i.imgur.com/iNBma16.png This one tells me that at an equatorial 900km orbit around Kerbin, I'll be collecting around 4.5x10^-5 mg/sec. In the moho orbit, I should be collecting far more antimatter. The issue I'm finding is that when in orbit at 900km around Kerbin, I was able to get a net antimatter profit. My tanks were always slowly filling up, even with the AM reactor turned on. Now that I am in Moho, I'm not able to gain any antimatter and it stays constant at the amount I have. This is the amount I'm seeing in my collectors: http://i.imgur.com/eNaslvG.jpg The magnetometer thing says the same value. Where is the flux? Why am I not able to collect as much as I was in Kerbin orbit with the exact same craft?
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So, deuterium, aside from having a science lab floating in the water next to the KSC and using a truck to fuel up craft leaving Kerbin, how do you get more? All I can find is "Jool has some", but no specifics how to get it. Also, anyone mind posting a screenshot of their lab getting deut from water? I tried building a floating lab with structural fuselage around the bottom to float, but no go. Even if I raised the float point up so the bottom of the lab was definitely in the water, still getting 0.00d.
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If you EVA and do some experiments, you can come back inside the capsule and that experiment report is stored in the pod. You can even review stored experiments later. Is it possible to do the same with the goo container or science jr lab? As of right now as far as I can tell, I can do one study, transmit it at a lesser science value, or just store it in the jr lab and return to Kerbin. That means I also have to return with the lab (and goo containers) if I want to get maximum out of them. Is there anyway I can have a kerbal transfer the report from the goo container or lab jr into the pod for returning to kerbin that way?
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I'm seeing the same problem with strings
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Can we get the ability to drag or otherwise move the icon for MapSat? I play with Flight UI on Largeish and the icon sits right ontop of the map button, so trying to click it always brings up the map http://i.imgur.com/VFwTiaZ.jpg Being able to move it even slightly to the right would be super handy
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Anyone still have the compiler around? I built it from source, but the .zip is gone and I'd like to see the documentation and test program
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Is there access in the API to the games built in knowledge base? Would it be possible in the MapSat plugin to disable data for planets you have not yet put an ISA MapSat module (that functions) in SOI of? Might add a reason to start sending probes out and around
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Can we get some craft ideas for launching and landing the new Mark 4? I haven't figured out a good way to use the drop pod yet on, say, the Mun
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Lalwcat replied to JDP's topic in KSP1 Mod Releases
Praise jebus on the mechjeb fix