Jump to content

arbiter787

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by arbiter787

  1. Thanks, that worked. Wish there was a better way to see if there's an update than using the launcher, which I don't like as it adds 30 seconds to my startup time.
  2. Hey, I'm experiencing a weird bug in 1.0.5. The game loads properly until after Module Manager, where it hangs on any engine part. Bobcatind loads first so it happens to be the NK-33, but any engine part will do this, including squad ones. I assume this has to do with configs or something but I have no idea how to fix it. Here are the relevant parts of my logs: KSP.log: [LOG 16:15:19.053] PartLoader: Compiling Part 'BobCatind/Sovietengines/NK33/part/NK33' [LOG 16:15:19.069] EffectList: Created 13 effect types [WRN 16:15:19.084] PartLoader Warning: Variable RSSROConfig not found in Part [LOG 16:15:19.107] *RF* Loading RFSETTINGS global settings [LOG 16:15:19.110] *U* Ullage constructor called on NK33 [ERR 16:15:19.155] Cannot find a PartModule of typename 'ModuleAeroReentry' [LOG 16:15:19.197] PartLoader: Part 'BobCatind/Sovietengines/NK33/part/NK33' has no database record. Creating. [LOG 16:15:19.227] DragCubeSystem: Part 'NK33' has defined a procedural drag cube setup [EXC 16:15:19.253] MissingMethodException: Method not found: 'ModuleEngines.Flameout'. RealFuels.ModuleEnginesRF.GetThrustInfo () RealFuels.ModuleEnginesRF.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+.MoveNext () output_log: PartLoader: Compiling Part 'BobCatind/Sovietengines/NK33/part/NK33' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EffectList: Created 13 effect types (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader Warning: Variable RSSROConfig not found in Part (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *RF* Loading RFSETTINGS global settings (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *U* Ullage constructor called on NK33 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find a PartModule of typename 'ModuleAeroReentry' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Part 'BobCatind/Sovietengines/NK33/part/NK33' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DragCubeSystem: Part 'NK33' has defined a procedural drag cube setup (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingMethodException: Method not found: 'ModuleEngines.Flameout'. at RealFuels.ModuleEnginesRF.GetThrustInfo () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEnginesRF.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  3. Thanks for the tips, I'll see what I can come up with next time I get around to playing. I don't KSP in my free time that often, sadly. I get kinda burnt out on it after a couple hours then I have to go play something else.
  4. I use NEAR. Your craft seemed to work fine using it, minus the rapid overheating of course. I might try reaction wheels when I get the chance to mess around with the design more, but the dipping seems to have no negative side effects at all so it shouldn't matter.
  5. Hmmmm. I wonder what the over-water speed record is. My boat is certainly the fastest I've seen so far that remains controllable and survives at that speed, but I haven't done much research into boats. Thanks for the rep, by the way. I shall be trying out your craft. Edit: Having tried out your craft, I must commend you. Your design works quite well on both land and water, and the fact it can do high-speed transitions is awesome. I accidentally overheated the four outer engines, so I don't think I got the full experience from it. By the way, removing the rudders does nothing to help the digging problem and actually makes it want to veer off to one side more. I have added a improved ground rig with landing gear, however. I shall update the OP.
  6. I have built a catamaran. It is called the FLOATBOAT 2000. I was building it on my DMP server while my friend messed around, and I didn't seriously expect it to work. But work it did! I built a boat capable of at least 135 m/s (486 km/h), and I haven't even tested it to it's maximum speed yet. It remains controllable (but unmaneuverable) throughout this time, although it lost several intakes and a rudder while I was trying to turn at that speed. At lower speeds (around 30 m/s) it is maneuverable even without the rudder I lost and it doesn't lose any intakes while turning. Getting to the water is handled by a large set of wheels, and it took a good 20 minutes to wheel the thing to the water. This is the only disadvantage of the FLOATBOAT so far. The FLOATBOAT itself is powered by two jet engines, and is steered by two below-water rudders and four above-water fins. The rudders underwater provide an advantage, or at least have some effect, as they seem to help with stability and when I lost the right one the craft started listing to the left. Here's the FLOATBOAT with wheeling gear on. Confirmation of speed The FLOATBOAT kinda digs into the water at high speed. While worrying, it doesn't actually harm the craft. Top down at high speed The FLOATBOAT while stopped. Note how the bow rises out of the water. It's top heavy. At low speed. Splashes stop at high speed for some reason. Showing off the surviving rudder More at low speed The FLOATBOAT's maiden voyage stopped here. I was testing what would happen if I tried to use the engines on land, and while sliding along fine for a while it eventually did a backflip and landed in the water after shedding engines and cockpit. The cockpit survived. Craft file here: https://www.dropbox.com/s/z3mb9hfcozzgsha/FLOATBOAT%202000.craft?dl=0 Feel free to make better land gear or even a dropship to get it to the water, as it currently takes FAR too long to get it to the sea. UPDATE: Better ground rig added, as it is now capable of speeds up to 80 m/s on land. UPDATE DOWNLOAD: https://www.dropbox.com/s/13012qc4ur6an9a/FLOATBOAT%204000.craft?dl=0 New ground rig
  7. I don't know if anyone has mentioned this before, but some of those planet textures are rather obviously pulled from Space Engine. It would be nice if you could give some credit.
  8. The logs don't seem to indicate that he even tried to connect at all; he probably didn't manage to reach the server. I can connect just fine though, so the problem is probably on his end. From my searches, it seems the issue comes up almost randomly. People have managed to get it working on one computer and not the other, along with various other things that point to it being on his end.
  9. My friend was trying to join my server and got this error message: "An attempt has been made to access a socket in a way forbidden by its access permissions." Doing a quick search it seems that this has occurred to many people in all sorts of games, therefore it is probably a network or firewall error. My friend does have KSP allowed in his firewall but this still happens. Does anyone have a solution for this?
×
×
  • Create New...