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icecubecookie

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Everything posted by icecubecookie

  1. Alright Tried a fresh install of the v0.23.0 dev (second one), and it works wonderfully Thank you MOAR for all the hard work and allowing us to enjoy the mod
  2. somehow i managed to fix the black screen problem by removing the entire JSI folder, installing v0.20.0 of RPM and then overwriting the JSI folder with the v0.22.2 JSI folder and files
  3. Hi moar, i have been using RPM for quite awhile now and i too, have gotten the black square problem, at least for the Mk1 inline and nose type cockpits I have tested both the v0.22.2 and and v0.23.0dev versions, playing on Kerbal 1.0.4, fresh install, on 32 and 64 bit versions of the game, with absolutely no other mod except RPM. may i know how do i give logs with the data you need? attached below are screenshots of the debug menu and the black screen. Also note that the inline cockpit has the original stock HUD and the RPM HUD overlaid. KSP: 1.0.4 Windows 7 64 bit Problem: RPM HUD has a black screen (it rotates with the rotation of the plane though) Mods installed: RPM v0.22.2 Module Manager 2.6.7 included with RPM v0.22.2 removed all files in GameData folder and reinstalled RPM v0.23.0 dev Module Manager 2.6.8 included with RPM v0.23.0 dev Reproduction steps: Fresh install Kerbal 1.0.4 from steam, extract RPM zip file downloaded from GitHub into Kerbal root folder, ensure that all files are in GameData folder. Open kerbal and go into SPH, put down Mk1 cockpit (inline or non-inline works), click fly go into IVA and see black square on HUD
  4. btw is there any conflict between FAR ver 14.4 and AJE v1.6.5 or is the simulated thrust by the thrust calc provided not updated? right now when i'm making planes, they are underpowered for 1:1 TWR, when i use the thrust values provided by the in game parts, and when i use the calc, the thrust values are different from the given values in game, and are also pretty different from actual in flight values eg. 1000m alt, 300m/s test speed, 100% full afterburner, gross thrust was around 10% lower than the calc's value, useful thrust even lower than that (normal), intakes are in excess, so no intake area requirement shortage. edit* :whoops i see the problem did not see the TPR differences for intakes might want to have something added to the mod to calculate the thrust levels with respect to intakes sorry for the false heads up >.<
  5. okok heres how to reproduce the *edit* falsified* drag (will upload pics later) EDIT : The Cd is a lie! at terminal velocity, bays closed, the plane flying level, once opening the bays the plane immediately slows down, but when closed again, the speed picks up, but the Cd in the flight data and the visualisations are still the same as open bays so do treat this as a small bug, not a major mod breaking and sorry to have made any form of panic or inconvenience >.< 1. have things in the cargo bays (turning off aerodynamic failure for this would make things easier) 2. take off and look at the flight data, also turn on visualisations, look into the cargo bays and see nothing is glowing 3. open the cargo bay in flight @ 200m/s (higher would make things more pronounced), and look at the flight data and visualisations, especially the stuff inside the bays 5. everything shows to be producing drag - normal as they are no longer shielded 6. close the bays 7. flight data shows no change in Cd (staying at 0.028 for this plane), looking into the plane's cargo bays, everything shielded within the bays are glowing yellow works for all stock or mod parts thing to note is that the Cd of the parts in the bays are not changing dynamically like all the other parts, they just stay there no red or orange messages are in the debug menu.
  6. Hey ferram thanks again for the awesome mod =) Appreciate the recent update but i have problem to report - since 14.3.2 (maybe earlier?), when i fly from launch, cargo bays closed, my Cd is 0.015, but once when i open it, the drag goes up to 0.045 - thats perfectly normal. But when i close the doors once again in flight after opening it once, the drag stays at 0.045, speed is confirmed lowered so its not an error in displays, and when i turned on visualisations, i confirmed that the shielded parts are indeed producing drag (glowing yellow) in a closed space (cargo bays are on locked status and are closed). The cargo bays that are confirmed to be affected are from B9 and the new stocked space plane plus cargo bays for Mk2 size. Hope this helps to improve this awesome mod =) And also thank you for your time =D
  7. after testing mod combinations for quite awhile i found out that the cause of all the NaN values came from some strange incompatibility with InfiniteDice's Skillful mod, no idea why and how but after excluding it from my mods, no prob with the monitors thanks for the help nli2 =) and heads up to those who are planning to use InfiniteDice's Skillful mod along with RPM
  8. Currently using only the 2.2.2 module manager and the stock cockpits, all the monitors still show NaN everywhere Am I forgetting to do something? Or is there a mod conflict somewhere? Or is something missing? The RPM v0.18.2 I got was from the github release page Thank you for replying
  9. Can someone help me with this mod? i downloaded and used the latest version of RPM (v0.18.2) on kerbal version 0.24.2, and the thing is that, the screens are showing me NaN readings everywhere. module manager is at version 2.2.2, and when i tried having both mod managers ver 2.2.2 and ver 2.2.0 together, i still have the NaN readings everywhere. the JSI >>RPM >> Plugins folder has one copy of RPM and MechJebRPM, both versions 0.18.2. i tried reinstalling the mod, but i still received the NaN readings. heres how it looks like and here are the messages from the debug something to note here is that the orange messages keep on coming in constantly at like, 10 messages per second? really loved this mod back in kerbal 0.23.5 and would really like to enjoy it again in 0.24.2 thank you for your time
  10. Hey ferram i noticed that in the current version v0.13.3, i am unable to set negative AoA in the FAR control and analysis when i'm trying to see my plane's characteristics. The analysis would change my negative angle to positive (eg. set at lower AoA to -7 degrees, it becomes +7 degrees). No red or orange texts in the debug menu so... =/ Also there is this problem when the analysis is dealing with high AoA (normally at 90 degrees), the only the grid is shown, and is very fine. The wings and control surfaces used are all stock. sometimes at 80 degrees AoA and below, the analysis would show up as the fine grid again, but can be fixed (50% of the time) if fuel status is changed from the original analysis with full fuel to empty fuel then back to full. Thank you for your time on debugging and making this mod awesome =)
  11. hey ferram i was wondering if this is a bug with cargo bays and shielding not working when in flight with version 0.13.3 parts used are B9 aerospace fuselage cargo bay - updated with the KSP 0.23.5 community patch edit : the no shielding thing is causing my shielded parts to fail due to aerodynamic stresses and all shielded parts are also getting aerodynamic loads, no red texts in the debug menu so i have no idea whats going on (unless i missed out something)
  12. i was wondering if the SCANsatRPM.dll file included here in RPM mod is supposed to be in the GameData > SCANsatRPM folder, cuz when i moved the SCANsatRPM.dll file to the GameData > SCANsat main folder, i get this message that i placed the dll file in the wrong directory, but the mapping for the monitor in the cockpit starts to work
  13. somehow the problem still persist at 200m/s at 1km altitude, ive checked the Cm is stable even at that speed, the wings are super solid(not even 1 degree flex) but somehow the aircraft behaves more tail heavy(completely unstable) than my other crafts that have near 0 Cm lines in older versions (still stable) need much help for this
  14. Hey ferram i was wondering if it was possible to have custom mixing of controls for the yaw + roll axis like assigning 1 degree of roll for every 6 degree of yaw using rudders were always hell due to the adverse rolling And there is one more thing i would like to ask im currently using the FAR v0.9.6.31 on KSP ver 0.22 and i built a stable aircraft (like really stable compared to previous sandbox aircraft i made in older versions of your awesome mod) and somehow the aircraft just flips upwards instantly even though the Cm is stable and is nose heavy (it behaves like a super tail heavy aircraft) is this a problem with FAR CoL display or or a conflict with firespitter? *the parts used are the vanilla wings and only the fuselage is made from firespitter* some images that might help Thank you for your time:)
  15. ermmm.... so im having this problem with the B9 aerospace intakes after version 9.6 somehow my drag jumped by around 8-9 times with the intakes on than without version 9.5.51 had lower drag, my aircraft could cruise at 300++m/s at 1km altitude, but now my max speed is around 155m/s so im wondering if the problem is the same as the blade taper for propellers
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