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Einarr

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Everything posted by Einarr

  1. Sarbian, I apologize for my previous post. It was not meant to motivate, but more to express displeasure at not being able to use the latest FAR. I remember a time back in 0.23.5 when the MJ RPM plugin needed to be recompiled each time MJ's version number changed, and it couldn't be used with dev builds. For whatever reason, I thought the solution would be simple and quick to implement. Thank you for your hard work and continued development of these plugins.
  2. So how does the 1.25m Magnetic Nozzle compare to the other electric engines of the same size and powered by a 1.25m basic fusion reactor?
  3. Ok then. I saw those while also trying to ferret out other issues I was having before the reinstall. Also, don't forget to account for someone simulating at negative velocities. You know it will happen... *rolls eyes*
  4. Where is this file? Derp, gotta be in the source code somewhere. I don't feel like going in to find it and recompile.
  5. It being related to KSPI's radiators would also explain why I only had the issue on crafts utilizing them.
  6. @Fractal_UK: Could you do something about the log spam for the radiator emissives? There's a crapton of it and I think it may be causing some issues with KSP's ability to process things. The problem may also be deeper in the code used to make radiators glow, I'm not certain, though I suspect you have the update frequency higher than it needs to be.
  7. The Windows version of the KSP 64 bit client is extremely unstable. Try using the 32 bit client and Active Texture Management. TreeLoader (comes bundled with KSPI) does not work in 0.25. Might try TechManager instead. Be sure to delete the TreeLoader folder from your GameData folder as they don't play well together (obviously). Your mod is is similar to mine, and I'm not having tech tree issues.
  8. Figures, FAR gets updated and the FAR Extension for MJ breaks due to the new version number...
  9. Getting entries like these: [WRN 17:44:33.968] [Part]: PartModule FARBasicDragModel at B9.Control.ASAS, index 1: index exceeds module count as defined in cfg. Looking for FARBasicDragModel in other indices... [ERR 17:44:33.970] ...no FARBasicDragModel module found on part definition. Skipping... They show up both in the VAB/SPH as well as the Launchpad/Runway and affect almost every part of any given vessel that would normally use the module in question. I have not bothered checking parts that would not use this module as of yet (I can if asked to, but I've been combing through logs for awhile now and am tired of it). I assume that since the drag model module is not being loaded for the majority of my parts that FAR will not work correctly. These entries are from a recently (today) reinstalled stock KSP (after wiping the folder out), then reinstalled the mods I want. Yes, this is with the latest FAR as of this posting.
  10. I'm in the middle of a complete KSP and mod set reinstall/configure. My response may take a bit. This value is set to 1. And for the moment I can't reproduce it, even with the same craft I'd had the issue with. *shrug* If it rears it's ugly head again, I'll post again. Edit: About that ugly head...I think it may have something to do with KSPI's radiator code. They are supposed to glow brighter as they get hot. I have a couple of the small radial ones mounted to keep from overheating with the solar panels. However, I've noted an excessive amount of log spam associated with the code that changes the emissive for the glow. I now have a green group with the engines not active after using the keyboard. Additionally, I can't simply bring up the Alt-F2 window in the usual way anymore. I think KSP is being overloaded by the log spam.
  11. Haven't fired up KSP yet today, and I have some stuff to deal with first. However, When I was experiencing the problem I'd hear the audio associated with turning the engine on/off, but the engine state would not actually change. I'll have more data later. Additionally, I'm often found on the official KSP IRC channel. Edit: After resolving another issue I was having where I'd end up in NullSpace if I tried launching a vessel, I no longer seem to be having the issue I was describing...at least with the small SABRE on the launchpad...more testing is required for the Thermal Nozzles. Edit 2: The Thermal Nozzles are now also working correctly...at least on the launchpad... I was having issues with Tweakscale, including some otherwise stock landing struts (the LT-2s) scaled to 140% having their mass change when an on orbit vessel was loaded. The mass change was a massive increase to what was reported in the VAB, caused the vessel to violently shake until one or more of the offending struts broke off. I ended up having to use Whack-A-Kerbal to remove the last one. Tweakscale was also responsible for me not being able to launch new vessels, sending me to NullSpace instead (no Kerbin, launchpad, runway, vessel, tonnes of NRE spam in the log, etc). Other people use Tweakscale and have little or no issues, but for whatever reason, I can't use it. Perhaps something to add to a list inc ase others have similar issues and aren't posting about it. Edit 3: Seems I was mistaken, at least about the small SABREs. Got a mostly B9 spaceplane of mine on the runway, and pressing the keyboard button (Alpha1, for group 1) results in the audio I was referring to earlier, but the state is not actually toggled (the group stays Red). Actually clicking the button, or the switch in the B9 cockpit does properly toggle the group. Gonna check the log now. Edit 4: Nothing from AGX in the log file once flight is loaded seems to be out of the ordinary.
  12. 1. Didn't see any, but I can check again when I have a vessel again. 2. I'll have to check. 3. Staging works normally, as does the right click action buttons. I'll probably end up making a test craft. Most recently I've seen the issue with the B9 SABREs, and the Thermal Nozzle from KSPI. As I said though, reverting to the 'a' version resolved the issue.
  13. Hmm, having an issue toggling any engine now...wonder if it's a conflict with some of the Stock Fixes plugins... Edit: I've removed the suspected plugins. No effect. I'm going to revert to an older version of AGX to see if it's AGX. Edit 2: Reverting to 1.23a resolved the issue. So something you did for 1.23b caused Toggle Engine for all engines I've tested (including stock ones) to stop working.
  14. Sounds like you're running out of RAM available to a 32 bit client. Look for the Active Texture Management mod. It should help with that issue.
  15. Funnily enough, I also had MJ wobble the heck out of any plane in an atmosphere with the latest NEAR patch. I'm moving on to FAR, though, and expect about the same behavior from the FAR patch. MJ tends to overcompensate continuously when steering, leading to oscillations that can become unrecoverable.
  16. So, when building a spaceplane, I added a RealChutes Radial Chute and configured it to be a drag chute. I then added an action for Cut Chute. I now see this in the log: AGX actsToCompare.count != 1 0 Part: RC.radial_4292892696 Module: RealChuteModule ActionCut
  17. Got Science! ? Edit: Seriously, though, you need to ensure you have enough Science! to complete the upgrade.
  18. Any more shots of that? Trying my hand at a non-delta wing SSTO and am using this as a basis.
  19. The persistent.sfs (and also quicksave.sfs files) are merely text files that can be edited in any appropriate editor. I use Notepad++ myself. You will have to find that particular vessel in the file, then find one or more parts capable of storing EC and changing the values to something nonzero. It's late, I'm tired, and I'm not looking up specific variable names, etc tonight. If you are still having issues, I might post more details tomorrow...after sleep...
  20. Looks like you have a few things to take a look at, Diazo. Much luck to you. I assume you're coding this in C♯ as that seems to be what most KSP plugins are coded in. Unfortunately, I have little knowledge of C♯. I'm more of a C++ guy.
  21. I think you missed the bit about RemoteTech antennas from my other post. Unfortunately, KSP seems to overwrite it's log with each run, or I'd have more data for you on that. Edit: Have run into a small issue where an Ambiguous Count: 2 message is displayed briefly when loading a particular vessel. There was so much happening that I couldn't find it in the ingame Debug console, but I did find it in the log. AGX actsToCompare.count != 1 2 Part: B9.Engine.SABRE.M_4292452946 Module: ModuleEnginesFX OnAction This crops up any time I load this vessel in the SPH or the Runway (I'm building an SSTO). The action group it's likely having an issue with is the Toggle Engine (as displayed when adding things to groups in the AGX editor) on the B9 SABRE M. I expect the SABRE S will have the issue as well. Essentially, there are 3 Toggle Engine actions that the AGX editor sees. I expect it might not be able to resolve which one I mean when loading the vessel. It is kinda important to be able to shut off the engines when I don't want to use them to prevent accidental burns...
  22. So, while removing TreeLoader (that came with Interstellar) and replacing it with TechManager, I noted a couple of files in my save folder with names like: AGExt00260.cfg AGExt00259.cfg What are these?
  23. So, I've been away from KSP for a bit (recently returned). Last time I played KSPi was with KSP 0.23.5 and KSPi 0.11. I've seen some issues with TreeLoader in 0.25 and was unaware of them when I started my new Career game. Mostly, anytime I unlock a new science node, I have to exit the R&D screen and reload it to see the unlocked node (and anything it reveals). At this point, I'm not even certain the Interstellar tree is actually being used. However, I'm getting close to where it used to diverge (usually Fusion for me) and I want to ensure I gain access to the parts and upgrades. I found an MM patch back in this post that moves the parts back to stock tech nodes. Is this still the most up to date method for dealing with the removal of TreeLoader, and has Fractal_UK altered any relevant plugins or configs needed to ensure that part upgrades are no longer dependent upon the custom nodes? Is there now a better way of dealing with the issue? Edit: Of course, an answer was found 2 pages back...somehow I missed it before posting this. I'll probably be using the TechManager route at least until Fractal_UK releases the next version/patch. Still open to other suggestions if anything else works better.
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