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Einarr

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Everything posted by Einarr

  1. Out of curiosity, is there any reason that thermal turbojets are inferior to stock jets or B9's SABREs (in jet mode)? I can't seem to keep mine running above ~14k on Kerbin using the same number of intakes I'd use on the stock jets or B9's SABREs. Also, do the thermal turbojets actually need precoolers as the other jet engines do? Should be noted I'm powering them with upgraded fusion reactors, and am generally using the 2.5m ones paired with 2.5m reactors.
  2. Most of the switches and knobs do nothing, aside from the stage lock, reserve lock, the buttons for the MFDs themselves, the various light buttons and switches, the Abort button under it's cover, the various SAS, RCS, Gear, Brake, etc switches also work. The ones for the various autopilot modes work as well, if you have the proper version of MechJeb installed. These buttons and witches allow you to activate various modes of MJ. The caveat is that you will still have to plan your maneuvers and so on using the MJ window, but once you have everything set up, there's switches to engage Ascent, Landing, and Docking autopilot modes of MJ.
  3. Any chance someone can update the chart for the Thermal Rocket Nozzles on the Wiki to include data for the 2.5m and 3.75m fusion reactors? Currently, the only fusion reactors it provides data for are the Tier 2 fusion reactors (the 1.25m and 62.5cm reactors that are unlocked with the second fusion power tech). Might also be a good time to ensure that the data already present on the chart is still accurate...
  4. @Alex: I'm wondering if this is the result of an addon conflict, or if you missed a bug... That's the custom Ship Info screen that comes with ALCOR in the pilot's upper left MFD. I should think the UT, MET, and Lat/Lon info should actually have values, rather than what I'm assuming are variable names. At that point, I believe the ship in question had recently finished a burn for Minmus, but that should not cause that screen to behave that way.
  5. You certain the WasteHeat remains evened out during timewarping? For me and others it will start fluctuating at really high timewarps, high enough perhaps to cause an automatic shutdown of various components (such as the generator, which could cut the power needed to keep the reactor itself going, depending on your setup).
  6. After more testing, it seems my issues with fusion reactors shuttong down at 10k+ timeaccel are a result of WasteHeat jumping around when it should be stable. It was jumping over the point at which various things shut down automatically. As an intirim fix, I will probably have to add more radiators to my ship...perhaps even one or more fission reactors to power the ship while coasting, on-orbit, or otherwise idle. Any idea which tier of fission reactors (upgraded) should produce more tritium while running at 25%?
  7. The other monitors do indeed display ALCOR v0.8 as they are supposed to, at least for me.
  8. Alex, noted that the screen above the keyboard still says ALCOR 0.7.5 when in standby mode. Yes, I did completely delete the ASET folder when I updated. Not a huge or gamebreaking issue, but I thought I'd let you know.
  9. I do not have any external D/T tanks, I'm running 3 of the 3.75m upgraded core fusion reactors, plus 2 of the DT Vista engines, and 3 Thermal Rocket Nozzles. I posted some images earlier in the thread of my Cygnus Grand Tour ship. Granted, the images I posted are now out of date. I removed the scoops, extra tanks for D/T, Lithium, and He^3 as suggested by WaveFunctionP. I also swapped out the nose sensor package for a radial one, and the Mark 1 Lander Can for an ALCOR Pod. Have added some more TAC Life Support stuff (the Water Purifier and Carbon Filter). I had to rework the ladder so Kerbals can actually use it. The vessel has no backup fission reactor as I've not found a decent place to put one. Luckily, in the three cases I've had issues, there was enough thermal power to restart one of the reactors (I was essentially out of Megajoules and EC). The radiator setup may also be problematic as the radiators I have only cover ~50% of the reactor's generated heat (assuming they run at full power continuously). Though, during the coasting phases, each reactor is running at 10%, which should not generate enough heat to be a major problem. WaveFunctionP indicated that he used a similar design (infact, I based mine off of his) and that it ran fine
  10. Hmm, having trouble keeping my fusion reactors going during non-physical timewarp. They'll seem to be running fine for a bit, then suddenly lose all power. If it wasn't for TAC Life Support slowing down as EC nears depletion, I'd end up with no power at all. Anyone else having similar issues? Edit: Further testing shows that it's cropping up when I hit 10k x timewarp or faster. It's fine up to 1k.
  11. Getting much closer this time, GS, the ALCOR pod is the only one I have that seems to have issues now, and even then, it's only with the RPM screens. All other pods that use RPM seem to have no issues. I think ALCOR has some serious custom RPM stuff that needs some config tweaking for. The screens work mostly, but most have a white background, and the cameras don't work at all. Ironically, the screen with the keyboard below it seems to be less affected and has black backgrounds most of the time, but I have it trying to display a camera view in the screenshot, and it comes out as a grey background. Any ideas as to what needs tweaking to get these issues resolved? Should I go get a clean log for you (somehow I forgot this step when starting testing...)? Note that anytime I change out ATM configs, I clear the texture cache first, so that should not be an issue.
  12. The Lithium may be an issue on long Grand Tours spent mapping most places (which can take ages...particularly if they're tidally locked...I'm look directly at you Mun...) As for oceans, is this thing really going to be able to land in the water without ripping itself apart? And then be able to take off again?
  13. Completed initial design, pondering adding a set of foldout radiators somewhere to help keep things cooler... It's got some extra Lithium, D/T tanks, He^3 tanks, atmospheric Scoops facing in two directions (primarily intended for use during aerobrakes at Jool), several large TAC Life Support containers, as well as an Air Filter, and a ladder (I do love the B9 ladders, and the 8m one is awesome for this). Got plenty of reaction wheels mounted above the generators (6 of the NP 3m ones in total). Got the RealChute Cone Double Chutes on top of the ISRUs...hope I have enough of the B9 struts round to take the weight...and if I need chutes also on the center section... KAS Pipes so I can replenish supplies as there's no docking port. Got ScanSat SAR and Biome scanners. Plus all the other science gear. This thing is a one stop science ship. In place of the stock science lab that lets you clean your instruments, I have the KerbaLab form KSO that is essentially the same thing, but with IVA. There is no RCS primarily because I won't be using this as an active vessel in rendezvous or docking, and the reaction wheels should cover rotation well enough. Anyone know of anywhere that I won't be able to refuel from (i.e. no Water)?
  14. @WaveFunctionP: In my construction, I'm using only the 4 large flat radiators shown in your images, and am noting that with 3 upgraded 3.75m fusion reactors, those radiators only cover about half the thermal output. The VAB helper on the subject shows this as being in the yellow range. Just curious as to whether you actually operated the ship with that much of a deficit.
  15. Do you use Deadly Reentry? Did you end up sticking with those struts shown in the screenshot of the craft over Jool as the landing gear, and if so, what was their arrangement? Where'd you end up sticking the reaction wheels (I assume likely from NP as there are no stock 3m reaction wheels)? Why did you go with both the Vistas and Thermal Nozzles? I'm currently working based on your description here and that image. Unfortunately, that image does not provide enough detail (too zoomed out, not enough angles, etc). AFAIK, the KTEC cannot make use of CP, and therefore they go to waste unless you also have a Direct Conversion generator.
  16. Reactors do produce a limited amount of Thermal Power, so it makes sense that having two generators that use TP might have this sort of issue. @WaveFunctionP: So, I've got Advanced Fusion Power now...care to explain how that interplanetary science ship of yours is constructed?
  17. I've got RPM 0.16, which IIRC is the latest. The configs from the ATM download do not include one for ASET. Additionally, I doubt a config for ASET would give me the issues with the stock Mk 1-2 Pod as I showed. When I get some time, I'll add your configs one at a time until I get the issue in the stock Mk 1-2 pod again (I'm thinking it may be the squad config). Additionally, here's some more from that log I mentioned, should cover from the moment I launched an ALCOR pod with only 2 stock RTGs for power as a test. Beware, this is gonna be lengthy... [WRN 10:28:49.056] [HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT ===================== [LOG 10:28:50.759] AddonLoader: Instantiating addon 'ActiveTextureManagement' from assembly 'ActiveTextureManagement' [LOG 10:28:50.761] AddonLoader: Instantiating addon 'CityLights' from assembly 'CityLights' [LOG 10:28:50.763] AddonLoader: Instantiating addon 'Clouds' from assembly 'Clouds' [LOG 10:28:50.765] AddonLoader: Instantiating addon 'OverlayMgr' from assembly 'OverlayMgr' [LOG 10:28:50.770] AddonLoader: Instantiating addon 'PersistantEmitterManager' from assembly 'SmokeScreen' [LOG 10:28:50.772] AddonLoader: Instantiating addon 'InterstellarToolbar' from assembly 'InterstellarToolbar' [LOG 10:28:50.956] Tac.TacLifeSupport[FFF82FA2][395.46]: OnDestroy [LOG 10:28:50.968] Tac.EditorController[FFF82F9E][395.46]: OnDestroy [LOG 10:28:53.175] AddonLoader: Instantiating addon 'ActiveTextureManagement' from assembly 'ActiveTextureManagement' [LOG 10:28:53.176] AddonLoader: Instantiating addon 'ReentryPhysics' from assembly 'DeadlyReentry' [LOG 10:28:53.178] AddonLoader: Instantiating addon 'CityLights' from assembly 'CityLights' [LOG 10:28:53.180] AddonLoader: Instantiating addon 'Clouds' from assembly 'Clouds' [LOG 10:28:53.181] AddonLoader: Instantiating addon 'OverlayMgr' from assembly 'OverlayMgr' [LOG 10:28:53.184] AddonLoader: Instantiating addon 'KASAddonWinchGUI' from assembly 'KAS' [LOG 10:28:53.186] AddonLoader: Instantiating addon 'KASAddonDebugTools' from assembly 'KAS' [LOG 10:28:53.187] AddonLoader: Instantiating addon 'KASAddonPointer' from assembly 'KAS' [LOG 10:28:53.189] AddonLoader: Instantiating addon 'KASAddonControlKey' from assembly 'KAS' [LOG 10:28:53.192] AddonLoader: Instantiating addon 'KerbalJointReinforcement' from assembly 'KerbalJointReinforcement' [LOG 10:28:53.195] AddonLoader: Instantiating addon 'PersistantEmitterManager' from assembly 'SmokeScreen' [LOG 10:28:53.197] AddonLoader: Instantiating addon 'FuelBalanceController' from assembly 'TacFuelBalancer' [LOG 10:28:53.199] Tac.FuelBalanceController[FFF7CCFC][395.60]: Awake [LOG 10:28:53.214] Tac.ToolbarButton[AF115200][395.60]: Create successful. [LOG 10:28:53.216] AddonLoader: Instantiating addon 'KSPAlternateResourcePanel' from assembly 'KSPAlternateResourcePanel' [LOG 10:28:53.218] 4/23/2014 10:28:53 AM,KSPAlternateResourcePanel,Awakening the AlternateResourcePanel (ARP) [LOG 10:28:53.219] 4/23/2014 10:28:53 AM,KSPAlternateResourcePanel,Loading Settings [LOG 10:28:53.230] 4/23/2014 10:28:53 AM,KSPAlternateResourcePanel,Loading Sounds [LOG 10:28:53.233] 4/23/2014 10:28:53 AM,KSPAlternateResourcePanel,Skipping version check [LOG 10:28:53.235] 4/23/2014 10:28:53 AM,KSPAlternateResourcePanel,API Ready [LOG 10:28:53.236] AddonLoader: Instantiating addon 'InterstellarToolbar' from assembly 'InterstellarToolbar' [LOG 10:28:53.238] AddonLoader: Instantiating addon 'FlightUIStarter' from assembly 'KSPInterstellar' [LOG 10:28:53.240] AddonLoader: Instantiating addon 'FNImpactorModule' from assembly 'KSPInterstellar' [LOG 10:28:53.242] [KSP Interstellar] FNImpactorModule listening for collisions. [LOG 10:28:53.341] ------------------- initializing flight mode... ------------------ [LOG 10:28:53.351] Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/Testing/Ships/VAB/Auto-Saved Ship.craft [LOG 10:28:53.399] Tac.LifeSupportModule[FFF7CC7C][395.60]: OnAwake [LOG 10:28:53.474] Untitled Space Craft loaded! [LOG 10:28:56.130] putting ship to ground: 4.431656 [LOG 10:28:56.135] [Untitled Space Craft]: Ready to Launch - waiting to start physics... [LOG 10:28:56.176] Crewmember Bartkin Kerman assigned to ALCOR Pod(A), seat # 0 (crew seat index: 0) [LOG 10:28:56.177] Crewmember Luke Kerman assigned to ALCOR Pod(A), seat # 1 (crew seat index: 1) [LOG 10:28:56.179] Crewmember Rogun Kerman assigned to ALCOR Pod(A), seat # 2 (crew seat index: 2) [LOG 10:28:56.181] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 10:28:56.182] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 10:28:56.186] Clouds: Volume Destroyed [LOG 10:28:56.187] Reference Frame: Rotating [LOG 10:28:57.309] stage manager resuming... [LOG 10:28:57.311] Vessel assembly complete! [LOG 10:28:57.312] stage manager starting... [LOG 10:28:57.314] all systems started [LOG 10:28:57.337] Parsing bool [LOG 10:28:57.338] Parsing bool [LOG 10:28:57.339] Parsing bool [LOG 10:28:57.340] Parsing bool [LOG 10:28:57.341] Parsing bool [LOG 10:28:57.342] Parsing float [LOG 10:28:57.343] Parsing float [LOG 10:28:57.344] Parsing float [LOG 10:28:57.345] Parsing float [LOG 10:28:57.346] Parsing float [LOG 10:28:57.347] Parsing float [LOG 10:28:57.348] Parsing float [LOG 10:28:57.349] Parsing float [LOG 10:28:57.351] Parsing float [LOG 10:28:57.352] Parsing float [LOG 10:28:57.353] Parsing float [LOG 10:28:57.354] Parsing float [LOG 10:28:57.355] Parsing float [LOG 10:28:57.356] Parsing float [LOG 10:28:57.357] Parsing float [LOG 10:28:57.358] Parsing float [LOG 10:28:57.359] Parsing float [LOG 10:28:57.360] Parsing float [LOG 10:28:57.361] Parsing float [LOG 10:28:57.363] Parsing float [LOG 10:28:57.364] Parsing string [LOG 10:28:57.365] Parsing string [LOG 10:28:57.366] Parsing string [LOG 10:28:57.367] Parsing string [LOG 10:28:57.368] Parsing string [LOG 10:28:57.369] Parsing string [LOG 10:28:57.370] Parsing string [LOG 10:28:57.371] Parsing string [LOG 10:28:57.372] Parsing string [LOG 10:28:57.373] Parsing string [LOG 10:28:57.374] Parsing string [LOG 10:28:57.376] Parsing string [LOG 10:28:57.377] Parsing string [LOG 10:28:57.378] Parsing float [LOG 10:28:57.379] Tac.FuelBalanceController[FFF7CCFC][395.60]: Start [LOG 10:28:57.384] Tac.FuelBalanceController[FFF7CCFC][395.58]: Rebuilding resource lists. [LOG 10:28:57.387] [SCANsat] start: live [LOG 10:28:57.389] [SCANsat] animation '' not found [LOG 10:28:57.390] [SCANsat] sensorType: 32 fov: 1 min_alt: 0 max_alt: 2000 best_alt: 0 power: 0.1 [LOG 10:28:57.392] [KSP Interstellar] Radiation Module Loaded. [LOG 10:28:57.393] Tac.LifeSupportModule[FFF7CC7C][395.58]: OnStart: PreLaunch, Landed [EXC 10:28:58.191] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.192] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.194] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.196] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.197] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.199] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.200] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.202] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.203] NullReferenceException: Object reference not set to an instance of an object [EXC 10:28:58.205] NullReferenceException: Object reference not set to an instance of an object [ERR 10:28:58.422] RasterPropMonitor: Interlay texture could not be loaded. [ERR 10:28:58.436] RasterPropMonitor: Interlay texture could not be loaded. [ERR 10:28:58.458] RasterPropMonitor: Interlay texture could not be loaded. [ERR 10:28:58.476] RasterPropMonitor: Interlay texture could not be loaded. [LOG 10:28:58.934] 4/23/2014 10:28:58 AM,KSPAlternateResourcePanel,Loading Textures [LOG 10:28:58.949] 4/23/2014 10:28:58 AM,KSPAlternateResourcePanel,KSPARP Icons Loaded: 67 [LOG 10:28:58.951] 4/23/2014 10:28:58 AM,KSPAlternateResourcePanel,Player Icons Loaded: 0 [LOG 10:28:58.954] 4/23/2014 10:28:58 AM,KSPAlternateResourcePanel,Mod Definition Icons Loaded: 0 [LOG 10:28:58.959] 4/23/2014 10:28:58 AM,KSPAlternateResourcePanel,Configuring Styles [LOG 10:28:58.973] SCANsat Controller: Loading 0 known vessels [LOG 10:28:58.974] SCANsat Controller: Loading map for Kerbin [LOG 10:28:59.019] Tac.TacLifeSupport[FFF6E79C][395.60]: Constructor [LOG 10:28:59.022] Tac.TacLifeSupport[FFF6E79C][395.60]: OnAwake in FLIGHT [LOG 10:28:59.024] Tac.TacLifeSupport[FFF6E79C][395.60]: Adding LifeSupportController [LOG 10:28:59.025] Tac.LifeSupportController[FFF6E79A][395.60]: Awake [LOG 10:28:59.037] Tac.ToolbarButton[82FEFC00][395.60]: Create successful. [LOG 10:28:59.041] Tac.TacLifeSupport[FFF6E79C][395.60]: OnLoad: SCENARIO { name = TacLifeSupport scene = 5, 7, 6, 9 SavedGameSettings { IsNewSave = False Enabled = True HibernateInsteadOfKill = False RespawnDelay = 9203545 } } root { GlobalSettings { MaxDeltaTime = 86400 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 1 WaterConsumptionRate = 1 OxygenConsumptionRate = 1 ElectricityConsumptionRate = 1200 BaseElectricityConsumptionRate = 2400 EvaElectricityConsumptionRate = 200 CO2ProductionRate = 1 WasteProductionRate = 1 WasteWaterProductionRate = 1 DefaultResourceAmount = 86400 EvaDefaultResourceAmount = 43200 MaxTimeWithoutFood = 2592000 MaxTimeWithoutWater = 259200 MaxTimeWithoutOxygen = 7200 MaxTimeWithoutElectricity = 7200 } TACLifeSupportSettings { visible = False x = 435 y = 33 width = 371 height = 294 } LifeSupportBuildAid { visible = False x = 490 y = 270 width = 300 height = 180 } LifeSupportMonitoring { visible = False x = 490 y = 50 width = 300 height = 300 } LifeSupportCrewRoster { visible = False x = 480 y = 260 width = 320 height = 200 } } ~snip~ [LOG 10:29:02.664] Tac.LifeSupportController[FFF6E79A][395.60]: Start [LOG 10:29:02.766] Clouds: Volume Initialized ~snip~ [LOG 10:29:03.702] Flight State Captured [LOG 10:29:03.704] Saving Achievements Tree... [LOG 10:29:03.705] Saving Achievements Tree... [LOG 10:29:03.734] Tac.TacLifeSupport[FFF6E79C][396.01]: OnSave: SCENARIO { name = TacLifeSupport scene = 5, 7, 6, 9 SavedGameSettings { IsNewSave = False Enabled = True HibernateInsteadOfKill = False RespawnDelay = 9203545 } } root { GlobalSettings { MaxDeltaTime = 86400 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 1 WaterConsumptionRate = 1 OxygenConsumptionRate = 1 ElectricityConsumptionRate = 1200 BaseElectricityConsumptionRate = 2400 EvaElectricityConsumptionRate = 200 CO2ProductionRate = 1 WasteProductionRate = 1 WasteWaterProductionRate = 1 DefaultResourceAmount = 86400 EvaDefaultResourceAmount = 43200 MaxTimeWithoutFood = 2592000 MaxTimeWithoutWater = 259200 MaxTimeWithoutOxygen = 7200 MaxTimeWithoutElectricity = 7200 } TACLifeSupportSettings { visible = False x = 435 y = 33 width = 371 height = 294 } LifeSupportBuildAid { visible = False x = 490 y = 270 width = 300 height = 180 } LifeSupportMonitoring { visible = False x = 490 y = 50 width = 300 height = 300 } LifeSupportCrewRoster { visible = False x = 480 y = 260 width = 320 height = 200 } } ~snip~ [LOG 10:29:03.763] Game State Saved as persistent [LOG 10:29:03.767] Clouds: Volume Destroyed [LOG 10:29:03.888] Clouds: Volume Initialized ~snip~ [LOG 10:29:03.988] [MechJeb2] Adding button for Ascent_Guidance [LOG 10:29:03.991] [MechJeb2] Adding button for Attitude_Adjustment [LOG 10:29:03.994] [MechJeb2] Adding button for Custom_Window_Editor [LOG 10:29:03.997] [MechJeb2] Adding button for Docking_Autopilot [LOG 10:29:04.000] [MechJeb2] Adding button for Landing_Guidance [LOG 10:29:04.004] [MechJeb2] Adding button for Maneuver_Node_Editor [LOG 10:29:04.006] [MechJeb2] Adding button for Maneuver_Planner [LOG 10:29:04.009] [MechJeb2] Adding button for RCS_Balancer [LOG 10:29:04.012] [MechJeb2] Adding button for Rendezvous_Autopilot [LOG 10:29:04.015] [MechJeb2] Adding button for Rendezvous_Planner [LOG 10:29:04.017] [MechJeb2] Adding button for Rover_Autopilot [LOG 10:29:04.020] [MechJeb2] Adding button for Settings [LOG 10:29:04.023] [MechJeb2] Adding button for Smart_A_S_S_ [LOG 10:29:04.027] [MechJeb2] Adding button for Spaceplane_Guidance [LOG 10:29:04.030] [MechJeb2] Adding button for Translatron [LOG 10:29:04.033] [MechJeb2] Adding button for Utilities [LOG 10:29:04.037] [MechJeb2] Adding button for Warp_Helper [LOG 10:29:04.040] [MechJeb2] Adding button for Delta-V_Stats [LOG 10:29:04.045] [MechJeb2] Adding button for Docking_Guidance [LOG 10:29:04.049] [MechJeb2] Adding button for Flight_Recorder [LOG 10:29:04.053] [MechJeb2] Adding button for Orbit_Info [LOG 10:29:04.057] [MechJeb2] Adding button for Surface_Info [LOG 10:29:04.061] [MechJeb2] Adding button for Target_Info [LOG 10:29:04.065] [MechJeb2] Adding button for Vessel_Info ~snip~ [LOG 10:29:26.111] [Orbit Targeter]: Target is null [LOG 10:29:26.136] [Orbit Targeter]: Target is null ~snip~ [LOG 10:30:13.709] SCREENSHOT!! ~snip~ [LOG 10:30:21.806] SCREENSHOT!! ~snip~ [LOG 10:30:25.056] Game Paused! [LOG 10:30:26.676] [FlightDriver]: Flight State Reverted to Prelaunch. [LOG 10:30:26.684] Game State Saved as persistent All parts containing, "~snip~" were filed with log spam that looked much like this: [LOG 10:29:02.809] [ORS] Loading Planetary Resource Data. Length: 37 [LOG 10:29:02.811] [ORS] Loading Planetary Resource Data for Kerbin [EXC 10:29:02.814] UnityException: Texture 'WarpPlugin/PlanetResourceData/kerbin_uranium' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Though, out of all that I'm thinking that the following (somewhat near the top...) is likely an indicator of the issue: [ERR 10:28:58.422] RasterPropMonitor: Interlay texture could not be loaded. [ERR 10:28:58.436] RasterPropMonitor: Interlay texture could not be loaded. [ERR 10:28:58.458] RasterPropMonitor: Interlay texture could not be loaded. [ERR 10:28:58.476] RasterPropMonitor: Interlay texture could not be loaded. So GS, what is that cockpit in the first image there? I'm not familiar with it...
  18. @Fiz: You're probably referring to RasterPropMonitor or RPM for short. Testing has shown that simply using the JSI.cfg provided with ATM itself is not sufficient to fix the issue.
  19. @Fractal: Any chance we could get the option in the VAB/SPH to select whether or not upgrades are applied to the various parts? There are times when I may not want to use a fission reactor with an upgraded core, for instance (lifetime over power output). Additionally, are there any plans to make the radiators glow when hot, as the radiators from Near Future Propulsion do? Current KSPI radiators seem to have a small emissive on the orange parts of the texture so they show up even on the dark side, but this does not change intensity depending on radiator temperature.
  20. How would I do that? Please note that these issues are with Green Skull's ATM configs. Configs from the official ATM download work fine, though the IVAs tend to be a bit more blurry than I want, thus I want to use Green Skull's configs.
  21. Been reporting the same issue...you'll also find they generate power when closed over the windows...
  22. The problem I was describing remains unresolved with the latest update. The good news is that I managed to get some screenshots this time, and am going through a fresh log... A few relevant seeming snippets from the log I mentioned. I've saved this log if more info is desired. [LOG 10:19:46.890] Load(Model): ASET/ASET_Props/Instruments/GPWS/model [ERR 10:19:46.910] Texture 'ASET/ASET_Props/Instruments/GPWS/model000' not found! [ERR 10:19:46.912] Texture 'ASET/ASET_Props/Instruments/GPWS/model001' not found! [LOG 10:19:48.830] Load(Model): B9_Aerospace/Parts/Aero_Intake_Ramp/Mount [ERR 10:19:48.854] Texture 'B9_Aerospace/Parts/Aero_Intake_Ramp/model001' not found! [LOG 10:19:52.047] Load(Model): DeadlyReentry/Parts/deadlyReentry_1.25Heatshield/model [ERR 10:19:52.067] GameDatabase: Texture 'DeadlyReentry/Parts/deadlyReentry_1.25Heatshield/model001' requested as normal map but texture is not a normal map and is not readable [LOG 10:19:52.070] Load(Model): DeadlyReentry/Parts/deadlyReentry_2.5Heatshield/model [LOG 10:19:52.092] Load(Model): DeadlyReentry/Parts/deadlyReentry_3.75Heatshield/model [ERR 10:19:52.119] GameDatabase: Texture 'DeadlyReentry/Parts/deadlyReentry_3.75Heatshield/model001' requested as normal map but texture is not a normal map and is not readable [LOG 10:19:52.122] Load(Model): DeadlyReentry/Parts/deadlyReentry_6.25Heatshield/model [ERR 10:19:52.147] GameDatabase: Texture 'DeadlyReentry/Parts/deadlyReentry_6.25Heatshield/model001' requested as normal map but texture is not a normal map and is not readable [LOG 10:19:52.458] Load(Model): Hyomoto/MFD/MFD40x15 [ERR 10:19:52.538] Texture 'Hyomoto/MFD/MFD40x15004' not found! [LOG 10:19:52.911] Load(Model): KAS/Parts/cPort2/portStack1 [ERR 10:19:52.935] Texture 'KAS/Parts/cPort2/winch_N' not found! [LOG 10:19:55.569] Load(Model): KSO/RPM/KSO_PFD/NavBall [ERR 10:19:55.587] Texture 'KSO/RPM/KSO_PFD/NavBall000' not found! [LOG 10:19:58.234] Load(Model): KWRocketry/Parts/Structural/KW3mDockingRing/KW_Struct_3mDockingRing [ERR 10:19:58.280] Texture 'KWRocketry/Parts/Structural/KW3mDockingRing/UVW3mDockingNormal' not found! [LOG 10:19:58.283] Load(Model): KWRocketry/Parts/Structural/KW3mDockingRing/model [ERR 10:19:58.309] Texture 'KWRocketry/Parts/Structural/KW3mDockingRing/UVW3mDockingNormal' not found! [LOG 10:19:58.742] Load(Model): MechJeb2/Parts/MechJeb2_Pod/model [ERR 10:19:58.816] GameDatabase: Texture 'MechJeb2/Parts/MechJeb2_Pod/model001' requested as normal map but texture is not a normal map and is not readable [LOG 10:20:01.168] Load(Model): NovaPunch2/Parts/Freyja/FreyjaEng/engine [ERR 10:20:01.229] GameDatabase: Texture 'NovaPunch2/Parts/Freyja/FreyjaEng/FlightPackNRM' requested as normal map but texture is not a normal map and is not readable [LOG 10:20:01.233] Load(Model): NovaPunch2/Parts/Freyja/FreyjaPod/pod [ERR 10:20:01.292] GameDatabase: Texture 'NovaPunch2/Parts/Freyja/FreyjaPod/PodTextureNRM' requested as normal map but texture is not a normal map and is not readable [LOG 10:20:01.296] Load(Model): NovaPunch2/Parts/Freyja/FreyjaRCS/flightpack [ERR 10:20:01.329] GameDatabase: Texture 'NovaPunch2/Parts/Freyja/FreyjaRCS/FlightPackNRM' requested as normal map but texture is not a normal map and is not readable [ERR 10:20:01.331] Texture 'NovaPunch2/Parts/Freyja/FreyjaRCS/FlightPackEM' not found! [ERR 10:20:01.333] GameDatabase: Texture 'NovaPunch2/Parts/Freyja/FreyjaRCS/TrunkTextureNRM' requested as normal map but texture is not a normal map and is not readable [LOG 10:20:01.336] Load(Model): NovaPunch2/Parts/Freyja/FreyjaTrunk/trunk [ERR 10:20:01.398] GameDatabase: Texture 'NovaPunch2/Parts/Freyja/FreyjaTrunk/FlightPackNRM' requested as normal map but texture is not a normal map and is not readable [ERR 10:20:01.400] GameDatabase: Texture 'NovaPunch2/Parts/Freyja/FreyjaTrunk/TrunkTextureNRM' requested as normal map but texture is not a normal map and is not readable [ERR 10:20:01.403] GameDatabase: Texture 'NovaPunch2/Parts/Freyja/FreyjaTrunk/FreyjaFairingNRM' requested as normal map but texture is not a normal map and is not readable
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