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gulegule

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Everything posted by gulegule

  1. I, similarly, found Kerbalism was too sprawling, even if it gives you options to turn parts of it off. Smaller, single purpose mods I find to be better and less buggy. KH and TAC are both like that.
  2. I find it pairs very well with KerbalHealth to make you build much larger space craft than the base game requires.
  3. I noticed a minor bug. The KRASH VAB interface seems to give too low an estimate of sim setup costs (I was using a custom config w/ 5% of parts fixed cost, and 0% for everything else), which can let you launch a sim with a 'limit max cost' setting less than the minimum cost of the sim. The sim launches and immediately brings up the escape menu.
  4. I'm gonna wait and see. I still find many of the previous mods Squad has brought into the base game preferable to the core implementation (or perhaps I've just gotten used to them).
  5. I use this mod: It has a time readout that shows how long until a resource is depleted/filled at current consumption.
  6. I see this exception repeatedly if I activate a recycler module while in the VAB: [EXC 21:59:19.833] NullReferenceException: Object reference not set to an instance of an object BaseConverter.HasSpecialist (System.String effect) (at <c1858a3f77504bd1aaa946fdccf84670>:0) BaseConverter.GetCrewEfficiencyBonus () (at <c1858a3f77504bd1aaa946fdccf84670>:0) BaseConverter.GetEfficiencyMultiplier () (at <c1858a3f77504bd1aaa946fdccf84670>:0) BaseConverter.FixedUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  7. Looks good, all the displays agree across all KSC and in-flight scenes. Logs and screens: https://drive.google.com/drive/folders/10Vh2SO-NCCtP0JmDXHui9fA89KydZRK3
  8. Tried out the dll, the VAB planner looks like its giving the same exposure value it did in 1.4.6. The in-flight bananas per day values are different, and vary per kerbal more (there's one 'lead-skinned' kerbal on that flight, but it varies even more than that would explain). The KH window at KSC gives good values once the vessel has been loaded, but is wrong at first. Logs and screenshots: https://drive.google.com/drive/folders/1PoTP91u5LNhinyoEo_31EZJD4tlUZC1E
  9. Is it still the ksp.log file you need? Or is it some other log? EDIT: log and screen of inflight exposure here: https://drive.google.com/drive/folders/1avQfqR2fUUqwApLkW872ARTsai98Ztrn
  10. Ok, did some testing. Screenshots, logs and craft files here: https://drive.google.com/drive/folders/1bgqQU1jcPRlRA07s6J__M-SDSuitqrJK?usp=sharing It looks like the vessel in flight has the same level of radiation accrual in both 1.4.6 and 1.5, but there is a difference in the stated exposure in the planner UI in the VAB, and the KH widget in the space center scene and tracking center scene give bad values pre and post vessel load. EDIT: there is a NullReferenceException in the logs related to TAC. I see it on both version and believe it to be unrelated to KH behavior.
  11. I've only really noticed it in the VAB/SPH using KerbalHealth's vessel planner, not with in flight vessels (I landed all my crewed flights before upgrading). Would debug logs from the VAB be helpful? EDIT: Found a testing save w/ some flights in progress, I'll try to grab some screenshots/logs from 1.4.6 and 1.5
  12. Was there a change to radiation if not using Kerbalism? I noticed most of my craft have much lower exposure for the same amount of shielding.
  13. For the parts with different configs (Lounge vs. Living space), which becomes the default?
  14. Do the changes to command pods/habs apply to already deployed missions?
  15. I also briefly played the 2.2 version, due to naively trusting CKAN. To me the new science system felt like it cut against one of the things I like about this mod. Namely that "the need to repeat the same experiment in a situation multiple times has been removed" (from here: https://kerbalism.readthedocs.io/en/stable/science.html#tweaks). This is especially evident in early career science-ing, needing multiple launches to get a full crew report doesn't feel like the right kind of challenging. This probably just comes down to balancing the time needed for an experiment to fully complete. Maybe it should scale with the bodies science multiplier (https://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers)? That way early kerbin experiments are faster, but later outer world experiments are slower.
  16. In CKAN, in the Settings Menu, there's an entry 'Compatible KSP versions'. That brings up a dialog of versions for CKAN to consider 'compatible' with your installed KSP version. I manually added the version '1.4.9' to the list and checked the box for it in the list. After that EVE showed as installable, which let me install SVE.
  17. I was able to install via CKAN just now It took some fighting, I had to add 1.4.9 as a compatible version so it would install the right EVE dependency.
  18. I really like this mod, but I recently noticed that if I try to play a scenario with it installed I'm stuck skipping physics frames (yellow MET clock) and a number of controls don't work. KSP logs show an exception in the KERBALISM.Reliability.Update() function. This exception seems to occur every 2-3 milliseconds. [EXC 21:59:18.739] NullReferenceException: Object reference not set to an instance of an object KERBALISM.DB.Vessel (.Vessel v) KERBALISM.Reliability.highlight (.Part p) KERBALISM.Reliability.Update () I attached the full logs to a github issue: https://github.com/ShotgunNinja/Kerbalism/issues/124
  19. I was using a similar design to get 'high altitude' reports at kerbin. It could cruise at 9-10k pretty easily and then use 'Thuds' to ascend to 20k+ (never hit 70k like that screenshot, probably too much science mass). Post 1.0.3 it can barely reach 5k, and certainly can't cruise there. I tried swiching to a 2 jet design, and that did improve things, but not quite enough. Cruising altitude is maybe 8k, but the rocket ascent only hit's about 16k since it starts off too low and too slow. Some more tweaks may get it over the threshold, but I'm taking a moment to pour one out for my little 30 part science planes As a side note, does anyone know what the Wheesley's thrust on the runway was in 1.0.2? In the latest version it seems to top out at 75kN.
  20. I just tried that out, and it seems to work. Craft are controllable again, and Kerbin is its normal non-luminous self.
  21. I have that bug as well. It's reported on the bug tracker already. I was able to fix my game with this: http://www.reddit.com/r/KerbalSpaceProgram/comments/3asi15/uncontrollable_craft_kraken_fix/ So far so good, no more stuck physics or glowing fireball planets.
  22. On one of the bug reports, they're asking for an un-modded save which is experiencing this bug. Can anyone on this thread upload their's to: http://bugs.kerbalspaceprogram.com/issues/5155
  23. Yeah, same bug reported for unmodded games. I stopped playing hunt and peck with mods when I saw that. Hopefully a fix will be forthcoming.
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