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danshu15

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Everything posted by danshu15

  1. Has anyone had an issue with CTT and Probes Before Crew? Atm the parts and everything else work great, but I don't seem to have upgrades for the TB-75 in my tech tree
  2. Is anyone else who uses these parts having any issue with the Netherdyne University? When I feed it science experiments I don't get a Total Data/Max Data or any projected science increase, but I do have the yellow button with +0 at the bottom. Tested it at the end of the stream on the launchpad, first trying a mk2 science lab, then the netherdyne university. I happen to already have a current output and KSP log from reporting another bug earlier, so please disregard the screenshots - the logs can be found here via Filebin @linuxgurugamer
  3. Np! Figured it was a known thing, but probably just a conflict with someone else I'm using. The easy workaround is to not use an SSTU part for the root part of the vessel. Only problem outside of that is the shuttle parts don't have windows that light up. Here's screenshots of the in game log with and without an SSTU root part (probe core, command pods etc - all the same) only happens when I activate the lights "U" key. Also included is the KSP and output logs File Download via Filebin Thanks for taking a look
  4. What about an inflatable heat shield like the science ship over venus in The Expanse? I'm also having a funky thing happened, but idk if anyone else has run into it outside myself and one of my viewers. When I use an SSTU part as the root part of a vessel and enable the lights I get a cubemap nullref. In a craft without the SSTU part it's intermittent, occasionally getting a flicker across the screen when I turn on the lights but not as frequently. I've got over 100 mods, so it could totally just be a conflict. Anyone else had that problem?
  5. I can confirm that, but it'd probably be better to get a log from someone with fewer mods. For Some reason I don't get a message anymore on the final craft/pod, but if I look up the flight history the craft did crash and the pilot did die. Works as intended for the entire ascent part - tbh I figured it was just me and using JNSQ/Tweakchute
  6. ah something similar to this mod what I tried to do for stage recovery was hide a heatshield internally, so it has 100% ablator remaining to trick stage recovery into working - recovery failed and I didn't actually get a message from stage recovery at all. Ship just poofed lol
  7. try including a probe core with an active connection and leaving them enough fuel for a propulsion assisted landing. the problem seems to be the overall speed it takes to get into an orbit. Personally I gave up on it and just went with the heavy industry strategy from Strategia, it provides a 75% discount on launch costs which basically makes recovery completely OP and irrelevant for most things (you could actually make a profit on the recovery, the discount is so low - so there's no need for a recovery).
  8. Sigma's latest TweakChute release should take care of it https://github.com/Sigma88/Sigma-TweakChutes/releases
  9. Looks great! Tested fine - but someone who isn't using research bodies (I'm avoiding spoilers on everything outside Mun/Minmus for myself and the stream) could test this on a thin atmosphere planet - and also it wouldn't hurt to test it with SSTU Great work tho
  10. It's a Plugin for JNSQ called TweakChute. It does a final rename that keeps Stage Recovery and SafeChute from working as far as I can see
  11. o/ I was wondering if this mod was still supported? I'm having an issue with it in a 2.7x scaled solar system (Gallileo's new JNSQ) For whatever reason it just doesn't take you out of timewarp on chute deployment or at the minimum altitude set in the config - but Idk if the mod actually works in 1.7.1. I haven't played KSP since 1.4.5 and this was one of my favorites Figured out the issue, it was another mod conflicting by changing the name of chutes. I'll get ahold of that mods author
  12. just a visual problem, but I haven't replicated it in a clean install yet so I didn't report the bug. If it's the same one I'm having, switching resources leaves the previous resource listed in the tanks information until you click somewhere else and go back into it's info where it displays the correct contents
  13. Thank you sir! It's probably a residual problem with Atomics, I'll have to take one or the other out probably. Could that also cause the magneticfield info issue?
  14. @FreeThinker Howdy sir! I've noticed another oddity but I'm not really sure if it's Interstellar related. Some of the ion engines don't seem to be able to use fuel and have 0.0ISP stats I also included a screenshot of that missing magnetic field scrolling error when the dual technique magnetometer is in use. It appears to be fine around Gael, but once leaving Gael's SOI it spams that error in the console log Screenshots Output Log
  15. Sweet! That's exactly what I needed to figure out and altho I originally thought that background checking was the biggest problem when I got over 60 flights it turned out to be having over 200 kerbals that affected low part count vessels on launch the most. Firing them down to less than 75 took care of a lot of the overall performance issues. This information will definitely help me build more intelligently and minimize the impacts of a huge playthrough even further : 3 last questions or possibly future feature requests - Would it be possible to isolate a single probe core, say the Okto or the Stayputnik in a way that it only has that check applied if it also has an antenna or just exclude it permanently, perhaps a boolean option that excludes one or two cores or allows the addition of a mod probe core exempt from RemoteTech without a certain part/crew present and no requirement of inclusion in the n check. This would allow builds for fuel dumps/beacons to show up to the game as probes rather than debris but allow them to be excluded from background tasks. I think the same can be achieved by putting a manned capsule without an antenna or crew as it is, but a dummy probe core would be nice to have for things that don't even require electricity and also shouldn't count as debris to the game. The second feature request would be a "large play" option changing the base calculations the mod makes and compensating for them with a hard delay of say 10/15 seconds before the flight computer or anything else receives an input (like transmission time for remote input or a crew member typing in the command for execution) but lowering the background check frequency exponentially from 4 times per second to once every other second or every 4th second for lower overall CPU calculations at the expense of real-time signal loss/gain. The third would be a way to apply the current mechanics to omni/cone mode antenna but exclude hard target antenna to simplify the tasks overall, somewhat like assigning a targeted antenna to a channel where a more basic overall check would be sufficient until a vessel change takes place (crew change, 2.3km from another vessel/docking) and requiring fewer checks for only line of sight. This may be expanded to manned vessels when in local control where remote control single/multi hop isn't an option, since such a vessel could pass 1 check until docked/changed to pass or fail the capability of sending a transmission (remote control capable - no) or relaying a signal (cone mode/omni present). The ceilings I've hit so far are now prioritized as overall active crew and total active flights which affect the entire game (yellow clock on the launchpad with just a pod eventually), followed by high part count/multiple vessels active (only affects current vessel in flight mode) and then lastly the RT background functions. I would rate the priority of such features as fairly low based on your explanation. If the base algorithm could be modified to provide for a hard delay and lower overall checks at the expense of real-time signal loss/gain (like aligning a transmitter dish, signal transmission time/or manual input of a command into the flight computer) then that would further push that ceiling, but only be worth the effort with an easy workaround and turned off by default, as I think the way my big playthroughs go are somewhat of a niche method of KSP'ing. The graphics aspect doesn't seem to produce any noticeable effect on mine even with 20 interstellar and 60 local active flights by ingame day 70. In order to use the flight computer, I currently include a probe core on every vessel whether manned or not as well as an antenna so the build is workable manned or unmanned as needed (pilot-required contracts, empty transport heading to pick up crew for transfers/rotations). My scan sats all have an appropriate ranged dish in cone mode directed to the homeworld (or local station/mothership) and a longer ranged dish pointed to active vessel, so no actual devoted relay network is required and signal losses to probes are rare (since any probe/vessel typically has Line of Sight with at least 1 other thing). I play in root mode and include a single omni antenna as a receiver on all probes, but only probes/vessels that transmit science have a second high power dish targetting their parent ship or the homeworld (location dependent). Motherships and stations have remote control capabilities and are deployed to prevent high signal delay. They include high powered antenna to active vessel, another for the homeworld, and appropriately powered higher cone angle dishes to moons in the system where a sat or probe would potentially lose line of sight and require another probe to relay the signal. I think I can continue my play by transitioning to a more modular scan sat network and cleaning up my mess as the main fleet moves from place to place, leaving behind dummy jump beacons/fuel dumps, and the occasional ground/orbital facility If a probe core could be excluded from the background checks in local control I could still use the flight computer on manned vessels that don't have/require antenna and coms could be restricted to "as needed" rather than game wide without changing the overall feel of the mod and it's awesome additions to the game, just presenting them in a different potentially cleaner way. I truly do love what you currently have tho, and Remote Tech is a main feature on my stream and will be one of the first mods I highlight when I branch out to youtube tutorials Thank you very much for all your work as well as your time with my posts! -Dan
  16. @TaxiServiceGreetings! I love your mod and your flight computer and have run into an issue with background tasks I was hoping you could assist me with. When I get to more than 60 ongoing flights I yellow clock with even a single part in flight mode. I'm playing in a large universe and was wondering if it's possible to cut down on the background work that RT performs through modifying configs or different RT settings? It seems to be one of the larger users of resources with many ongoing flights, so I wanted to start with it if that's possible Edit - I guess more specifically what I'm wondering is if I can personally lower or control the background calculations that the mod performs, or if there is a way I can build to raise my ceiling from 60 active flights? am I using less CPU if I have a remote control station in the local system of another planet with 4 satellites, or are those sats actually creating more work for the game checking which is shorter, KSC or the station? If I'm making something that doesn't require control and repositioning (say a fuel dump that's a huge tank of gas with a docking port, or a jump beacon that just needs deploying and will stay at that location) can I lower CPU tasks with RT installed if I don't include antennae? what if it doesn't have an antenna but does have a probe core? is cone mode more tasking on resources than direct connections, and can I lower CPU usage by using direct connections to parent relays that then use cone mode and limit that functionality to a few relays (atm I usually have anything point in cone mode at the homeworld, or 2 main relays in opposite orbits) And last, does a manned vehicle with no antenna create unnecessary background tasks, or would building with AI computers lead to larger/lower CPU usage? In the end I have to decide if I want to revamp how I play on stream, which atm is creating vast networks and deploying across a large system. I think I could do that by going to more of a modular space program using motherships and moving from place to place to do scansat/landing etc with the main fleet, loading up our stuff and moving on to the next one for a more targeted approach. Do I need to take out RT completely to raise the ceiling from 60 flights, or can I just build better and plan out my network more intelligently and raise the cap somehow? What is overall the most efficient way to create a large network with RT installed when using a mix of dummy craft (no control required), manned vessels (both directly controlled and used to shorten delays by controlling probes), and using probes controlled by something else or the KSC? Would using more dummy craft and less probes lead to a higher overall ceiling, or is it kindof all the same?
  17. I have the issue above as well. In a test save I was able to get IE/Atomics/RealPlume to play nice, but haven't had any luck yet migrating those results to my ongoing save that I originally had the issue with. All together I have 4 issues, this one was a problem in 1.4.3 for me as well. other than visual ghost plumes I have an error stating engine ID's cannot be found when placing it in the VAB with scrolling nullrefs in the console log in flight mode, and then a second scrolling message about magneticfields that led me to post in the support thread for KSPIE. Taking out RealPlume doesn't seem to solve the issues for me. I posted associated logs and some screenshots in The IE thread with the test save everything seemed to work if I installed GPP-visuals-IE and Atomics with the atomics communityresourcepack, but duplicating this into an ongoing save doesn't seem to change anything regarding plume, error, nullref or the magnetometer thing. I make frequent backups and have unknowingly had these issues with this install since first unlocking the NERVA and the IE duel technique magnetometer. If you think it's worth looking to and need anything else from me please let me know, I'll keep an eye out while I work on this today. I'm taking an extra day off of streaming because of back pain and will be working on it before I go to the doctors Update - just adding a screenshot of the console log error with ID's, I don't think I had one up yet imgur - Console Log Final Update - Situation resolved itself when the LiquidFuel patch is applied. I'd imagine Interstellar is doing a more broad addition of the hydrogen fuel, so when Atomics isn't trying to do the same thing as IE it all works together just fine. Error, Nullref, missingmagneticfuel log message, and ghost plume is gone. I hope I didn't waste any of your time, I knew it was something that I didn't install properly. The Fuel config didn't make sense off the top of my head because I did indeed want it to use liquid hydrogen as intended, lucked out that it dawned on me that the incompatibility was probably related to something they both wanted to do to the same part. Thank you for your time, and again I apologize!
  18. Output Log - Pastebin hated it, had to put it on WeTransfer I've run into 2 issues that I was hoping you could help me with. I'm playing GPP with many mods. The NERV engine plume is active even when the engine is not. I started by removing the config for RealPlume Stock, then removing the mod and Smokescreen completely but the bug persists on already created and newly created vessels whether the engine is activated yet or not. The only other config I can find for the NERV is in KSPIE. The output log is from a backup I reverted to that includes RealPlume and Smokescreen again after removing them didn't clear it up. I had the same issue in 1.4.3 and updated KSPIE this morning (in 1.4.5) with hopes it would clear that up. The 2nd issue has occurred since updating to the most recent version with vessels using a dual technic magnetometer. I get a repeated scrolling error that magnetic field information cannot be found for the SOI the probe or vessel is in. That one I'm stumped on, but when I updated I only updated WarpPlugin and may just need to know what other files also need to be deleted and reinstalled alongside the current WarpPlugin. I'm streaming the playthrough, so if updating a current ongoing GPP play isn't an option I'll revert to a backup save and update to the current KSPIE next run I never noticed the magnetic field issue previously, but the engine plume was still a problem. Thank you for your time with my issues, as well as for your work with KSPIE I love the mod collection <3 -Dan edit- updated Output Log without RealPlume/RealPlume Stock/Smokescreen and an imgur link of a vessel on the launchpad with engine plume displaying before any staging Imgur shot of the engine plume on a deactivated NERV WeTransfer link to updated Output Log with RealPlume RealPlume Stock and Smokescreen removed from gamadata update 2 - Reloaded a backup installation of my GPP KSP and the 'cannot find magneticfield' issue was present even back then before updating to the newest KSPIE, may be an incompatibility with GPP unrelated to the most recent version Update 3 - I just avoided the builds with the NERV engine and dual techniques since they don't cause crashes and did some other little tests while I streamed today. I got some screenshots of the specific error spamming the log and noticed when I attach a NERV or switch to a vessel with one installed there is also a nullref Link to console screenshots If it helps here is a VOD of the stream that's muted because of copyright (music playing while live) but shows me going for a little more info on different vessels. Today was a rough day lmfao ran into a few different issues with the channel and had a bunch of shorter restarts because of a problem with autohost for some viewers. Alot of what I did today is on there tho before I decided to stop and submit a bug report to you. Thanks again! Update 4 - I reinstalled GPP and the visual mods into a fresh 1.4.5 and tested KSPIE with all dependencies bundled in the folder - no problem GPP/visuals/IE/Near future - no problem GPP/visuals/IE/Atomics - ghost plumes! Log Now I've just got to narrow down the dependency that I didn't install properly for the magnetometer. It works fine in GPP with a fresh full install, so it's gotta be something outside the WarpPlugin that I didn't want to overwrite. It's my day off so I'll fix the ghost plumes through Atomics and figure out a workaround. Since the bug can't be reproduced it's just my improper installation or a side effect of an improper upgrade, and the plume issue is just with an Atomics interaction that I can take care of through configs --------------- Final Update - Situation resolved itself when the LiquidFuel patch is applied. I'd imagine Interstellar is doing a more broad addition of the hydrogen fuel, so when Atomics isn't trying to do the same thing as IE it all works together just fine. Error, Nullref, missingmagneticfuel log message, and ghost plume is gone. I hope I didn't waste any of your time, I knew it was something that I didn't install properly. The Fuel config didn't make sense off the top of my head because I did indeed want it to use liquid hydrogen as intended, lucked out that it dawned on me that the incompatibility was probably related to something they both wanted to do to the same part. Thank you for your time, and again I apologize!
  19. Howdy @JPLRepo ! I was hoping to edit the configs for your mod to make it a little friendlier on my stream channel - but ran into a roadblock with a hardcoded 45,000 funds fee with research progress. Going to 0 on the multiplier still results in 45,000. Is there an easy work around for this off the top of your head? I can just replace the funds so it's not a big issue at all, but if I could keep from having to use cheats or running extra tourist missions on stream and focus more on building and seeing GPP that would be ideal. I thought I'd reach out and ask for advice. Thank you for your wonderful work with Research Bodies and Tarsier, I love exploring the planets and moons with everyone from afar before we actually get up close
  20. I'd like to stream some KSP after 4 years and I had a setup that worked fine until 1.4.2 hit, at which point my ship orbiting the Mun couldn't see stars or the Mun itself (black void), and the planet had a weird haze to it. Last night I reinstalled everything and can get it all to run fine if I remove ExtraSolar. I saw your conversation today and was wondering if it was a matter of the order the mods are installed or if it's now a known bug that isn't resolved yet? I'm attempting to use; Environment Visual Enhancements Distant Object Enhancement Kopernicus Planetary System Modifier PlanetShine Scatterer & Sunflare Stock Visual Enhancements High Res Stock Visual Terrain and the setup is fine as far as I know, until I add ExtraSolar w/the patch from Github, where the planet fog returns and the clouds disappear If I have to pick between the additional visuals OR ExtraSolar then that's fine, and based on the goals of the stream I'd go with ExtraSolar - but if it's a matter of the order they're installed and anyone's found a fix, or if anyone knows if some of the above + ExtraSolar is viable then that would be fine too. I was hoping I could piggy back off of your testing and save myself some trial and error. My last real experience with modding KSP is from .23/.24 in 2013/2014 so I'm a born again noob and would greatly appreciate any guidance you could offer a layman
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