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steve_v

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Everything posted by steve_v

  1. Indeed. It's probably a game engine issue too, if history is any guide they never even get seriously looked at. I wouldn't bet on it, seems to me like the forum gets about as much attention re. bugs as the bugtracker. I recon it's slightly less likely to get buried on the tracker though.
  2. Optional would be just fine. Foisting that eyesore on everyone every time they started a new game would be anything but. I suspect the craptastic LOLKerbals aesthetic would have been forgiven had the execution looked halfway professional, but it didn't. Good riddance, but I'd be open to another attempt - with less amateur-hour art and more fitting into the rest of the game. Nobody launches mercury capsules from a trailer park.
  3. Butchering the Queen's English doesn't incline me to helpfulness... However, This is a Thingee: B9 Aerospace Pack is something else entirely. It might be worth searching that thread for similar problems. For the here-and-now: Logs please, uploaded to a non-obnoxious filehost or pastebin and linked here. The forum software can't handle large amounts of text, for some unfathomable reason known only to Invision Power Services.
  4. Not as far as I can see, it looks like they are tied to the KSP linked to your steam account. I don't own KSP on steam either, and I can't see any way to download craft from steam workshop. Yet another way in which steam blows, use KerbalX for craft sharing. This reminded me to close my old steam account though, so thanks for that.
  5. That's not a log file, it's a matched pair of screenshots of a modal dialog window. It sure is pretty (error dialogs in stereo, woot), but it provides no debugging information whatsoever.
  6. Us? Who is "us"? Speak for yourself, I remember gopher and the '90s .com boom. There are no websites (at least by the common understanding of the term) older than me, and that goes for many others on this forum as well. The first (1991) can be found here, FWIW.
  7. No, but there is an unofficial recompile there that runs on 1.6.1, or at least so I hear.
  8. [snip] An april-fools joke is not a legitimate concern. Plenty of software has easter-eggs and/or jokes. Case in point: My phone just notified me that "A cat is here", could it be malware? Should I be cowering in fear and calling the android helpdesk? [snip] ModuleManager is a community mod not a commercial product, the author has no obligation whatsoever to provide support, implement change requests, or listen to any user input at all. Be thankful that he does. Sarbian seems to like the cat, so the cat stays. It's his mod, so it's his choice what goes in it. Feel free to fork the repo and remove it yourself if you like. [snip] That wording exactly. Much yes.
  9. A: Mods leave the official DLC in the dust. B: If you don't want to use the mods other people have helpfully made available, go write your own instead of complaining that they are not to your liking. Modders are not obliged to cater to your every desire. If KSP2 doesn't support mods like ModuleManager, I won't be buying it. Memes != malware. [snip] Oh dear. You do realise a 10 second search will explain the cat on the loading screen, right? Mods are optional by the way, if you don't want your game "hijacked" just don't install them. Your choice. [snip] This community is so awesome that members provide things like ModuleManager and all the other excellent mods to you totally free. The modders here spend their free time making stuff for you to use, how cool is that?
  10. [snip] Freaking out before doing even a cursory search to identify the issue is cause to go back to computers 101, not campaign to have the feature that surprised you removed. [snip]
  11. KSP_x64.exe -nyan-nyan will play the animation every day.
  12. Edit the save file and set the state of the vanished crew back to "Available", they should re-appear in the astronaut complex. E.g. ... ROSTER { KERBAL { name = Jebediah Kerman gender = Male type = Crew trait = Pilot brave = 0.5 dumb = 0.5 badS = True veteran = True tour = False state = Available inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 0 idx = 0 extraXP = 0 hero = True ...
  13. Awesome. I was hoping there was no way to disable this, you saved me the effort of looking in the source.
  14. Ingratitude. Be thankful that sarbian is so kind as to provide ModuleManager for you to use, and for free too. The source code is freely available as well, so if you want to change it, go ahead. As for T2 "taking" it, it's open-source, they can't. That's excellent.
  15. Directs me to a login page. Craft page link? Does the craft actually require MH? If so, I can't test it anyway.
  16. Apologies, I was a little frustrated that my limited playing time had become entirely debugging and save-editing time. I have not so far been able to pin down exact reproduction steps, but here is a simplified test case. It's not exactly what I'm seeing in my career game, but it looks like the same behaviour and entails fewer mods a and a simpler vessel: KSP Version: 1.5.1.2335 Installed Modules: - B9PartSwitch v2.5.1 - CommunityResourcePack 1.0.0.0 - CommunityTechTree 1:3.3.6 - CryoTanks 1.0.3.0 - DeployableEngines 0.5.3 - DynamicBatteryStorage 2:1.3.3.0 - HyperEdit 1.5.8.0 - KerbalAtomics 1:0.5.3 - KerbalAtomics-NFECompatibility 0.5.3 - ModuleManager 4.0.2 - NearFutureElectrical 0.10.4 - NearFutureElectrical-Core 0.10.4 Start sandbox game and load quicksave #1. Switch to space centre scene and hit "Warp to next morning". Return to Untitled Space Craft via tracking station. One of the reactors overheats and shuts down, core temperature having increased from ~3200K to ~3600K while unfocused. The reactor then begins to cool as it should once the flight scene is loaded. As far as I know reactors aren't simulated in the background, so where did the energy for that ~400K rise come from? The effect appears to be compounded if there are multiple reactors and radiators on the vessel. The vessel in my career save, which has multiple reactors and radiators, seems to suffer core overheats even on reactors that are shut down, the severity subject to the part's CoreEnergy before it was unloaded.
  17. Gah. Why? I can think of at least 5 methods better than a screenshot. CKAN: File -> Export installed mods. Post or link that, and link your log. That depends entirely on what is causing it.
  18. I'm sure it is. Regardless of whose bug it is, how exactly am I supposed to play with NearFuture reactors when I can't switch away from a vessel? It is, but it's the same reactor code in both mods that appears to be causing the problem - because yes, I am using the integration patch, and no, it doesn't happen using the stock ModuleEnginesFX. Therefore I posted here, because the problem seems to relate to the NFE reactors rather than the engines themselves. ------ There is something properly screwey in the fission reactor code or it's interaction with the thermal system - On further investigation I note that raising the reactor throttle (even with the reactor off) actually decreases the core temperature. How or why I don't know, but that's broken behaviour if you ask me. Physics just doesn't work like that. The probability of a reactor overheating when unfocused appears to be inversely proportional to its throttle setting. When reactor throttle is set to <100%, it gains heat from nowhere. If throttle =100%, it usually stays about the same. Whether the reactor is enabled or not makes no difference whatsoever. The mind boggles. Leaving the throttle at 100% with the reactor off actually seems to alleviate the problem I'm seeing (though it doesn't entirely solve it), but this makes for a bunch of micromanagement if using linked throttle for engines, as any reactor set at 0% throttle (on or off) will overheat when unfocused. It also means I can't use the touted "generator at low throttle settings" function of the NTRs in Kerbal Atomics, as the inbuilt radiators let you run it at 5% with no exhaust flow but 5% reactor throttle isn't enough to prevent it from gaining energy when unfocused and melting down when physics loads.
  19. Can somebody please explain to me what the hell is going on with the thermal system, specifically my reactors overheating when unloaded? Here is a ship: The NTR reactor is off, yet core temperature, CoreEnergy and PartEnergy are all still increasing. If I switch to the space centre scene and return, they have increased still further: If I leave the vessel for long enough, when I switch back to it all four engine reactors are destroyed instantly, unless I edit the save file first and zero CoreThermalEnergy in ModuleCoreHeatNoCatchup. Similar things happen to the power reactors and to other vessels, though exactly what melts down appears somewhat random. Presumably this is a stock thermal bug, but it's making this mod essentially unusable right now. Where is this mystery thermal energy coming from? The reactor core is already the hottest part of the vessel, so as far as I can see this is completely at odds with rational physics. Ed. A few (unloaded) minutes later: I love NearFuture, but this behaviour is properly broken.
  20. My answer for that is to use RCS on the pod/re-entry vehicle to tune the trajectory after decoupling. A linear RCS port or three on the bottom of the pod and offset to be below the heatshield works nicely for this. With trajectories and a little practice I can land, if not at the KSC, then at least on the flat "lawn" around it. I usually aim for the water between the KSC and island though.
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