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Starwaster

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Everything posted by Starwaster

  1. Update pending; fixed inverted attach node. Not sure how that escaped me. I guess even though the node is inverted, it can still be attached to via symmetrical placement...
  2. Heat Pump v1.2 update for KSP 1.1.2 (for any version of Real Fuels that works with KSP 1.1.2 * Compiled for KSP 1.1.2 * Flat cooling rate revamped: Scaled by temperature delta and capped at twice its value times the number of radiators placed symmetrically Download! https://github.com/Starwaster/HeatPump/releases/tag/v1.2
  3. That is correct, however, it was scaring some RO players who weren't prepared for the awesomeness of main menu buttons floating there without an actual toolbar.
  4. If they are :NEEDS that are not being met then you should ignore them because they aren't really errors. Just configs with conditional :NEEDS that are unmet so aren't applied.
  5. I had a real nice curve editor for Unity editor 4 but it doesn't seem to work in the Unity 5 editor. (was a real nice, simple graphical editor where you could input the curve keys direct from ksp config files because they were in the same format)
  6. I thought about the thrust curve but discounted that possibility. Where did the curve come from and is it used in any other rocket?
  7. I think we need to look at the final config after that patch is applied to it. Maybe there was something in the original that's not interacting well? Check and see if the original is normalizing heat production or what
  8. Deadly Reentry 7.4.5 The Exploding Flag Update, brought to you by Melificent https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.4.5 Finding the cause of the exploding flags has vexed me for some time. Ironically, debug logging put in to find another problem (overheating KSPI radiators) alerted me to the fact that DRE has been adding ModuleAeroReentry to flags, in spite of the fact that it has been reporting in the logs that flags did NOT have ModuleAeroReentry added! Flags apparently do not have maxTemp set. It is zero. 85% of zero is zero. That means that flag will catch fire at 0 Kelvin or higher. That's right. Anything above absolute zero can cause flags to explode! (used to cause flags to explode) Changelog: v7.4.5 Fix flag exploding when switching to flag. (prevent flag from having ModuleAeroReentry added to it) Add additional debug logging to FixMaxTemps(). Status of parts that are skipped due to leaveTemp = true are logged. Parts that are adjusted are logged. Adjusting RSS fallback config. (used when Real Solar System is installed but Realism Overhaul is not and RSSROConfig is not set) Possible fix for explosion/burning sounds being too loud for distant objects. Added additional case handling for #leaveTemp. Removed toolbar from Main Menu.
  9. You forgot voting option #5: 'I have not complained at all because it's none of my damned business.'
  10. @Caillou @bigguy4u Check your settings under Graphics, specifically terrain. Make sure it's set to High
  11. You could create an empty folder named RealSolarSystem in your GameData folder That should satisfy the :NEEDS requirement and trick Module Manager into thinking that RSS is installed.
  12. Interesting isn't a word I'd use to describe that. If I were in orbit around that and looked down and saw it, you'd find me curled in a fetal position under the porthole...
  13. Hey guess what, I finally figured it out... will upload new version with fix sometime Sunday...
  14. No, there is no quick fix or workaround at this time. It requires that I identify the source of the problem and I have not been able to do so at this time.
  15. Heat Pump was designed for that purpose and originally was part of Modular Fuel Tanks mod. A decision was made to remove it from Real Fuels because <reasons>. At which point I spun the heat pump code off into its own mod so that there would still be a means of active cooling available. If you have Realism Overhaul installed then the stock radiators can be used to cool tanks that contain cryogenic propellants. I have no idea bout Heat Control. (is it even still maintained?) Also, IRL, ullage control is provided either by solid fueled rockets or by smaller thrusters that are not themselves subject to ullage concerns. (i.e. RCS thrusters can be used for ullage control)
  16. K I see why it's hanging. The engine still has stock propellant elements configured. Without the full log file I can only speculate that Realism Overhaul isn't properly installed or another mod is also trying to configure the engine and it's conflicting. Edit: btw this probably should have been in the Realism Overhaul thread. I don't think RP0 even touches that engine. Could be wrong but I don't think so
  17. Post your logs so we can see what's happening when it hangs. Also: AEIS_Aerospace/Engine/AEISVR1vulcan/part/VR1vucan is referring to a part named VR1vucan (sp?) configured in a file named part.cfg in the path AEIS_Aerospace/Engine/AEISVR1vulcan/ so it's not a mistake. /part/ doesn't literally refer to a folder named part. That was the file part.cfg.
  18. Conducting heat doesn't make things explode faster If anything, it has the opposite effect. In fact, REDUCING conduction (the global conductionFactor) is a trick I've used in the past to make reentry more lethal. If wings are exploding then they might not be configured properly. OPT parts are covered in DRE and given space plane like resistance. It's possible that some of the newer wings might be missing from those configs. Or it's also possible that KSPIown changes to the wings (i.e. radiator changes) have resulted in max temps being lower than they should due to configuration errors. (see following post)
  19. Are you using Deadly Reentry? And how fast and at what altitude are you flying? I don't remember how OPT parts are configured for stock thermal but I don't think I've seen any problems at reasonable speeds and altitudes (with DRE) reasonable being 20-30km if I'm doing Mach 3 or higher.
  20. Chute icon / safe status has no bearing on the part itself. If it detaches from the pod then the chute exerted enough force when it opened to yank the chute part off. The chute safe status only means (when unsafe or risky) that the parachute that comes out might vanish but the part itself would stay attached. One thing that can affect part attachment stability is physical time warping. You should not do that when the chute is in the middle of deploying because physics is not as stable during that period and forces can be magnified or other math errors can occur causing weird issues like too little drag, too much heating, resource consumption rate inaccuracies, etc etc et al, lorem ipsum, dolor sit amet
  21. If you are seeing part reversion like that then you have duplicate parts sharing the same name. When it launches, it uses the first part it can find with that name. Either delete the unwanted part or rename one of them. (probably deletion)
  22. Dynamic Deflection can help with that. It automatically adjusts control surface authority based on speed:
  23. I'm looking forward more to Axanar than ST: Beyond And I will say this for JJ Abrams & Justin Lin: They both stood up for Axanar. Hell I dunno, maybe they even had something to do with the lawsuit being dropped.
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