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Everything posted by Starwaster
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[quote name='fallout2077']No need to be apologetic, Starwaster. It was an worthwhile attempt, and if anything good came out of the failed pre-release, its that a plethora of information was gleaned from it.[/QUOTE] Eh it was more of a time sink than anything else
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[quote name='Citizen247']I'm trying to test RealFuels with the stockalike configs on 1.05, with just Realplume, realfuels, configs and dependencies, but the game won't load. The loading screen hangs when trying to load engines. My Log can be found at the link below: [URL]https://onedrive.live.com/redir?resid=F7341A7556FD45C4!33775&authkey=!AGn2IJeQYhauC8g&ithint=file%2ctxt[/URL][/QUOTE] Delete any ModuleAnimateEmissive folder in your GameData folder. Delete any ModuleAnimateEmissive.dll files in GameData/RealFuels/Plugins that might be lurking there. Delete any SolverEngines.dll files in GameData/RealFuels/Plugins that might be lurking there. Copy the below text to a file named RemoveModuleAnimateEmissive.cfg [CODE] @PART [*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL { @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle animationName = #$ThermalAnim$ !ThermalAnim = DELETE } } [/CODE] If it still doesn't work after that then you'll have to wait for the real full update of Real Fuels. (if you do everything right in those steps it should work though) I'm taking down the pre-release though. The whole point of it was to stave off people trying to run RF 10.7 with KSP 1.0.5 but it's problematic either way :( Sorry guys.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
[quote name='fallout2077']I deleted the actual ModuelAnimateEmissive folder in GameData, and performing a search of my GameData folder with "ModuleAnimateEmissive" returns no results, so I am assuming (and hoping) that means ModuleAnimateEmissive is extinct from my install. I'll repost with my results. I'll also copy and paste that patch of Starwaster's into a config and see what happens. EDIT With the changes, KSP started successfully. But, when starting a new game, Real Fuels does not seem to functioning (none of the fuel/oxidizers from RF, and the engines are unchanged with none of the options that Real Fuels allows for). I will try deleting the ModuleManager cache files and see if the results are different. Be right back. EDIT Deleting the cache files didn't help.[/QUOTE] output_log.txt (not ksp.log please) ModuleManager.ConfigCache Post those files please. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
[quote name='fallout2077']I removed AIES, only to have the loader hang on FASA. I'll check the log file and see if it contains the same type of errors as before. EDIT - - Here are the lines where the errors start being produced. The "NoFailureModules" error is a new one, as well is the inability to find an fx group for the decouplers. <SNIP! error> By the way, I tried to paste the info into a collapsible code format that I often see people use on the KSP forums, but I don't quite know how to do that. So, sorry if the post with log file is too long.[/QUOTE] Not 100% sure this is for the same thing but it looks like it should work. Totally untested by me; blowfish chime in maybe? Anyway I cribbed this from something he posted in the KWR thread. [CODE] @PART [*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL { @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle animationName = #$ThermalAnim$ !ThermalAnim = DELETE } } [/CODE] To spoilerify something (collapsible) [noparse] [SPOILER=type some spoiler name here] See how that works? [/SPOILER] [/noparse] Looks like this: [SPOILER=type some spoiler name here] See how that works? [/SPOILER] Now, how did I make the spoiler tags show up without getting parsed? [noparse] [noparse] No tags between these tags will be parsed. (I even had to surround those two tags in [noparse][/noparse][/noparse]) [/noparse] Edit: As blowfish said, SolverEngines is updated but the full RF update isn't ready yet. I'm still working out some thermal issues and I'm not sure if any other contributions might not be ready yet. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
[quote name='fallout2077']Well, despite using the new versions of the configs, Real Fuels, and SolverEngines, I am still experiencing hanging at the same point in the loading process.[/QUOTE] I see a few problems here that can trip you up. Assuming you downloaded SolverEngines and installed that. [LIST=1] [*]The pre-release of RealFuels was compiled using the older version of SolverEngines. That hasn't changed [*]The pre-release of RealFuels has a copy of SolverEngines.dll (and ModuleAnimateEmissive) lurking in its plugin folder and they're not supposed to be there. (oops, that is my fault) [*]AIES might have a direct reference to ModuleAnimateEmissive. [/LIST] At least one of the above conditions has to change. If you fix #2 (go in and delete SolverEngines.dll from RealFuels/Plugins) that might be enough until #1 is taken care of. #3 might be irrelevant once it no longer has ModuleAnimateEmissive to latch onto. (it would still generate some warnings in the log and might not have proper emissions) but shouldn't hang the game. (going to go hotfix #2 right now) -
[quote name='Mr Betelgeuse']That's the thing; that isn't working.[/QUOTE] Then either you're not clicking on the right area or something about your KSP installation is broken. I just tried it just now and it works. Left click on the hatch. (it's square, it's got rails to all four sides of it plus another hand hold and has yellow/black vertical stripes) There are also three docking ports that have clamshell shields that open when the FLAT inflates. Do not click on the ports because they are only for docking to things and are not [I]hatches. [/I]Edit: I even tried it in 1.0.5
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
No, aside from specific changes being needed in the code, the configs themselves need to be changed to not use ModuleAnimateEmissive. That will let you load up with the prerelease of RF and these configs. (I didn't put up a release I couldn't use myself ) -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
I think that conversation should involve RF's other collaborators too -
I think conductivity will have to go up. Maybe back up to the stock value. (The purpose of low conductivity is to keep heat in the skin instead of escaping into the interior like a heat sink. But other physics params have changed such as the skin-interior which is 0.009 instead of 1.0 as it was in 1.0.4 I'm not at home so I'm can't work on modding right now
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Try Pe of 20km. You need to be steeper than you are now. Also what versions DRE / KSP are you running? DRE isn't updated for KSP 1.0.5 (though the same reentry profile should work were you to try running with just the configs. It worked for me in earlier 1.0.5 builds.
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
If it's for StockAlike you should already be good to go. Just make sure there's nothing in there trying to convert RCS to RCSFX. I'm on the road so I can't look right now but things were working for me as is. (Unless there's a cfg I made then forgot about, patching things for me) -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
Thats right, I forgot RCSFX had that capacity. The stock ones probably need to be configured in their part cfg. Nathan did the fixes, I'll ask him in irc. Or maybe he'll chime in here. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
No we don't. That's in too. Same field names too I think. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
ModuleRCSFX functionality has been implemented in ModuleRCS. AFAIK it's not going to be necessary any longer? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
I know I shouldn't be, but I can't help being a little irked here. Not your fault, you probably haven't been around long enough to know, but Real Fuels (née Modular Fuel Tanks) predates IFS by quite a long time. RF certainly does not have any dependency on IFS. And AFAIK, IFS was coded with little regard and no attempt at integration with RF (which, again, predates it by a good two years) Modular Fuel Tanks was even around before either Nathan or I became involved with it. (before I even joined in fact). It is (like Module Manager) the brainchild of Ialdabaoth and it had its birth here in this thread: http://forum.kerbalspaceprogram.com/threads/27915-Who-wants-to-test-a-plugin-powered-Modular-Engine-and-Fuel-Tank-system Eventually Modular Fuel Tanks became Modular Fuel Systems with Real Fuels being an optional set of Module Manager configs that were zipped up inside the MFS download file. (for those interested in MOAR history: http://forum.kerbalspaceprogram.com/threads/31706-0-20-Modular-Fuel-System-1-3-realistic-fuels-reconfigurable-fuel-tanks-and-engines) -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
Somebody needs to download an update for Real Fuels. Either RF 10.7.2 if you're still using KSP 1.0.4 or RF 10.8.0 if you're using KSP 1.0.5 That's just to stop the crashing. There is another underlying cause, which is that this mod and Tantares are both adding ModuleEngineConfigs. Raptor, you should check for the existence of ModuleEngineConfigs and append to it instead of adding a new one. (multiple MEC is possible but requires properly IDed engines to be configured properly - and I get the feeling that the multiple MEC was accidental and not deliberate) -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Well if it was a joke it fell flat. *Crickets* flat "is this thing on" flat. -
Ho no no no. There's a little more than that. The beginnings of thermal analytical handling are in place now. In analytical mode, the boiloff function ceases its normal operation and instead relies on calls from the analytical code to tell it what thermal changes will occur that frame so that it can make adjustments. - - - Updated - - - (Deleted link to pre-release; it's as problematic to people as trying to run 10.7 with KSP 1.0.5, which the whole point of putting it out was to stave off that off)
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Real Fuels isn't out for KSP 1.0.5 yet. Read the change logs, they tell you that the most recent version is for 1.0.4
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Click the airlock like any other crew habitable part.
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We still have to put out a build for 1.0.5 because that field got renamed. The last build was ONLY for 1.0.4 I'll try to get something out tonight, got sidetracked.
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When I'm actually comfortable with stock handling thermal during reentry, yes. The more comfortable I am, the less changes I make to the thermal system Since KSP adopted the skin/internal concept that I introduced with DRE 7.0.0, DRE's thermal involvement has been limited to changes to part thermal parameters only, such as giving internals much lower tolerances than outer. Or ensuring that space planes were more reliant on shallow reentry profiles and punished for steeper ones. With KSP 1.0.5 I'm still appraising the thermal changes before deciding whether to discard any of those alterations or not. (space planes will most likely NOT see any changes next update)
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Don't mount it directly to the wing. Mount it to the fuselage that the wing is attached to. Or maybe use pylons. And rotate as needed. -
Not that I've noticed, but DRE has had only minimal testing with 1.0.5 as I've been spending more time on Real Fuels lately.... Do you still have a backup of that save intact and can you reproduce that reliably? If so, press alt-F12 and there's an option there to disable overheating. Enable that and then go to Physics-Thermal and enable the option to show thermal data in the context menu. (the part right click menu) Then switch to that vessel and right click whatever part was exploding before and see what the temperature is. And then see if the temperatures fall to more normal levels.
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