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Starwaster

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Everything posted by Starwaster

  1. You can't fix it. It's because the internal only has 2 seats set up. It has to be fixed in the mod itself
  2. You're talking about those two dishes at the end? Those look like retextured stock comm dishes. Don't know what mod uses those though... Edit: Might be Interstellar. It did use the stock dish mesh in one of its parts, as some sort of power receiver I think. http://forum.kerbalspaceprogram.com/threads/111159-WIP-0-90-KSP-Interstellar-Extended
  3. If anyone cares, it's been done in Raptor's Stockalike pack for Real Fuels. (original config-work done by me) Using the stock NTR, but it could be easily enough adapted.
  4. Zomos, I don't know. When I play with FAR (which I usually don't) I play without structural failures at all because I don't consider them to be handled in a realistic or reasonable fashion. Also, instead of screenshots showing the errors, why not post the actual logs that have the errors? (output_log.txt if Windows; player.log if Linux or Mac. No ksp.log) The log files will actually tell you where those errors are actually happening. (i.e. what class and method the exception was thrown in and which classes/methods called it as far down the chain as can be traced) And, apropos of nothing in particular, I'll leave my latest creation here. (which happens to have the same Turbo Ramjet... used in what I hope is an interesting manner )
  5. Can't say anything about the errors but it looks to me like you're going too fast. That's a powerful engine on a small plane. (the structural failures are FAR. Either disable structural failures in the FAR menus or fly within its limits)
  6. Re: Type B cross walk. I think I have that fixed but I forget what the issue is. I'll go check my personal files and get back to you Edit: I think this was the problem: Missing TechRequired and entryCost. I gave it these values in my local copy. TechRequired = advRocketry entryCost = 1000 Also, there is a space in the file name. That doesn't seem to be a problem at the moment, but spaces in URLs is always a potential problem, especially if something changes with Unity updates. (IIRC, it only works because of workarounds or fallback code). It'd be worth fixing now before it becomes an issue later. Edit: #2 Nope... that wasn't the problem... none of them had those entries... Hrrrm. I know I had to do something to get it working but I don't remember what it was.
  7. Ok, I just successfully made a reentry using RSS/RO and did not experience what you described. I'm still looking over your files. (and NP++ is being a female dog about it right now...) Edit: The only thing that *might* make a difference is FAR. The version I used is different from yours. AFAIK I have the latest official so I'm guessing you have a dev version. (0.15.5 vs 0.15.3) But I'm just not seeing that as a factor. I don't think FAR is really doing anything with that affects heat except that how it calculates area is/has been different. But that's not going to spike the temperature.
  8. I'm looking at that picture and I'm like, "What is he talking about? He only has a small engine with 4 nozzles. No lightbulb in there..." I had to zoom in to realize the 'nozzles' were four Lightbulb engines.
  9. Wait, no, why have him go and edit his save file? All he has to do is right click the chute part and then Display Info. He can change deployment parameters to his heart's content there. No need to edit any files.
  10. BTW, one thing I've failed to mention thus far (though it has been in the changelogs and on the front page, etc) is that DRE no longer handles heating directly. All I'm doing at this point is tweaking conductivity and heat shields. Heating is handled by stock now. (DRE still does g-force damage though)
  11. So how is the performance with RPM transparency? Have you tested it with multiples of each part that uses it? Fustek has problems with some of its parts when lots of them are in the scene at once.
  12. I'll take a look and get back to you tonight. Out of curiosity, using the cheat, what did the temps peak at?
  13. Agreed. That's why I like Porkjet's parts as opposed to ones done for USI which has several that looks like they were squashed along one or two axes and expanded along same. Porkjets have hardened seams and don't squash the hatches and windows.
  14. Of course it's up to Nils. But if people are going to actively argue against it then I intend for that not to appear to be the only viewpoint that the userbase has. (i.e., if people can speak against it then I'm free to speak for it... amirite?)
  15. Pretty much for the same reasons NASA and various companies do. Like it or not inflatables are the future and people want them in their games for the same reasons they want other parts which are inspired by real world technologies.
  16. Make sure that you have DRE 7.2.2 installed. If you do have it but didn't do a clean reinstall then delete the DeadlyReentry folder and then install 7.2.2 (in that version I included a fallback config that made shields RSS survivable in the absence of Realism Overhaul, which has RSS compatible shields) I'm not really sure what's happening to you. It's possible that RSS some flawed data in its atmospheric pressure curve or its temperature curve data. Make sure you have the latest version of RSS. Also, please include your output_log.txt file (or player.log if Linux/Mac) and ModuleManager.ConfigCache file. (the latter is in your GameData folder and might actually be more useful in this case than the logs because it would contain the pressure curve data that RSS is using. The log on the other hand contains version information about all your mods so that's useful too)
  17. One word on suborbital: It's not necessarily safer than reentry from full orbital because you're coming in steeper and don't have as much time to slow down in the upper atmosphere. In any event, don't take it for granted that there's nothing wrong with your physics.cfg file. Might be time to post some logs. (there's a sticky in the support forum that tells you how to find it if you're not sure. Also, ModuleManager.ConfigCache is useful for troubleshooting as well so maybe attach that too)
  18. Not orienting with heatshield first? Changed reentry difficulty? Something changed your physics.cfg file? (do NOT attempt to fix by deleting the file. EVER. )
  19. I would love to see more inflatables, especially one that would fit the PBS form factor. And it would not make this mod 'lose its uniqueness' (LOLWHUT??? )
  20. You posted this under 'unmodded installs' but your log file indicates you still have mods left. Additionally, just removing your mods doesn't ensure a stock environment. Given that you are using Steam, you should verify your game files. (in your games library, right click KSP, click properties, click the local files tab then click 'verify integrity of game cache')
  21. I accidentally the space plane. The whole space plane. Is this bad?
  22. There are definite weird KSP thermal bugs that mostly affect parts with very low thermal mass. The part starts overheating and can destroy attached parts. There's two things you can do. Use the debug menu to lower Conduction Factor until the problem stops. (Alt-F12, Physics, Thermal) (this will make reentries more dangerous because heat can't escape and builds up faster, but that's how Deadly Reentry works and you can lower reentry difficulty in the settings menu if it makes things too rough for you) Download Claw's Stock Bugs Fix. Sorry, no link. Do a forum search and you'll find it.
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