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Starwaster

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Everything posted by Starwaster

  1. If you're also using Realism Overhaul, I think a lot (most?) parts have had their maxTemp reduced. At 900 degrees ambient, most of your parts are going to be destroyed in seconds even without Deadly Reentry. Looking at Jupiter's temperatureCurve though and it doesn't go above 401 degrees so I'm confused as to where 900 is coming from... are you using a different set of configs for RSS? Not sure about a moon intercept.... you'd have to do a course change as soon as you enter the Jovian system and intercept the target moon from behind. But I'm not sure if any actually have an atmosphere for braking.
  2. That's a non-issue. I'd actually leave that config file alone. Errors like that don't require resolution and you're actually hurting yourself if I ever decide to add conductivity back in later on. The obvious intent of that line in Ven's config file is to match behavior of the 2.5m shield and that's still happening regardless of the error. If I later re-add conductivity changes to the shield, Ven's pod won't match. Understand now?
  3. There's no set of conditionals that would match such a state. Also, MM by its very nature exists to modify ConfigNodes such as PART, MODULE, INTERNAL, etc. Those are the only places a MM patch executes. It doesn't arbitrarily execute anything outside of such a node.
  4. This document has some interesting data on the ranges of temperatures / pressures that liquid CO2 can exist at. http://www.ascoco2.com/es/suministro-de-co2-y-de-hielo-seco/?no_cache=1&cid=2740&did=642&sechash=708bd4ce
  5. There are several things the contract system looks for and there are stock Contract bugs that can happen if those things are missing: Specific parts that are referenced by contracts, agencies that issued the contract and that agency's flag. All must be present. And that's not just existing active contracts. That's completed contracts too. Cancelled contracts are not removed but are instead marked cancelled. They remain in the save file so the potential is there for bugs to crop up even if you cancelled before deleting the mod. Bottom line is that any time you remove something that the save file references there is the possibility of bugs in the stock game.
  6. That's not what I mean. His 'all rights reserved' sounds like he's claiming rights on the greenhouse part. It's not covered. That's what I mean.
  7. There's two radiators you can use. (one is a crappy looking white one that's been with us since the beginning and the other is a nice animated one by zzz)
  8. In Flight mode, press alt+G and see what the camera values are at. Do it before and after the problem starts and compare them. It would be the near clip planes, if that's what the problem is.
  9. Yeah, I almost had you thinking you were crazy. And I would have gotten away with it too, if it weren't for those meddling kids!
  10. Construction drones? That's just great, yet one more thing to steal jobs away from the hard working Kerbal....
  11. Crap, I see what happened. Download is fixed. Delete the entire previous downloaded zip to ensure it doesn't stick around and cause problems.
  12. Max atmospheric altitudes are typically cut off before their real life counter parts. That is intentional, yes. The cut off used was the point at which pressure = 1 pa. I think...
  13. The amount of tank content lost per second is equal to the tank's volume times the loss rate times (tank part's temperature - the tank config's listed temperature) The temperature in the tank config is a threshold value and is typically that resource's boiling point. Heavily insulated tanks will typically be given a lower loss rate than non-insulated tanks for a given resource.
  14. 6.4.0 is the latest full release. 6.5.3 is the latest beta release For certain settings in that version, yes alternate density is intended
  15. Coming up blank on this. 99% of any errors are towards the end and are typical of the 'OnDestroy()' errors you see if someone exits the game (esp. alt+F4) Could be a camera clipping plane issue. Will look at it more later
  16. That's bizarre.... I kind of have an idea or two of what's happening but not why. My first guess would be that the PQS fade values got munged but I don't think that explains the clouds being affected too. Post your output_log.txt file (or player.log if Linux) after recreating the problem and then exiting the game ASAP. (start game, create problem, exit) If you're not sure how to find that log http://forum.kerbalspaceprogram.com/threads/92229
  17. Here's the problem: You set containerModuleIndex = 0 when it should be containerModuleIndex = 1, at least for Porkjet's centrifuge. That literally is the index in the part configuration where ModuleScienceContainer can be found. (I hate when Squad does that.... just find the first science container procedurally and ignore everything after.... dont make it configurable or things can get messed up. Well, that's my 0.02 K)
  18. There it is: NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <filename unknown>:0 at ModuleScienceLab.onPartActionUI (.Part p) [0x00000] in <filename unknown>:0 at EventData`1[Part].Fire (.Part data) [0x00000] in <filename unknown>:0 at UIPartActionWindow.CreatePartList () [0x00000] in <filename unknown>:0 at UIPartActionWindow.Setup (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0 at UIPartActionController.CreatePartUI (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0 at UIPartActionController.SelectPart (.Part part, Boolean allowMultiple) [0x00000] in <filename unknown>:0 at UIPartActionController.HandleMouseClick (UnityEngine.Camera cam, Boolean allowMultiple) [0x00000] in <filename unknown>:0 at UIPartActionController+ .MoveNext () [0x00000] in <filename unknown>:0 [FONT=Verdana] That's the stock science lab, so my guess is that containerModuleIndex is set incorrectly?
  19. That's what happens when you revisit one too many times!
  20. Are you using Update or FixedUpdate? Unless you're updating for graphics related issues, you want FixedUpdate which runs at 20x per second. Update is specifically linked to refresh rate and runs as many times per second as the player's refresh rate is set to. (so if it's set to 120x then Update is running 120 times per second) Physics and game related functions runs every FixedUpdate and uses fixedDeltaTime for scaling.
  21. Wrong log file. Read the link I posted. ksp.log lacks information
  22. Ok, beta update. This is probably the last beta update barring necessary bug fixes. As indicated in the change log below, there's some extra buttons in the difficulties section. But, they are not technically difficulty settings. They are two different presettings for the alternate heat model. One for Stock and one for RSS. Unlike in previous betas of this version, the new heat model is properly separated from the legacy model. Except for a slight increase in incoming heat calibrated to offset the increased stock dissipation. (except that it does not fully offset it because it uses the incoming heat as a base and outgoing heat uses the total part temperature. If I try to offset it fully though it could result in the part retaining way too much heat and it would get 69,105% easier to blow up on takeoff. Not present in this release is the dynamic determined ablation metric for RSS installs. However, that is exposed in the menu so it should be readily tweakable. I'll try to come up with something later. https://github.com/Starwaster/DeadlyReentry/releases/tag/v6.5.3-beta Added two extra buttons to the 'difficulty' buttons. (not difficulties. Two presets for alternate heat models. One for stock and one for RSS) Extra debugging items in context menu (heat logging) Chute warning messages disappear immediately when it is safe to deploy or if warning messages were disabled. Legacy heating model is 99% preserved if legacy heating is desired. Incoming heat is increased by an amount proportional to a part's heatDissipation (this is the 1%) if part temperature is less than shockwave temperature Context menu is marked dirty any time a change is made that requires the menu to be updated. Conductivity changes removed from all heat shield configurations. (unwanted side effects causing heating/cooling at odd times) inflatable heat shield drag altered to precise specifications.
  23. RCSFX = ModuleRCSFX (one is the mod name and the latter is the name of the PartModule that goes into the part's cfg. They're the same thing though) Here is a more robust version that separates out RF from the RCSFX into separate sections. @PART[vernierEngine]:NEEDS[ModuleRCSFX]:FINAL @MODULE[ModuleRCS] { @name = ModuleRCSFX } } @PART[vernierEngine]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleRCS*] { !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} PROPELLANT { name = Kerosene ratio = 0.38 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 0.620 %flowMode = STAGE_PRIORITY_FLOW } @atmosphereCurve { @key,0 = 0 304 @key,1 = 1 265 } } MODULE { name = ModuleEngineConfigs type = ModuleRCSFX //thrustRating = //thrusterPower techLevel = 2 origTechLevel = 2 engineType = O origMass = 0.01 configuration = Kerosene+LqdOxygen modded = false CONFIG { name = Kerosene+LqdOxygen //thrusterPower = 0.445 PROPELLANT { name = Kerosene ratio = 0.38 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 0.620 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 1 IspV = 1 } CONFIG { name = LqdHydrogen+LqdOxygen //thrusterPower = 0.445 PROPELLANT { name = LqdHydrogen ratio = 0.72856139 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 0.27143861 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 1.261 IspV = 1.3 } CONFIG { name = MMH+NTO //thrusterPower = 0.445 PROPELLANT { name = MMH ratio = 0.437 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = NTO ratio = 0.563 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 0.953 IspV = 0.952 } CONFIG { name = UDMH+NTO //thrusterPower = 0.442 PROPELLANT { name = UDMH ratio = 0.413 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = NTO ratio = 0.587 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 0.95 IspV = 0.943 } CONFIG { name = Aerozine+NTO //thrusterPower = 0.455 PROPELLANT { name = Aerozine50 ratio = 0.502 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = NTO ratio = 0.498 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 0.963 IspV = 0.955 } } } So, for you guys, it will just apply the RCSFX to the Vernier and ignore the RF section. (you can delete that part entirely but if you leave it and you ever do install RF, then it will kick in)
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