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Starwaster

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Everything posted by Starwaster

  1. You don't have to use screenshot utilities. KSP does screenshots just fine on its own. (press F1) And ksp.log leaves out important bits. You should instead provide the output_log.txt file. All of it, not just an excerpt.
  2. Sounds like it's not installed properly. Logs. http://forum.kerbalspaceprogram.com/threads/92229-VALUABLE-LINK-FOR-FINDING-LOGS
  3. I think the mesh has to be in the same folder if you use the mesh field. (mesh =) If you want to use a mesh from a different folder then you have to use the MODEL node. However, there's a simpler way to do what you're trying to do: +PART[6.25_Heatshield] { @name = Reusable_6.25_Heatshield @author = Entropius // Except you really aren't, so it would be better if you did author = Bobcat, Entropius @title = Reusable 6.25m Inflatable Heatshield @manufacturer = Entropius !MODULE[ModuleDecouple]{} }
  4. That tends to happen when you have a bunch of nodes very close to one another. Have you tried resizing it before attaching?
  5. I know we're not supposed to analyze it, but I'm calling it right now. It's a part that stuff goes into the thingy on top and then more stuff comes out of the bottom and propels the rocket forwards...
  6. Download this file and copy it to your DeadlyReentry folder. Overwrite the existing file https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DeadlyReentry-RealChutes.cfg
  7. Use dropbox.com or zip it up and host it with mediafire. (I'd go the dropbox route. It's the easiest thing in the world)
  8. The game makes logs all the time or I wouldn't have said anything about them. I posted a link that explains these things to you, including how to find the logs. Here is the link again for your convenience. http://forum.kerbalspaceprogram.com/threads/92229-VALUABLE-LINK-FOR-FINDING-LOGS
  9. Logs. The following link will tell you how to find them. Chris will want them, as will anyone who might be willing to help you. http://forum.kerbalspaceprogram.com/threads/92229
  10. Instead of exiting the entire game, do a quicksave then immediately quickload. Aside from that, logs logs LOGS. Along with clear concise instructions for reproduction of the error, preferably in a stock+MechJeb environment only. http://forum.kerbalspaceprogram.com/threads/92229
  11. Works great for me. Check the Attitude Adjustment window. If 'Use stock SAS' is enabled, disable it. It works great in atmosphere but not so great above a certain altitude (in the mid-high 60s is when it starts to crap out) Also How much effort have you put into balancing your RCS? If your RCS is unbalanced then enabling the RCS Balancer can help. (but it requires more than 1 set of RCS. Example: a set of 4 aft of the Center of Mass (CoM) and a set of 4 forward of CoM) If neither of those help then submit your output_log.txt file. (player.log if Linux or Mac). You might be getting errors that are hampering you.
  12. That same window has a toggle to 'Open Debugging Menu'. That's the menu that you always used to edit those options.
  13. So in other words it only affects pre-existing craft. Pre-existing craft have had problems with Real Chute being installed after they came into existence for a long long time.
  14. On the subject of payload strutting, I think it's only strutting to the part of the payload immediately attached to the base. I.e. the first part. And looking at the code, it looks like it does attach to the fairings, but if the payload is at all top heavy then it's going to bend and fall through unless that top part is strutted to the fairings. And to separator person, make sure you're using the fairings that are in the Aerodynamics section. Do not use something that says 'fuselage' in it because those are not meant to be separated.
  15. Read my last post in the DRE thread. I linked to an updated version of the responsible file. It removes my previous changes and only adjusts predeployment to make sure the chute isn't destroyed from deploying too early.
  16. I thought that was already happening organically. AFAIK, MJ can't even see the various nodes until unlocked in pilot and tracking station? Or is it just tracking station?
  17. Definitely seems like payload autostrutting isn't functional. What was the payload even strutted to? It would have to be to the fairing to be useful at all.
  18. Or @PART [*]:HAS[@MODULE[RealChuteModule]] { @MODULE[RealChuteModule],* { @PARACHUTE:HAS[#material[Nylon]],* { @minDeployment = 3000 @deploymentAlt = 700 //@preDeploymentSpeed = 2 //@deploymentSpeed = 4 } } @MODULE[RealChuteModule],* { @PARACHUTE:HAS[#material[Kevlar]],* { @minDeployment = 7300 @deploymentAlt = 7000 @cutAlt = 3100 //@preDeploymentSpeed = 1 //@deploymentSpeed = 1 } } }
  19. Not sure what you mean about being ripped off. Or what the Apollo shield part is. Shockwave exponent means first you're raising the shockwave to the 1.12 power then multiplying that by 1.12 Then, later, when it comes time to figure out how much heat is going into the part, shockwave temp - part temp raised to temperature exponent times (density raised by density exponent) times heat multiplier. Per second. Can't actually test that ATM because I'm running with an experimental heat model where some of those don't actually do anything
  20. You replace the old file with the new one. Yes it's smaller. I pared it down. Some things were being done per chute part that could be reduced to a single section. Other things were being done there that aren't within DRE's scope. (such as the cone chutes modifying drag. Good idea, but it doesn't belong as part of DRE) You're referring to Hard. It creates an equivalent amount of heat by using temperatureExponent and the other settings. A heat multiplier of 20-25 would deep fry your ship so fast you'd think you were at a clam bake. You could increase the multiplier up to 4 or 5 on the stock Hard setting...
  21. A corrected file has been pushed to the Github repository. You can download it directly from there rather than waiting for the next update. (which isn't going to be until I figure out a final solution for the RealFuels engine heat production rescaling) https://github.com/Starwaster/DeadlyReentry/blob/master/DeadlyReentry/DeadlyReentry-RealChutes.cfg (another one for stock chutes will be pushed later. Assuming anyone still uses that)
  22. That's harmless. Ignore it. What happened is: That's where he alt-tabbed out of the game. The renderer fails and logs errors until he tabs back in. Doesn't happen with OpenGL or if you are in windowed mode. It's not really a big deal though. Edit: THIS is most likely the cause of the problem. Still have to work further back to see what happened to the Cupola, but this is a bad place to have this sort of exception happen. It interrupts everything that was supposed to happen after and it prevents the vessel from initializing. Cannot find InternalPart 'cupolaInternal' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentException: The thing you want to instantiate is null. at UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) [0x00000] in <filename unknown>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original) [0x00000] in <filename unknown>:0 at Part.AddInternalPart (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.CreateInternalModel () [0x00000] in <filename unknown>:0 at Part.SpawnCrew () [0x00000] in <filename unknown>:0 at Vessel.SpawnCrew () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at ShipConstruction.AssembleForLaunch (.ShipConstruct ship, System.String landedAt, System.String flagURL, .Game sceneState, .VesselCrewManifest crewManifest) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edit #2: It compiled only the Spaceplane cockpit internal (after compiling the props). It skipped over all squad Internals and anything else that might have internals....
  23. Play with density exponent too. Or first even. The lower it is, the higher up (and earlier in your reentry) that you will begin experiencing reentry heating and especially ablation)
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