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Starwaster

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Everything posted by Starwaster

  1. @MulDoom Are there any folders being added in your KSP folder after it crashes? (the folder name will start with the date of the crash). If so they will have some additional error information in the files, including a memory dump file. (which I'm really not up for debugging one of those right now...) Also, have you rebooted your computer since this started happening? If not then do that. I've had weird crashes before that were resolved by rebooting. @blowfish Assuming restarting his PC doesn't help, my next guess would be mono files somewhere that they don't belong; duplicate dlls with mismatched versions.
  2. @MulDoom Try this. Reproduce the problem as you have been so that you get it into a state where it's crashing. Then delete Module Manager dll and all of the files it created (just to be thorough) Then go back to the main KSP folder and rename PartDatabase.cfg to PartDatabase.txt (rename, don't delete because last step) Run KSP. If it doesn't crash then submit the PartDatabase.txt file here. And the new PartDatabase.cfg file that got created. Honestly, this sounds like an old bug from a few months back which was actually a stock bug triggered by Module Manager but which did not actually require Module Manager to trigger
  3. The 'code files' would be the resource config files and the base problem is probably that there is no Moon config for the stock Ore resource. There are five other resources from the CRP (using the stock name of Mun since it can't actually be renamed; instead its display name is set to Moon). With no configs for the stock Ore resource, KSP is probably using some default values which is probably resulting in you seeing some non-zero concentrations. Ore concentration has to exceed a certain threshold or the harvester will report "Insufficient resource abundance" followed by the needed concentration. (I don't think I've ever seen it say outright that there are no resources to be harvested) The default HarvestThreshold for the drill is 0.025 (or 2.5%) - 1.1% is considerably lower than that so you're probably not going to mine any ore today. I can only think of one attempt to replace the stock resource harvesters with anything else and that would be Real ISRU. It's still not well developed right now but it will allow you to harvest enough to create fuel (harvest water from hydrates from various planets including Earth's moon and use the electrolyzer to split it into O2/H2 and then liquefy it. On Mars you can additionally harvest CO2 and use a Sabatier reactor to produce methane gas and use the liquefier to produce LqdMethane + LqdOxygen (which you got from harvesting and electrolyzing the water). Like I said, it still needs work but it hasn't had much done on it lately though I've contributed some things myself and when I get the time I'll try to improve what's there.
  4. @MulDoom Clarify please: By crash you mean the program exited? Or freeze? You installed Module Manager and it crashed and then you removed Module Manager and it still crashes? Or to rephrase that last part: You were able to run it once without Module Manager. Did you try running it twice in a row without Module Manager? (i.e. run the game, get to the main menu. Exit game. Run the game a 2nd time) One last question: Did you verify the integrity of your game files? (in the steam library, right click Kerbal Space Program and then click properties at the bottom of the menu that pops up. Click the Local Files tab. Then click button that says 'VERIFY INTEGRITY OF GAME FILES...')
  5. It’s not like it’s RF specific or like the mods interact. You’ll need that update no matter what.
  6. @THONRI The problem you're having in KSP 1.7.3 are probably going to be different from what Nathanson was reporting. The following applies if you have the Breaking Ground DLC. If you have it then continue reading. If you do not have the DLC then this will not help you. (if you're still reading then I will assume you have the Breaking Ground DLC) Try this. Save the text in the spoiler below in a cfg file. It can go anywhere in your GameData folder but you should have a dedicated folder for tweaks like this. (I call my tweaks folder zzzMyTweaks and it gets added to every KSP installation when KSP updates) The last section adds extra settings to the terrain quality slider in settings. It was mainly lifted out of JNSQ and may not be suitable for all rescale sizes. It's been on my to do list to validate and adjust it as necessary but I never got around to it. In addition to the above you should also go into your settings.cfg file and change the value of SERENITY_ROCS_VISUAL_SPEED. For a rescale of 10x I use a value of 50 and that seems to work well for me. Be careful not to set it too low or the new terrain surface features in Breaking Ground may not show up when you need them to. But in general, the higher you rescale, the lower a speed you need to use.
  7. New and probably final update Kerbal Occupation Colors v1.2.0 https://github.com/Starwaster/Kerbal-Occupation-Colors/releases/tag/v1.2.0 Menu setting to assign Future Suit/colors to current employees. (single time execution. Can be repeated if necessary) Attempt to enforce Future Suit dress code compliance on Kerbals in the field. May not work unless the game is saved and then reloaded after enabling. Added version file for CKAN. (updates are expected to be few or non-existent so max version will be KSP 1.any)
  8. Those having issues with the latest Real Fuels throwing exceptions in the VAB (and maybe something else; not clear on if there was worse than exceptions or not in the absence of clear concise bug reports) If you also have Deadly Reentry installed then download the latest DRE update: https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.7.3 If you didn't already have Deadly Reentry and were having issues with the latest RF update then something else is wrong and you'll have to wait until I get back to Real Fuels because it will be something else breaking it.
  9. Deadly Reentry version 7.7.3 for KSP 1.6.0 - 1.6.1 https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.7.3 change log Fixed versioning Forced ModuleAeroReentry to Awake when added at runtime. Added DR reentry heat override in DR menu (up to 200% by default. Can be patched to support any arbitrary integer. 1 = 100%, 2 = 200%, 3 = 300% etc etc) WARNING: If the stock reentry slider is used to scale heat it will revert to the stock cap of 150%. I can't actually override the stock slider which is why I added one to the Deadly Reentry menu. // example scale patch: @REENTRY_EFFECTS { maxHeatScale = 3 // this caps the reentry heat scale override menu slider at %300 } Once this update has been indexed by CKAN it will be re-released for KSP 1.7.3 (but it should be safe to use as is for the latest KSP)
  10. That's out of date and I don't think any of the resources are comprehensively documented. You'll need to refer to their config file. https://github.com/NathanKell/ModularFuelSystem/blob/master/RealFuels/Resources/SolidTanks.cfg That's just the tank defs. The actual resource configs are in the Community Resource Pack.
  11. Besides the half dozen solid fuel resources already there? Or perhaps you're asking for engines that make use of them? Except that RF hasn't done its own engine configs in a long time. That sort of thing would need to go in one of the several downloadable engine packs out there.
  12. Nothing to be scared of; the file is marked as don't build and the project will compile without it. It's required for a special branch I was working on which doesn't perform its intended purpose satisfactorily which is why it is not part of the master branch. So it will remain uncommitted until it does what I need it to or unless it is rendered unnecessary due to hoped for Squad changes.
  13. New Real Fuels release version 12.8.1 Addresses the 'lag' issue reported in VAB. and more cases fixed where the PAW wasn't being marked dirty. (if you don't tell the game that your PAWs are dirty then it won't clean them for you) https://github.com/NathanKell/ModularFuelSystem/releases/tag/rf-v12.8.1
  14. New Real Fuels release version 12.8.1 Addresses the 'lag' issue reported in VAB. and more cases fixed where the PAW wasn't being marked dirty. (if you don't tell the game that your PAWs are dirty then it won't clean them for you) https://github.com/NathanKell/ModularFuelSystem/releases/tag/rf-v12.8.1
  15. El problema es que el escudo térmico no es lo suficientemente ancho y la pila es demasiado alta.
  16. They all float down here... Or maybe you had a part with negative mass....
  17. Thanks for telling me! Yeah they're doing well for the most part. We just lost our oldest one who was in her twenties. Half blind, half deaf, vocal as hell when she wanted something . She had a good life though.
  18. OOOH! I just had an idea! The engine startup sounds should be Godzilla's distinctive screech-roar!
  19. No, I meant use the thrust limiter slider to reduce fuel consumption.
  20. Real Fuels update. It should hit CKAN whenever it does indexing. version 12.8.0 change log Make MLI cost, mass and max layers configurable (in part config file) Changed Show UI and Hide UI to Show Tank UI and Hide Tank UI (PAW text) Unmanaged resources. ModuleFuelTanks can have UNMANAGED_RESOURCE node to declare a resource name, amount and maxAmount (same format as RESOURCE). Even if all tanks are removed, this unmanaged resource will always be present and all tank resource amounts are in addition to the unmanaged quantity. tank type initializes with Default if no type is specified. (fixes edge case physics breaking bug) GUI performance improvements by @yump Fixed TANK_DEFINITION fallback system Fixes and improvements for engine GUI and engine GUI symmetry handling Fixed issue where selecting different MEC engine configurations would cause a tank PAW to fill with duplicate config buttons. by @todi added new TANK_DEFINITION fields by @siimav actually find a fallback MEC config instead of lying and saying we couldn't find one when we didn't look for one! boiloff data available in PAW without spamming the log with debug data. Stock Real Fuels now has MLI Tech Upgrades. Max layers will increase as you progress through fuel / construction nodes in career. Certain procedural parts will correctly calculate tank surface area in editor. (by correct we mean it should match up with what you see in flight mode so costs and mass will be consistent). Does this for SSTU, Procedural Parts, B9 Procedural Wings and ROTanks Boil-off of propellants will respect the infinite propellant cheat if it is turned on. Also has new Solver Engines in it. (minor fix for PAW not displaying propellant requirements met %)
  21. Real Fuels update. It should hit CKAN whenever it does indexing. version 12.8.0 change log Make MLI cost, mass and max layers configurable (in part config file) Changed Show UI and Hide UI to Show Tank UI and Hide Tank UI (PAW text) Unmanaged resources. ModuleFuelTanks can have UNMANAGED_RESOURCE node to declare a resource name, amount and maxAmount (same format as RESOURCE). Even if all tanks are removed, this unmanaged resource will always be present and all tank resource amounts are in addition to the unmanaged quantity. tank type initializes with Default if no type is specified. (fixes edge case physics breaking bug) GUI performance improvements by @yump Fixed TANK_DEFINITION fallback system Fixes and improvements for engine GUI and engine GUI symmetry handling Fixed issue where selecting different MEC engine configurations would cause a tank PAW to fill with duplicate config buttons. by @todi added new TANK_DEFINITION fields by @siimav actually find a fallback MEC config instead of lying and saying we couldn't find one when we didn't look for one! boiloff data available in PAW without spamming the log with debug data. Stock Real Fuels now has MLI Tech Upgrades. Max layers will increase as you progress through fuel / construction nodes in career. Certain procedural parts will correctly calculate tank surface area in editor. (by correct we mean it should match up with what you see in flight mode so costs and mass will be consistent). Does this for SSTU, Procedural Parts, B9 Procedural Wings and ROTanks Boil-off of propellants will respect the infinite propellant cheat if it is turned on.
  22. Yeah, I like to do that too from time to time.... If you use Deadly Reentry, try taking a Kerbal on EVA for a personal reentry and see what happens when they start getting a little too hot under the collar
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