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Everything posted by Starwaster
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It's not imaginary monsters, it's a user issue. What do you want anyone here to do about it if you don't provide information? You say you installed it in the right folder but you don't actually tell anyone WHAT folder you installed it so that they can decide if you installed it correctly. You don't say what VERSION of KSP you're trying to install it in. If it's 0.25, most of these parts are in the game already under the same names. You also don't say what game mode you're playing. If it's career mode they need to be unlocked. Master Tao is right, the parts WORK if you installed them correctly. If they're not there then you're not doing something right. And you need to follow his advice and read those guidelines on how to get help because you're not doing that right either. If you want help you have to provide a bare minimum of information as outlined in those guidelines.
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
That is what it means. It has no decoupler. I think what bio is saying is that your decoupler is too small but that has nothing to do with floppy payloads. Nor does far or (AFAIK base size) -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
You don't have a single strut on that vehicle. It's not just your payload, your SRB's are wobbly. That said, make sure you have the latest version of Procedural Fairings. It's supposed to auto-strut payloads. How well it works I don't know yet but it cant hurt -
Holy crap it was. I was downloading a lot of updates and I forgot which Real * forum thread I was sitting in.
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Low memory is the most likely cause of your crash (in the absence of any output_log.txt file that says otherwise) Have you tried the active texture management mod? http://forum.kerbalspaceprogram.com/threads/59005-0-25-Release-3-6-Oct-12-2014-Active-Texture-Management-Save-RAM%21?highlight=active+texture
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I have a stopgap config I might post which blanket patches anything that still has the old resources. I'm still testing it and if it works ok and if there's interest, I'll post it here. It's a brute force config with all the subtlety and finesse of Velveeta & Alpo, but it should work. (uses :FINAL so it would only go into play for configs that haven't been properly updated)
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I'm going with Slumpie on this. There's an issue with .tga in KSP 0.25 The problem seems to happen randomly. I've never seen it affect the normal or specular maps though. Only the diffuse. Imagine using a diffuse texture of all white and that's what it looks like. I don't believe it affects all tga though. It might depend on what compression option you went with during Unity export. Or that last part might totally be an illusion created by the random nature of the problem. Load up the game one time and all tga textures might work. Load it up another time and some might fail. There might or might not be errors associated. (I thought there were but then I saw the errors for parts whose tga textures loaded fine)
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Yeah, I'll put a button on the settings window to bring up the debug window. The idea with the difficulty buttons btw is that it'll do settings presets. Though I have to figure out how I'm going to do that in a way that doesn't interfere with the debug window or use of configs that alter the settings. The decimal point issue is a problem with that type of entry field and how we set and read it and it's not really unique to DRE.... The work around (which you really don't want to do DURING reentry because you could easily enter a number that explodes you instantly) is to type the numbers you want THEN position the cursor and put your decimal point. In your case you type the number 5 and then put the cursor in front and do your decimal. (imagine doing something like that with the shockwave or density exponents and you can see why it could be a bad idea during reentry)
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What, still no chlorine trifluoride? *sigh* I guess it's for the best until we can have FX in the VAB (fire, explosions, Kerbals fleeing for their lives...)
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That's about what I thought your build was from your last description. I've sent pretty much the same thing up a few times but with no thrust limit and no science experiment attached. Jeb arrived safe and sound. (except for the time that I pointed the second stage at the ground and ignited.....)
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Not right now, no. Well except that the button selection is persistent. And it writes that to the save game itself (so you can choose on a per save game basis what your difficulty is)
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ugh, because I accidentally left in something I was working on and forgot to take it out (again) when I updated just now. Very sloppy of me. Try to ignore it. (basically it's what you see, it's going to be difficulty settings so people who find reentry too easy/hard can dial it up/down a bit without monkeying around with the debug menu) I didn't mean about Jeb dying, I meant about the reported g forces. And I'm not able to duplicate your problem at all. There's something happening that's unique, or at least very rare since I don't see anything like this being reported currently. Maybe if you try posting an output_log.txt file I can see if I find anything in it that sheds light on the problem.
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New update v6.2.1 Well these have been more frequent than I wanted but the Real Chute problem warranted an update. In addition there are some more fixes. Update is here: DeadlyReentry_v6.2.1.zip OP update coming soon.
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Remember, in Science! there are no failures Also, guys, about the Real Chute thing, I found it and fixed it but I'm trying to see if I can fix some other things, like saved configs reverting on quick loads or reverts. Probably push something out tonight
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Sounds like something changed in Real Chutes interface for cutting chutes which is how DRE handles chute failure.. I'll look into it
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Please post a picture of that. I only know of one mod that would log 'chute failure' and that's Deadly Reentry because I just added in logging of chute failures when the chute was deployed at speeds high enough that the chute canopy was exposed to reentry heating. (so if that is the case then it's almost certainly not a Real Chute issue) -
Not much to go on there but ok some possibilities: The event log is wrong. That's happened before. Or, did you change any settings relating to crew g forces? Press alt+D+R and let's see what those settings are. Or.... or... you put Jebediah on top of an SRB? Not just any SRB but the one that its folder says MassiveSRB? That one. Oh dear.... Edit: Ok, just noticed your staging, you didn't just stick him on top of an SRB, the craft was a little more complex than that so I don't know what sort of loads I should be expecting with it. Can you post a picture of of the craft? I don't think much if anything changed with DRE's FX lately.... I think it's just KSP 0.25 making it look cooler.
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Thanks, but lajoswinkler made some icons for us. (the toolbar wasn't supposed to be activated yet; nothing in it is functional yet)
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Don't forget to have a line in there that changes the name! Think of it as being mandatory and it should be the first line in the config. (I don't mean it NEEDS to be the first line, just that that's the extent to which you should prioritize it. Otherwise you'll end up with two parts with the same name)
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You mean something like this? +PART[KW5mengineGriffonC] { @name = KW5mengineGriffonC.10m @title = KW Rocketry Griffon Millennium @description = The most powerful engine in the entirety of KW Rocketry's arsenal available, capable of launching some of the largest rockets conceivable. %rescaleFactor = 2.5 @mass *= 8 @MODULE[ModuleEnginesFX] { @maxThrust = 33000 @heatProduction = 179 @atmosphereCurve { @key,0 = 0 332 @key,1 = 1 299 } } @MODULE[ModuleGimbal] { @gimbalRange = 6.0 } @MODULE[ModuleEnginesFX]:NEEDS[RealFuels] { !PROPELLANT[LiquidFuel]{} !PROPELLANT[Oxidizer]{} !PROPELLANT[MonoPropellant]{} PROPELLANT { name = Kerosene ratio = 36.699904 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 63.300096 } } MODULE:NEEDS[RealFuels] { name = ModuleEngineConfigs type = ModuleEnginesFX techLevel = 6 origTechLevel = 6 engineType = L origMass = 12.46 configuration = Kerosene+LiquidOxygen modded = false CONFIG { name = Kerosene+LiquidOxygen maxThrust = 33000 heatProduction = 179 PROPELLANT { name = Kerosene ratio = 0.36699904 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.63300096 } IspSL = 1 IspV = 1 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } CONFIG { name = LiquidH2+LiquidOxygen maxThrust = 24750 heatProduction = 179 PROPELLANT { name = LiquidH2 ratio = 0.72856139 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.27143861 } IspSL = 1.3 IspV = 1.3 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } } !MODULE[ModuleEngineIgnitor] {}:NEEDS[ModuleEngineIgnitor] MODULE:NEEDS[ModuleEngineIgnitor] { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } @PART[KW5mengineGriffonC] { @description = The second most powerful engine in the entirety of KW Rocketry's arsenal available, capable of launching some of the largest rockets conceivable. @MODULE[ModuleGimbal] { @gimbalRange = 3.0 } }
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Ok, getting some time now to sit down with this and plug in FlowerChild's changes. Then I'll try it out on my test vehicle. Then I'll try to figure out why this won't fly....
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No. What makes you sure that it's this pack? Maybe you should post your log (player.log) and let someone look at it?