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Everything posted by Starwaster
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OK I don't think the errors you're seeing are an issue. DRE is most likely working as it should but its settings defaults seem to have changed. That's not entirely unexpected because Nathan made changes as to how temperature is calculated but it might be making things too 'chilly' in stock Kerbin. Edit: No, still looking into it. Edit #2: Seems like there's some bit of wonkiness going on with re-entry. No temperature rise during high velocity in the atmosphere during ascent, it might actually be the settings like I initially thought. But during reentry (which really shouldn't behave differently but is) it seems like it's thinking it's still in vacuum right up until about 5km altitude....
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I think I see the time you reentered and you have massive errors (over 4700+) from scansat. Try removing that and see if the problem persists.
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Wow, a TARDIS bug!
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Hi, only just now getting a chance to sit down with this.
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Which is why I like to say: It's your sandbox, don' let people tell you how to play in it and don't tell people how to play in their sandbox.
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The dll in TweakScale/TweakScaleInteraction was the one that wasn't loading. RealFuels tanks weren't updating their volume when tweak scaled. i.e. it wasn't just a case of not wanting to see the exceptions. Look at the error, it's trying to find the previous version of RealFuels
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Forgive the double post, but: THIS fixes the animation issues and fixes any issues with boarding the habitat that were linked to the animations. (starting rotation doesn't deflate the centrifuge. Inflating the centrifuge does not stop rotation. You should be able to enter the habitat as long as it is inflated) https://github.com/Starwaster/LayeredAnimations/releases/tag/v1.0 Download and unzip the contents of the zip file into your GameData folder Download this config file and put it somewhere in your GameData folder (if you have a dedicated tweaks folder then put it there. Delete it if Porkjet ever officially adopts this plugin and incorporates it into his centrifuge) https://github.com/Starwaster/LayeredAnimations/blob/master/Configs/centrifuge1_tweak.cfg Source is in the Github site. License is Public Domain.
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I'm sorry to say (and sorry if this steps on any toes) but I feel that Firespitter is overrated. It has its good points but there's several buggy areas that are mistaken for stock Unity issues. (which to be fair, Unity animation does have issues but so does Firespitter) Sigh. So we're either stuck with unstoppable rotation or rotation that won't loop. Not very good prospects. Edit: You know what might be the right way to go on this is to extend the stock animator and then implement layers in the new class. That's how Firespitter gets around the issue of animation interference.
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NEAR shouldn't matter. Did you follow the instructions on the front page and delete the old Deadly Reentry first? (optionally retaining custom.cfg if you want, which contains your personal settings if you made changes) If you haven't then please completely delete your Deadly Reentry folder and reinstall fresh from the downloaded files. If it still doesn't work then please provide a log file: The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log Also, are you playing stock Kerbin or Real Solar System?
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Correct, because Hydrazine uses STACK_PRIORITY_SEARCH which is thwarted by non-crossfeeding parts. Monopropellant however used to use ALL_VESSEL which just as it says can search and draw from the entire vessel. Currently (as of 0.23 I think) Monopropellant uses STAGE_PRIORITY_FLOW which is basically the same thing except it will first search its current stage and only after it fails to find resources there will it cross no-crossfeed parts. Btw, in spite of what I said earlier. tanks actually CAN override flow mode, but Real Fuels isn't designed to take advantage of that. I don't know how Nathan feels about this (maybe right now is how he wants it to work) but it would be possible to add a flow mode field to tank definitions, and if it's present, add it to that part's resources. What do you think Nathan, is that a direction you'd be interested in going?
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[old thread] Trajectories : atmospheric predictions
Starwaster replied to Youen's topic in KSP1 Mod Releases
And here I was blaming KW Rocketry's engines.... -
Re: TweakScale: Looks like it's because RealFuel was re-versioned. Previous versions were 7.2.1 and that's what the TweakScale_RealFuels.dll that's bundled with RF is looking for. It wants version 7.2.1 and instead it's finding 0.7.4 I recompiled TweakScale_RealFuels against the new version of Real Fuels and it works just fine for me: I'll make it available here temporarily: TweakScale Fix If by radial tanks you mean the RCS tanks, they had their flow mode changed. edit: let me revise that. It's not the tanks. It's the resources they contain. The tanks behave the way radially attached tanks have always behaved. But now RCS uses alternate fuels which use STACK_PRIORITY_SEARCH instead of STAGE_PRIORITY_FLOW like monoprop does. I suspect that's where you're having trouble?
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There are issues with integrating RCS sets into a part. What I mean is if rather than having several RCS clusters you integrate them all into one part, the game will handle it but there's a tendency for ports to fire more than they need to, and mods that try to independently throttle individual ports (i.e. MechJeb's RCS balancer) they will be unable to. RCS balancing doesn't work as well with Helldiver's KSO as it would if RCS ports were discrete pieces.. (smaller one, not the KSO25 which has extra RCS in the tail fins, and which mitigates the problem a bit) btw, the RCS clusters depicted in the later proposals (such as you're dealing with) had a unique appearance. I've modeled them and written up part configs. You can have a look at them here: AMBR RCS Thrusters If you're interested in using any part of them I'll put a Creative Commons license on them. The model is somewhat simplistic since it's just a set of recessed ports. They're about 7 times more powerful than most RCS thrusters which is what you need for something that big. (the thrust vectors are a bit strange because I designed them exactly as they were depicted in the various images and videos. So it may be that they're not really suited for what they're supposed to do; blame the graphical artists ) Edit: Actually I take part of that back. For the lander I'm sure they'll do just fine since their primary purpose is going to be pitch trim control during descent in a very thin atmosphere.
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Instead of raising RTG or solar panel output, battery capacity should be increased.... ... and, possibly, RTG / solar panel output decreased. That's what Realism Overhaul does such that generators/panels/etc output is in joules and battery capacity is in kilowatt hours.
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Add an airlock module if you want to EVA Kerbals. And yes, you can't but uncrewable parts between docking nodes or Kerbals can't transfer.
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Yes, radiators yes, evaporating.... good question? Nathan, IMNSHO, RF should have boiloff removed if its not going to have its own radiator anymore.... IMNSHO.
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No, he's still working on it! He'll make a thread when it's time. Patience "Ed Grooberman, you must learn patience." "Yeah yeah yeah, patience, how long is THAT going to take???"
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Save yourself some aggravation. I've been playing with it and it's been an exercise in futility. The looping version keeps causing the inflation animation to play over...and over... and OVER again. I checked and made sure they each had their own unique layer #. And that the looping one was assigned to the rotation animation and FSanimateGeneric assigned to the inflation one. I think bottom line is that the Firespitter animators are just not suitable for this BTW, Stupid Chris has an animator but for some reason, I judged it to be unsuitable as well but I don't remember WHY. I wonder if it's had any work done on it. Might be worth looking into that again.... (but not me, not tonight... fading...)
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Except that DRE only does its work when you're travelling really fast through the atmosphere. A more apt analogy to SDF would be a plugin that modifies the two heat fields based on the objects mass. (dense massive parts having it adjusted to slow down their thermal intake)
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Sorry, I keep meaning to look at the 'always on' spinning. I *think* (might be wrong) that there's an option in FireSpitter that controls what state the animation is set to. I'll go take another look at FSanimateGeneric.... Edit: Bah, there's playAnimationOnEditorSpawn and startDeployed. I set the former to false and it STILL spins even in the editor. And the latter was already false. Why...... Ok, Firespitter also has FSanimateLoop. The spinning is a looping animation right? Maybe this one is better suited to the spinning animation.
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How exactly is that going to stop like gendered parts from docking to each other? I'm trying to wrap my head around this but I can't. Let's look at some pseudo-part configs. A female part will still be attractive to another female part because the code on each module is looking for for the existence of a port whose nodeType matches its own. If a female part has a nodeType = female then it will dock to another female. And the other node will dock to male OR female. PART { name = female { name = ModuleDockingNode nodeType = xyzzy } { name = ModuleDockingNode nodeType = female } } PART { name = male { name = ModuleDockingNode nodeType = xyzzy } { name = ModuleDockingNode nodeType = male } }
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Or configure the RCS for Monoprop which still uses STAGE_PRIORITY_FLOW and works across non crossfeed parts Edit: Having trouble with TweakScale and RealFuels working together. I've got this in the log: AssemblyLoader: Exception loading 'TweakScale_ModularFuelTanks': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'modularFuelTanks, Version=5.1.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'modularFuelTanks, Version=5.1.1.0, Culture=neutral, PublicKeyToken=null' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Non platform assembly: C:\Games\KSP_win_small\GameData\TweakScale\plugins\TweakScale_RealFuels.dll (this message is harmless) AssemblyLoader: Exception loading 'TweakScale_RealFuels': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'RealFuels, Version=7.2.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'RealFuels, Version=7.2.1.0, Culture=neutral, PublicKeyToken=null' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Non platform assembly: C:\Games\KSP_win_small\GameData\TweakScale\TweakScaleInteraction\TweakScale_RealFuels.dll (this message is harmless) AssemblyLoader: Exception loading 'TweakScale_RealFuels': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'TweakScale_RealFuels.TweakScaleModularFuelTanksUpdater' from assembly 'TweakScale_RealFuels, Version=1.4.0.0, Culture=neutral, PublicKeyToken=null'. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Full log here: This is a pretty bare bones install right now: Toolbar, ATM, RCSBuildAid, RealChute, RealFuels and TweakScale.
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What size texture pack did you go with? Have you tried one of the lower resolutions?