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Starwaster

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Everything posted by Starwaster

  1. Try this https://github.com/NathanKell/RealismOverhaul/blob/master/RealismOverhaul/RO_DeadlyReEntry.cfg
  2. I posted it. That code in the spoilers? That's it. That's all that's necessary. Module Manager sees that and patches the parts. It changes their config using only what I posted. If MM is installed and you paste that into a file ending in .cfg then MecJeb is available in its entirety at the first unlock. With the aforementioned caveat that pre-existing games may break and require editing of save game files.
  3. Nothing really wrong with 2.2.1 excel that it utilized Sarbian's evil button technology that caused people to spontaneously commence weeping and gnashing of teeth. Rend garments and sack cloth.
  4. Orientation only matters for parts with ModuleHeatShield that define direction as something other than 0,0,0 (universal) Also there's no heating for skin friction. That is, if a ray traced from the center of a part along the part's velocity vector collides with anything at all, it will be ignored by Deadly Reentry for heating purposes. There has to be a clear path in front of it. (which, btw includes parts not attached to the craft. I.e. if something breaks off or is jettisoned and is directly in front of a part on the craft then it is shielded )
  5. I never edit part configs (unless it's for a parts pack that I'm creating) so I have nothing to send you. It's not a good idea to make changes by editing the actual part configs because it is too easy to lose those changes when a mod/parts pack/KSP itself is updated. Then you have to remember that you made those changes and have to have those altered config files backed up somewhere so you can copy them back over. For example, I have a folder named MyTweaks that I created shortly after I started using Module Manager as a player. It's the second thing to be copied over when KSP is updated (with the first being Module Manager) unless I explicitly need my install to be stock. That way my desired changes are always available. Anyway, I think what Sarbian is saying is true, you're just seeing the 'feature' parts that show what part of MechJeb is going to be unlocked. They don't really have any functionality besides that.
  6. The first picture you linked to does not show fuel in the top stage. That tank is empty. See where it says 45% Liquid Fuel / 55% Oxidi...(BLUE BUTTON) See that blue button? If you click the blue button it will add 45% Liquid Fuel and 55% Oxidizer to the empty tank. The tank is empty until you click that blue button or use the tank GUI (click the blue button next to show tank GUI) OR select the tank while the Action Group Editor is enabled, which will open the tank GUI and let you edit the tank. You must do one of those three things. Again, your first picture does not show a tank with fuel in it. It shows an empty tank.
  7. What I said before still stands. The cause is one of those things. Also, logging is not something you turn on or off and logs are always generated. To find your log file: Windows: KSP_win\KSP_Data\output_log.txt Mac OSX: 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 Aka Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log NOT ksp.log file. It provides less information than output_log.txt or player.log.
  8. Look for duplicate modulemanager.dll files. Delete all but the latest. Actually, if you have multiples then keep 2.2.0 or 2.2.2 over 2.2.1 FYI multiple MM files aren't supposed to be an issue but there have been versions in the past where their 'election' didn't work right and you got multiple MMs running concurrently.
  9. you get errors like that when something throws an exception at a bad time when the game is initializing. It interrupts initialization of everything else after that point. Classes don't get properly instanced and then later the game tries to reference them but there's no valid reference. A null reference. Reinstalling is is one solution but it can mask the problem and prevent you from finding the cause. Not to brag but I've never had to do something that extreme.
  10. One of the following: Outdated version of RealChute Badly configured Real Chute part or Module Manager patch Does the problem happen with a new ship + new chute right out of inventory? (if you experience either of the first two issues; they can't be fixed for existing craft; fixes only apply to new craft with newly spawned chute parts)
  11. As the British might say... I'm gobsmacked at this treatment of someone seeking help. Sorry sp1989, apparently you're not allowed to post any problems. Also you are expected to muddle your own way through any problems you experience regardless of your ability to troubleshoot, or not.. (that's astonished sarcasm btw....) Looked over your log and I'm having trouble isolating a particular cause as you're experiencing null-ref errors in just about everything, including core game functions (example below) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at EditorMarker_CoM.recurseParts (.Part part, UnityEngine.Vector3& CoM, System.Single& m) [0x00000] in <filename unknown>:0 at EditorMarker_CoM.findCenterOfMass (.Part root) [0x00000] in <filename unknown>:0 at EditorMarker_CoM.UpdatePosition () [0x00000] in <filename unknown>:0 at EditorMarker.Update () [0x00000] in <filename unknown>:0 It's making it hard to lock down a particular cause, let alone one pointing at SDHI or its dependencies as the culprit.. Previous suggestions about reverting to SDHI + dependencies only are not unsound, though if you want to start small I'd try starting the game without TweakScale and see if that stops the errors. And in spite of its being listed as a dependency, maybe try without the Klockheed Martin plugins too. Maybe you have an issue with that one and either need to ensure that it's updated to the latest version or failing that try reverting to the last version you were using before having problems.
  12. Saying that your log has null ref exceptions doesn't actually tell anyone anything that would help them help you. You have to provide that log (not ksp.log either, output_log.txt or player.log if Mac or Linux)
  13. The following is all that's necessary for all MechJeb tech to be unlocked by Flight Control. It is guaranteed to work on a new save. Old saves are probably going to get broken and the save file will have to be edited to repair the ResearchAndDevelopment SCENARIO node as described. The last 4 sections of the config control where the items show up in the R&D section and I think they're cosmetic but put them in there in case they weren't @PART[mumech_MJ2_AR202]:FINAL { !MODULE[MechJebCore]{} MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = flightControl } MechJebModuleNodeEditor { unlockTechs = flightControl } MechJebModuleTranslatron { unlockTechs = flightControl } MechJebModuleWarpHelper { unlockTechs = flightControl } MechJebModuleAttitudeAdjustment { unlockTechs = flightControl } MechJebModuleThrustWindow { unlockTechs = flightControl } MechJebModuleRCSBalancerWindow { unlockTechs = flightControl } MechJebModuleRoverWindow { unlockTechs = flightControl } MechJebModuleAscentGuidance { unlockTechs = flightControl } MechJebModuleLandingGuidance { unlockTechs = flightControl } MechJebModuleSpaceplaneGuidance { unlockTechs = flightControl } MechJebModuleDockingGuidance { unlockTechs = flightControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = flightControl } MechJebModuleRendezvousGuidance { unlockTechs = flightControl } } } } @PART[mumech_MJ2_Pod]:FINAL { !MODULE[MechJebCore]{} MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = flightControl } MechJebModuleNodeEditor { unlockTechs = flightControl } MechJebModuleTranslatron { unlockTechs = flightControl } MechJebModuleWarpHelper { unlockTechs = flightControl } MechJebModuleAttitudeAdjustment { unlockTechs = flightControl } MechJebModuleThrustWindow { unlockTechs = flightControl } MechJebModuleRCSBalancerWindow { unlockTechs = flightControl } MechJebModuleRoverWindow { unlockTechs = flightControl } MechJebModuleAscentGuidance { unlockTechs = flightControl } MechJebModuleLandingGuidance { unlockTechs = flightControl } MechJebModuleSpaceplaneGuidance { unlockTechs = flightControl } MechJebModuleDockingGuidance { unlockTechs = flightControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = flightControl } MechJebModuleRendezvousGuidance { unlockTechs = flightControl } } } } @PART[mumech_MJ2_AR202_features1] { @TechRequired = flightControl } @PART[mumech_MJ2_AR202_features2] { @TechRequired = flightControl } @PART[mumech_MJ2_AR202_features3] { @TechRequired = flightControl } @PART[mumech_MJ2_AR202_features4] { @TechRequired = flightControl } @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = flightControl } MechJebModuleNodeEditor { unlockTechs = flightControl } MechJebModuleTranslatron { unlockTechs = flightControl } MechJebModuleWarpHelper { unlockTechs = flightControl } MechJebModuleAttitudeAdjustment { unlockTechs = flightControl } MechJebModuleThrustWindow { unlockTechs = flightControl } MechJebModuleRCSBalancerWindow { unlockTechs = flightControl } MechJebModuleRoverWindow { unlockTechs = flightControl } MechJebModuleAscentGuidance { unlockTechs = flightControl } MechJebModuleLandingGuidance { unlockTechs = flightControl } MechJebModuleSpaceplaneGuidance { unlockTechs = flightControl } MechJebModuleDockingGuidance { unlockTechs = flightControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = flightControl } MechJebModuleRendezvousGuidance { unlockTechs = flightControl } } } } (split the config in half. First half just patches the AR202 and the other MJ pod. The second will then provide MJ to all cores and probes, again also all available at flightControl.
  14. I don't think RSS uses FAR's atmospheric data, at least not yet. How are you checking the pressure? With FAR itself? MechJeb or other engineering plugin?
  15. Try it again with a fresh save. If it works then you probably have corrupted your save file by editing tech requirements for parts that it already had awareness of. The fix would involve editing that save file and deleting any MJ items from the ResearchAndDevelopment SCENARIO node. Look for that and then inside each of the tech nodes, look for part = mumech.MJ2.AR202 and delete them. Just nuke them all and then restart the game. (or if you're editing quicksave.sfs then you can just F9 to reload it after editing it and saving it)
  16. It's wrong that people can't share their opinions without being accused of a 'hate post'. Really? Hate?
  17. Possibly, but it's even a problem here on Earth with things like liquid propane or liquid oxygen (for medical purposes) or liquid methane. They have to have pressure relief valves fitted to handle the boil off.
  18. Nope. If I tell MJ2 to do a polar orbit a polar orbit is what I get. Maybe provide full details of your ascent profile (all numbers) though honestly, if it's heading north then it shouldn't even be possible to get anything remotely resembling an equatorial orbit. Even if you did a +Normal burn at your circularization point at best you'd get maybe 45 degrees. And it would be incredibly wasteful actually getting an orbit out of it.
  19. Here's the deal on boiloff: As liquid oxygen (or any cryogenic fuel) starts boiling off, the gas produced will increase pressure to the point that the tank will BURST. That part will happen pretty definitely unless steps are taken to correct the problem. Right now that means deliberately venting the gas off before the pressure buildup becomes a problem. Refrigeration has been talked about a lot (such as 'zero boil off' or ZBO) but to my knowledge no ZBO systems have ever actually flown. Another solution that has been discussed is enclosing a LOX tank inside of an H2 tank. As the H2 tank boils off it carries away enough heat to prevent the LOX tank from heating above its boiling point.
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