Jump to content

Starwaster

Members
  • Posts

    9,282
  • Joined

  • Last visited

Everything posted by Starwaster

  1. When did you install Deadly Reentry? It lowers the maximum temperature of parts across the board. And if you attached multiple engines to the plate then they're all dumping heat into it.
  2. Are there any other different unique errors? And what other mods are you running? (which is why I say to post the whole thing, so the answer to both questions would be readily available from the log.... you could put it in a drop box. Zipped up it would be small) But going by that error and looking at the source suggests that you were at the map view selecting landing coordinates? Not sure why else you would be hitting that part of the code... Anyway you can try redownloading, won't hurt, but I'd suspect conflict with another mod before corrupt files....
  3. Check and see if Norton has an option for you to exclude certain files and add it to the list of excluded files. Also, if you have KSP installed to Program Files or Program Files (x86) then create a new folder off of that drive's root and move the entire KSP folder there. i.e. k:\games\ksp_win
  4. Well how else are we supposed to have an awkward silence later if our assumption turns out to be incorrect?
  5. What version MJ are you usimng? If it's not the latest dev version consider trying that. Make sure Toolbar is up to date if you have that. Also, log files: Please post your output_log.txt file (or player.log if using MacOS or Linux) To find this 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
  6. I can relate to that. The inside of my house is 83 degrees ​Life support is failing!!! Wing parts are in Aerodynamics. A lot of the fuselage parts and adapter parts are in the fuel/engines section.
  7. Insure? Or ensure? One means to guarantee and the other.... well it sounds like you want something legally binding....
  8. Well good for him then. I hope he doesnt keep it to himself though
  9. Given that he edited his post directing us to 'ignore above', I'd say his issue is corrected.
  10. That's not a reliable indicator though, especially if it goes by total memory instead of memory available to KSP. Also, I don't believe that Mono is very good at managing memory. It has trouble in that area before memory use is actually at capacity and can cause memory related faults as it nears maximum memory use and not necessarily at the point that you are actually out of memory.
  11. No, there's nothing special about the KSO mechjeb unit. It has a PartModule in it named MechJebCore and that's all that's needed for MechJeb. It doesn't matter how MJ got onto a part, only that at least one part has it. (one whose long axis matches the root of the craft preferably). FYI Myself (and others) use config files that add MJ to every command pod / probe core so we don't have to bother with external parts. This is what I use and it works fine with KSO. (requires Module Manager) @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[ProtractorModule]]:Final { MODULE { name = ProtractorModule } } That doesn't sound like a KSO issue to me. And there's not enough information available from what you said to advise you what mod it might be either; assuming it's mod related. You should look at your log file when that happens and look for errors. Maybe post in the general mod support area for help. (though memory related issue probably is the best guess here. Do you use the active texture management mod to reduce texture memory footprint?) 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. Especially not ever.
  12. Please post your output_log.txt file (or player.log if using MacOS or Linux) To find this 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
  13. Correct, that's an assumption and it's an erroneous one. The OP has available fuel volume as ~1/5.75 of total available volume. I have no idea what Squad's real basis for their volume unit was (or indeed whether it's anything but arbitrary) but it's not liters. You derive fuel mass from volume x density, not from mass x density. The capacity of the fuel tank is measured as volume, not mass. People don't like to think that we're dealing with some arbitrary unexplained unit of measurement (it makes them uncomfortable) but we are and always have been.
  14. If you can keep your cursor from actually touching the truss part you can keep surface attachment from kicking in. In particular you want it to not be touching at the point that the two stack nodes make contact. It's very tricky sometimes but it should be doable given that the truss has so much empty space to aim for. Just reorient your camera until you can find an angle that lets you do it.
  15. Yeah, they speak. Haven't you seen any of the official trailers?
  16. A better looking solution would be to use zzz's radiator with the radiator patch that I posted way back during the pleistocene era. @PART[radiator1]:HAS[!MODULE[ModuleHeatPump]]:FINAL { @mass = 0.025 MODULE { name = ModuleHeatPump heatTransfer = 50 heatDissipation = 5000 RESOURCE { name = ElectricCharge rate = 0.01666667 } } } Actually, that doesn't look like the original that I posted, so if it acts up then change it to match RF's builtin heatpump module
  17. It's been awhile since I used TAC, what's the deal with scrubbers? Or does it just not have them?
  18. It's probably a parse error. This is why I hate doing this on a Macbook. Just not familiar with the tools I'm having to work with. (ordinary text editor instead of Notepad++ and Monodevelop instead of Visual Studios). Oh, and a slow *** Macbook at that because my cat vomited on the only decent Macbook I have with its I7 core that handles KSP really well and this one struggles under the load... (thanks, Melificent) and oh look! this one is developing a fault in its keyboard too Anyway. Edit the ModuleManager_AddScrubbersAndVents file and replace the entire contents with the code below. (I'll re-upload the file in a short while) [FONT=Menlo]@PART [*]:HAS[@MODULE[IonModuleCrewSupport],!MODULE[IonModuleGenerator]:HAS[#generatorName[CO2Scrubber]]]:AFTER[IoncrossCrewSupport]:NEEDS[IoncrossCrewSupport] { MODULE { name = IonModuleGenerator generatorName = CO2Scrubber generatorGUIName = Scrubber startOn = True hideStatusL2 = True hideEfficency = True hideOutputControls = True OUTPUT_RESOURCE { name = CarbonDioxide rateBase = 0 ratePerCapacity = -0.0000031558 effectOnEfficency = 1 } } } @PART [*]:HAS[@MODULE[IonModuleCrewSupport],!MODULE[IonModuleGenerator]:HAS[#generatorName[AtmoVents]]]:AFTER[IoncrossCrewSupport]:NEEDS[IoncrossCrewSupport] { MODULE { name = IonModuleGenerator generatorName = AtmoVents generatorGUIName = Air Vents minAtmosphere = 0.5 isAutomaticOxygen = True hideStatusL2 = True hideEfficency = True hideOutputControls = True hideAtmoContents = True OUTPUT_RESOURCE_OXYGEN { name = Oxygen rateBase = 0 ratePerCapacity = 0.0000028935 effectOnEfficency = 0 } OUTPUT_RESOURCE_OXYGEN { name = CarbonDioxide rateBase = 0 ratePerCapacity = -0.0000021039 effectOnEfficency = 0 } } }
  19. The Kosmos archive has its license in a text file: redistribution allowed, no derivitives. (that is you can upload the file anywhere as long as it is unaltered including license information intact. Dont use it to make your own mod)
  20. I need to see the error to know if you should be concerned or not. Can you post it here please?
  21. Someone posted a download link in the Kosmos thread today.
  22. Are you sure it's not just boiloff? Liquid oxygen must be kept below 183 C or it will boil away. It's been awhile since I used TAC and I didnt get very comfy with ECLSS, but last I checked they didn't actually look for LiquidOxygen, they had their own oxygen resource that represented gaseous oxygen didn't they? Unless they're specifically targeting LiquidOxygen for conversion and maybe not accounting properly for density ratios.... well it seems unlikely.... And you didn't mention it specifically by name, but Ioncross definitely would not do that.
  23. Should already be, out of the box. The only thing you can't do is fill tanks with Kethane in the VAB/SPH. That said, I've been out of touch with RF for awhile being very preoccupied with other matters including not having a decent machine to run KSP on. I only just today reinstalled it on my notebook. So maybe something changed that I'm not aware of.
  24. I'm still familiarizing myself with some parts but I'm pretty sure it's per second. (looks like it's being called through OnUpdate() which is called every frame which should then multiplied by deltaTime)
×
×
  • Create New...