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Starwaster

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Everything posted by Starwaster

  1. This is where rescaling is happening. https://github.com/shadowmage45/KSPWheel/blob/master/VSProject/KSPWheel/PartModules/Utils.cs#L461-L488 Problem is, that file has not changed in three years. And the function in question hasn't changed in five years. So this is being caused by KSP changes. Probably because of changing the value of originalPosition. Maybe related to the KSP changes that cause robotic parts drifting. I have an idea for fixing this if I can find some time to work with the code and compile and test. Or at least see if I'm barking up the wrong tree.
  2. There’s a section of the code that caught my attention but I haven’t been able to investigate too closely.
  3. @dok_377 This is easily reproducible using the steps you provided. The log doesn't have any errors and I don't think it's going to show anything useful in tracking this down. Regarding your repro steps, this actually starts happening with the first iteration of saving/reloading. The very first time you do that, the wheel is irreversibly corrupted. Subsequent saves of the vehicle make it worse. The attach node moves further and further away every time. I don't get that instability when the vehicle is launched. Maybe because I stopped after 3 iterations. It might be that the wheel gets increasingly unstable the further it is from its attach node. Or maybe my vehicle is just too light, I don't know. I'm going to look at the craft file next and see how it changes between saves. It's probably not writing out the correct position. Or maybe it's rescaling the position twice? Once when you rescale and then rescaling that when it saves. (and actually it is reversible... sort of... you can set the scale below 1 and then save/reload and the attach node position will move closer instead of further)
  4. Interstellar (KSPIE) is further down the rabbit hole than I can go. I have no idea what changes to heating and cooling are going on in that mod so I can't say what compatibility issues might exist between it and Real Fuels or between it and Real Active Radiators. All I can say for sure is that if an RF cryogenic tank is able to detect heat being removed during analytic speeds then it will be able to calculate a proper temperature for the tank in analytic mode.
  5. Stock radiators or some other radiator mod? If you're not already using it, try this: (I'm not sure about compatibility with any other cooling system like Nertea's. I would expect it to be incompatible) (warning: Unlock stock, cryogenic cooling has an added electrical cost and it can get expensive especially if your tank doesn't have MLI insulation)
  6. At what time warp speed? Are you over 100x like I said?
  7. Radiators will do it, yes. Anything that removes heat from the tank part will do. The actual 'analytic cooling' is done by Real Fuels itself. It's just looking for a net removal of heat. (you should only see that message during time warp greater than 100x, when analytic heat takes effect. It's not meaningful at time warp of 100x or less)
  8. There's only one official download source for RealChutes and that is from its GitHub repository. It's linked to from the RealChutes forum thread and also linked to on this mod's first post. If you found a link for it on SpaceDock Edit: Apparently StupidChris did have this on SpaceDock a long time ago (2016) for some releases. Not sure how you got there.... Below is the link to the official RealChutes release page: https://github.com/ChrisViral/RealChute/releases
  9. Then uninstall it and reinstall it, verifying that you are using the correct RealChute files to install from. I don't get that error because RealChutes *is* up to date.
  10. Your suspicion about the problem resulting from being away for an extended time period is probably valid. Real Fuels used to have a similar problem in its boiloff code if the ship were unloaded for a long period. KSP treats heat differently when time warp is greater than 100x (by default) or if the vessel has been unloaded for a period of time greater than a value that I forget the exact value of. Instead of calculating heat for every part, it does a calculation of temperature for the entire vessel. It also records the total amount of heat that each part has absorbed while unloaded, and that might be the part that is making the reactors overheat. IF they're actually accessing that analytic data and trying to do something meaningful with it.
  11. @TheUntitledGoose let me also add in that even in real life, with the best predictive software that you would have to be doing course corrections. In fact, if you were NASA you would have several course corrections at key points planned for before you ever launched. You might not end up using them but it would planned for. (fun fact: Mars Climate Orbiter, which was lost due to metric/imperial issues? They knew it was off course. Discussed the matter and decided that it would be dealt with at the next planned course correction. Then they kind of forgot to do it)
  12. Lately it's been the ending songs for both Portal 1 and Portal 2. And the Badgers song (badgers badgers badgers badgers A SNAAAAAKE A SNAAAAAAKE OOOOooooo a snaaaake)
  13. It's not a question of where he GRIPS it! A forty-five kilogram Kerbal can't carry a 200 kilogram Sr. Docking Port! Oh... wait... he did? Oh. Nevermind!
  14. It's not necessary to have the original Unity files to set up a stock cargo bay. Here is an example. (stock Mk2 shuttle part) MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupCenter = 0, 0.0, 0 lookupRadius = 1.15 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } DeployModuleIndex is the index of the animation module (0 being first module) lookupCenter: I inserted this into the example; you would use it only if you want the lookup position to be other than the dead center of the part. lookupRadius is how far to check to see if something is enclosed. partTypeName: Fairing, Cargo Bay, Ramp or Service bay the last four are the attach nodes both inner and outer, those should be self explanatory
  15. In RSS, make sure you're using PVG mode for ascent. It's based on real world ascent guidance and will try to plot an optimal course into orbit. It depends heavily on vehicle design so your rocket needs good design in all stages or PVG will have problems getting to orbit. If you run into trouble in a specific stage or phase of ascent then post your issue in the MechJeb forum along with information about your rocket design. Not sure what you're asking in the first part, can you be more specific? As for the second part, if you're talking about Real Fuels, it doesn't automatically convert engines over so an 'engine pack' is necessary to convert the engines to realistic equivalents. RO does that for you but it does not (last I was aware) touch any of the DLC. And as it is a real world sort of mod, there might be engines from other mods that it does not touch. Check in the support forums for those mods to see if there are RO patches. Or make a request in the RO forum or create an issue on the RO GitHub repo.
  16. Hyugens 125 should not have the ModuleHeatShield module. It's from pre-KSP 1.0 Deadly Reentry. (but DR does look for obsolete modules and tries fix the issue with a corrective patch)
  17. I have a folder for all my tweak patches that I've been using for .... ten years? ish? It's the first thing that goes into GameData on a new modded install when updating KSP.
  18. @darthvader15001 @t_v You can also do it as a patch if you have Module Manager installed: clamshell.cfg @PART[*]:HAS[@MODULE[ModuleProceduralFairing]] { @MODULE[ModuleProceduralFairing] { %useClamshell = True } }
  19. @Fisherman that posting you cited is nine years old and is purely stock-centric. Why go with that when you are using Real Fuels where 1 ElectricCharge = 1 kilojoule? Here's some alternate sample fuel cell generator configs (for the small/large stock fuel cells. Just the ModuleGenerator part) these will give you appropriate O2/H2 -> water by mass and I believe I based the EC output by the Apollo fuel cells as a guideline. Fuel Cell Fuel Cell Array Edit: Clarification: EC as 1 kilojoule actually only makes sense for storage. Given that the article was specifically talking about solar panels and we're talking about generators, we should actually be using watts, where output in EC is in kilowatts.
  20. Are you talking about the one on the lander? Because I can't even figure out which mod that's from.
  21. You need to report that in the actual Real Fuels thread. This thread is for the stockalike engine configs for Real Fuels. https://forum.kerbalspaceprogram.com/index.php?/topic/58236-18-real-fuels/ or create an issue on RF's Github page https://github.com/NathanKell/ModularFuelSystem/issues
  22. MLI only has a mass contribution of 0.000015 tons per square meter.
  23. I don't know what your modeling skills are like, but how about an inflatable heat shield? Similar to the one in stock but with a hard cap in the center?
  24. Unlikely. Real Fuels doesn't patch engines by itself and has not for years. The only mods touching the Vasimr engines in your install are NearFuturePropulsion, UmbraSpaceIndustries, B9PartSwitch and EngineGroupController (which I didn't realize was even a thing anymore. It's an RO mod)
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