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Astraph

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  1. Thanks for quick response! I played a bit more on the reverted version and while the panels worked... It seems they stop producing power as soon as I go to Space Centre or Tracking Station. Didn't notice that happening with my probes (since they run out of juice en route, but quickly recharge once I switch to them), but with a crewed ship it quickly killed my crew as soon as I moved out of LKO. ^^' Honestly, at this point I feel bad forcing you to work on my autistically overblown modpack, especially since I'm no longer sure if that's really Korpernicus or something else... As I said, I didn't notice it earlier with probes, so the issue might've been present earlier and only became apparent earlier. https://drive.google.com/file/d/1VTbQDyObi8Fk_7WzYuOnBEM7YbHh5WxT/view?usp=sharing <- Current log, just in case.
  2. Thanks and sorry - just switched the link's settings, I keep forgetting about it... EDIT: I just made some tests: >Sombrero Solar Array from Pathfinder extends, but doesn't track the sun and produces no EC >Stock 1x6 panels don't extend at all, both shielded and non-shielded ones >Solar panels lack their EC production property in VAB I tried reverting to 2.08 and as far as I could tell, both Sombrero and shielded 1x6 panel worked fine. The non-shielded one still didn't extend, but that's something I can live with (hopefully that's the only such case).
  3. Base system in JNSQ, but I have Kcalbeloh as an endgame one-day-I-will-get-there-I-swear goal.
  4. Hm, that's weird, but it seems the latest Kopernicus update broke all my solar panels - they generate 0 electricity now, regardless of exposure, alignment, etc. I initially suspected my attempt at installing Kerbalism Science config to be the reason, but once I reverted the install and tried a fresh save, all solars (stock, Near Future, other mods, you name it) still generate 0 EC and have no trace of EC generation in their VAB properties... I checked CKAN properties and this seems to be the only mod I have installed that got updated since I last played in late July... I admit that my build is very mod-heavy (JNSQ as base system + Kcabeloth for the fun of it), but at this moment Kopernicus is the only suspect I have. Link to Kopernicus logs - let me know if you'd need any other files -> https://drive.google.com/file/d/1mdrmjqbo1xew2I48xWO_wYj0G4DnR_DS/view?usp=drive_link
  5. Yeah, I am fully aware of this note, but the mod compatibility page has not been updated since 2022 (at least if I can read GitHub's GUI correctly - I always have issues with that) and it references IE version 1.22.1, while according to CKAN we now have 1.29.6... So I was hoping that maybe, somehow those compatibility issues got worked out one way or another, as both mods are very popular and I find it hard to believe I'm the only one who'd love to get them combined in their build... ^^'
  6. I guess the list of all mods is the point where anyone working on Kerbalism will bonk my head and say they're not even touching it, but welp, 'ere we go: https://imgur.com/a/MJ5Khqb The exact name of the engine I'm using is CANDLE Travelling Wave Reactor Engine from Interstellar Extended. I completely forgot IE comes with its own set of stand-along nuclear engines, not just nozzles you need to attach to a Thermal Generator... I apologize for confusion here. Since I'm also running KTC, launchpad tests would be a hassle, with all the rollout/editing times... I fully admit I might've borked myself with my modding, but after all those years (and KSP2 being the thing I don't wanna talk about) I really wanted a KSP run that'd give a big system for exploration, realistic mechanics and interstellar lategame... So JNSQ, Kerbalism and KSP Interstellar sounded like a way to go. I do realize the devs explicitly said IS might not be fully compatible with Kerbalism, but I'm not sure if there's another mod that adds such nice beam power system and complex ISRU.
  7. Yeah, this ship has an RTG nuclear engine from (IIRC) Kerbal Atomics - it should be producing some miniscule amount power, so I was not surprised by the "converter" thing - I assumed it's just it's electric output.
  8. I'm encountering an issue with my ScanSat satellite. I made a simple ScanSat thingy with 3 scanners and 3 OX-10L solar panels. In both VAB and in-flight, they work fine; a solar panel produces ~7.7 EC/s, while the scanners combined consume around 4.3 EC/s: Yet as soon as I switch away from the satellite, it starts running out of EC real fast, regardless of whether it's in shadow or full sunlight. As soon as I switch back to the probe it all starts working again, but it obviously kinda screws up my scanning operation (which I wanna do in the background while I do stuff with other craft) and ruins the point of running any cryogenics (as my fuel boils off real fast)... Looking at the readout in Tracking Center, it seems that the game simply forgets the panels are there in the first place: Is this some unsolveable compatibility issue, or is thare any workaround it? EDIT: Welp, it seems OX-10Ls are stock panels, so dunno if that's even a compatibility issue... I'm honestly at a loss here. EDIT2: I do admit I'm running a hefty package of mods, but I don't think any parts included here (other than maybe JNSQ planet pack, which is listed as compatible) would be at play here...
  9. One question about training - what is the best way to train Kerbals for longer missions? I am prepping an Eve mission, wanted to first make a 200-days long high Kerbin orbit mission for the crew to gain experience... But due to health issues, I had to deorbit after just 30, with the crew barely getting 6% training. I tried using the KSC training option, but I find it confusing to track how long does the training take, what is the current progress and how long do I have to wait before I can launch the mission... Plus sometimes it seems that Kerbals just stop their training midway and I have to hop into VAB and start the whole thing anew...
  10. Just checked, it works! Thanks a lot!!!
  11. I've run into a problem with Radiation Storms in my (admittedly, very heavily modded) game. Basically, when a RadStorm happens, my game gets essentially bricked - I am unable to launch new ships, switch scenes, pretty much anything. I am able to open various windows and enter Research Centre, but Flight Tracking, VAB/SPH or even quitting the game are out of the question. That's what I get from the Console - I sadly have absolutely no coding experience, so I can't make any heads or tails outta it other than "something's wrong with the RadStorm". Looking at the log, the exact report seems to be: Is there any workaround for this? I tried waiting for 10 in-game days, but the error just kept repeating, and I can't really wait any longer (I have a ship in LKO that needs crew evacuated, I can't launch a shuttle because of this bug and in 11 days the first Kerbal will die to HP loss)... If needed, I can provide the complete log. I guess I can always just remove Kerbal Health from this run, but I really wanted it to spice up my interplanetary missions...
  12. Now that's a good question... I did the most reasonable thing ever and just went into CKAN, ticked GU, MKS, USI, GPP and a total of 120 mods, installed them and then booted up the game. The last ones I meddled with were MSI/USI and Firespitter, I guess I could make a fresh install the proper way, going a few mods at a time and seeing when the error shows up. I have absolutely no coding experience whatsoever (apart from VBA, but I already learnt that it's not something I should mention around people doing actual coding), but from what you're writing I assume my case is some pretty werid one... So, as much as I feel bad to take so much of your time already, I also hope that at least something good comes out of it in the form for fixing some weird issue other people might have in the future ^^'
  13. By the Twin-Tailed Comet... I swear that this build was, for once, made only using CKAN, without manually adding anything (the only stuff I did was overriding CKAN's version compatibility to install USI and MKS - the app says they should be compatible with 1.12, so I didn't think this would cause any problems...) Either way, I removed both folders (as in, manually moved them from GameData to an outside folder. Uninstalling them in CKAN would also uninstall Galaxies Unbound, FAR and a bunch of other mods - as you asked to remove only those two, I understood that would go against your testing plan. ^^' Anyway, here's the new ksp.log: https://drive.google.com/file/d/1NmOIwTlX1SEK9lQ7MksriE6kpuuBRT15/view?usp=sharing I'm very, very grateful for your time, I hope we can find the culprit... ^^'
  14. Thanks a lot! And while Contract Configurator did solve that issue, I got a completely different one now... This time it also drops an error about Kopernicus, which I assume to be possibly related to the fact I installed Galaxies Unbound on top of GPP (which should be OK, from what I read in their thread) and GEP (which might not be)... ^^' Ksp.log again -> https://drive.google.com/file/d/1NmOIwTlX1SEK9lQ7MksriE6kpuuBRT15/view?usp=sharing This time I let the game load completely (I used the OK button from the error message and closed it mid-loading the previous time, maybe that's why it got cut off), so hopefully this log is going to be ok... Sorry about last time.
  15. I decided to come back to KSP after a year... and I got hit with the missing .dll issue as well. KSP.log -> https://drive.google.com/file/d/1NmOIwTlX1SEK9lQ7MksriE6kpuuBRT15/view?usp=sharing This is a semi-fresh install (I removed all mods using CKAN, purged GameData of all files other than Squad folder and used CKAN to reinstall mods from cache), so I'm kinda surprised to see this happen... Especially since this is the first time I made build only with CKAN, without manually adding some other mods. I also see some other warnings in the loading screen, but to be absolutely frank, I always had at least some and my game never broke up... So I just decided to ignore them in the true Kerbal fashion ^^'
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