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pargentum

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Posts posted by pargentum

  1. Utility stops collecting science after game reload.

    I launch a vessel with many science instruments (it was a first flight to return from the orbit).  The utility collects science for most of the instruments.

    I reload a game from saved state before the launch, and the utility stops working.  The utility dialog opens but nothing happens, no science is collected.

    Unfortunately, the log of the game session when the utility was working is lost.  Here is log of the session where I did several reloads trying to understand what is wrong: https://www.dropbox.com/sh/bulugk4pqyapp7w/AABLi-T-YQIMPsk6Y8eNSxLXa?dl=0

     

  2. On SRB missing plumes on 2% thrust limit.

    11 hours ago, linuxgurugamer said:

    Wow, 2% is awfully low.  I'll look into it, but can you upload your craft file somewhere, I'd like to use it as a test bed.  I have a vague recollection that the minimum should be 50%, I'll have to do some research.

    I uploaded craft files in the same dropbox folder: https://www.dropbox.com/sh/l9ck8h5e0eoxgcv/AABCnVSG_G18BKkDipzrpKRba?dl=0

    Raketoplane.craft is the original vehicle where I found the issue.  It uses MechJeb, CryoEngines, B9PartsSwitch and InterstellarFuelSwitch (last two are required by CryoEngines). 

    Untitled Space Craft.craft is a pure testbed, it is designed to burn SRBs staying on launch clamps (it has no controls so probably not flyable).

    You definitely can set 2% thrust limit on any SRB in the VAB editor in 1.1.  Though I noticed some nonlinear response with settings below 50% (both by MechJeb stat calculation and by craft handling).  I estimate that 2% setting is much bigger thrust than 2% from nominal.

    Actually, if you build a rocket that takes most or all of its dV from solid fuel, you need to seriously throttle down your boosters.   Rockets with too high TWR are difficult to handle in low atmosphere. This is true for stock boosters and for all mod boosters I used (KWR, RLA and USI Sounding Rockets).

  3. 1 hour ago, Honeybadga said:

    Also, could you clarify what you mean by high-performance tanks? Is it tanks with a low empty mass?

     

    Yes.  Fuel Tanks Plus have wet/dry ratio very close to equivalent stock configuration (FTP FL-T1200 is equal in capacity and dry mass to stock FL-T800+FL-T400). 

    KWR ratio is much higher, especially for unpainted 2.5 and 3.75m tanks.

  4. 13 hours ago, linuxgurugamer said:

    Anybody else want to comment on the costs of KW parts?

    Yes, I want to comment.

    With current stats and cost, KW tanks have distinct position. They are high-performance light-weight expensive tanks intended for upper stages and unique high-performance missions.  If you bring them in line with stock, they will become another collection of stockalike tanks.  Who would want that when you have Fuel Tanks Plus and many other tank collection mods?

    Keeping current stats but increasing the cost would make sense.

    I also would like to see engines brought out of line with stock, may be in different directions (cheap low performance and expensive high performance)

     

  5. On missing SRB exhaust plumes (continuation from locked thread)

    I did the investigation.  The root of the issue is not an interaction with my other mods (I did a clean install and added mods one by one).  It is just throttle setting (thrust limit setting in VAB).  On full and 50% throttle Globe V has plumes, both on clean install and with all mod combinations I tested.

    But my ship has 2% thrust limit.  It still has enough power to haul 5-seat winged vehicle to suborbital trajectory, but it turns the exhaust plume off.

    Stock SRB (I tested Flea) have plumes on 2% thrust limit.

  6. 33 minutes ago, linuxgurugamer said:

    I'm very puzzled.  Did I not respond?  Did I not ask you to do certain things?  What do you want me to do, climb into your computer and see what's going on?

    I will continue to provide what support I can.  Please do those tests, and provide me with whatever information you can.

    I am going to be offline all weekend, so if you can't get me the information by this afternoon, I won't be able to respond until Monday.

     

    Sorry, I did not want to imply you're doing a bad job.  I understand what you asked me to do, and I promised to do it this weekend.  I understand that you could not respond before I provide you with information, so I'm ready to wait till Monday, and maybe longer if you find a problem to be complicated.

  7. 11 hours ago, linuxgurugamer said:

     

    I tested ALL the KW  SRBs, they all had plumes.

    I see from the logs that you have quite a number of mods installed which modify engines, tanks and SRBs.  You are also running Ubuntu.

    Please do a clean install, install KWRedux and ModuleManager ONLY and see if it happens.

    Otherwise, you will need to find which mod is causing the problem by installing them one at a time and testing, and then letting me know the result.

    While I don't think it's related, you can also delete the file KWPatch-interstage.cfg

     

    LGG

    IMO, unwanted interaction with other mods is a valid support request. I agree that it is much harder to debug than a problem reproducible with single mod. 

    I will try to do clean and incremental install tests on this weekend.

  8. On 20.04.2016 at 7:20 PM, linuxgurugamer said:

    There is a new release:  KWRocketryRedux.  Waiting for CKAN to update.

    Get it here:  https://github.com/linuxgurugamer/KWRocketryRedux/releases/download/3.0.1/KWRocketryRedux-3.0.1.zip

    You MUST read the instructions, the install has changed a bit.  This includes the Community Patches

    SRB have no exhaust plumes.  Had not tested LF engines yet.  Logs and screenshots: https://www.dropbox.com/sh/l9ck8h5e0eoxgcv/AABCnVSG_G18BKkDipzrpKRba?dl=0

  9. On 10.04.2016 at 5:36 AM, EatVacuum said:

    Just download " KerbalAlarmClock-3.6.0-v1.1-provisional.zip" on that page, it is the ready to run version. :)

    It seems to be [mostly] working (thank you!), but I have hit at least one problem. 

    When I switched to the ship via KAC, and then back to KSC, game stuck in strange state.  I could rotate KSC scene, but I could not enter any of the buildings (both mouse buttons did not work), navigation buttons disappeared, and even ESC key was not working.  I had to close the game by WM "close window" button.

    Messages in the log seem to imply that your KAC build is the culprit: https://www.dropbox.com/sh/0g8fw79xbeh8xtz/AACezD-sQB_lmdPguDv1rhj6a?dl=0

  10. Thank you for excellent idea and its implementation!

    Memory footpring seems to be smaller than using ActiveTextureManagement, and the graphics quality got much higher, no more ATM-produced blur.  The game stability also improved, but I still had the crash.

    I am using RSS. I had game crashed when I entered Tracking Station. It happened after moderately long game session, it was not the first time I've used Tracking Station.  The logs do not look like typical "out of memory" crash.

    Log files (KSP log and ~/.config/unity3d/Squad/Player.log) are available here: https://www.dropbox.com/sh/gl9ur29zk5c5ev6/AADMKhHN08CBw0YnUU2Pekkza?dl=0

    You might notice that I use 32-bit binary on Linux.  This is intentional, my notebook is not x64 capable :(

  11. In 0.021 there are no config files for RSS Earth and Mars.

    I copied files from 0.0195 and there are issues.  Earth from space in Staging view looks too blue and too blurry (though it could be just my opinion)screenshot80.png

    In Map view issues are different and worse (or funnier): see shadowed blue ball over Earth center?

    screenshot79.png

     

  12. I have found some funny thing in Earth biome maps.

    screenshot76.pngDo you seriously consider Kunlun mountains south of Tarim basin a "highland"?

    (surface coordinates are visible in Surface Info Mechjeb window, 35º 36'N 84º 17'E, biome is shown in Flight Info window as Upper atmosphere of Eartg Highlands).

    another oddity in this picture is that MechJeb shows terrain height ~11km: ASL altitude 66.32 km, true altitude is 55.26 km.

    Also I think, calling area around Bajkonur a "highland" is also an overstretch, but in other direction. 

     

  13. On Linux/x64 does not seem to work. Shadows are totally messed up in VAB and launchpad, like this:
    [IMG]https://lh3.googleusercontent.com/-nNVjJC7UXbc/Vkrf0wODukI/AAAAAAAACKo/o06Kcozg-tU/s800-Ic42/screenshot59.png[/IMG]
    [IMG]https://lh3.googleusercontent.com/-WJXhxpxXcY0/Vkrf0rpUrpI/AAAAAAAACKk/-UtSXX8kZ1U/s800-Ic42/screenshot62.png[/IMG]
    (second picture is dark because it's early morning, but weird triangular hatching is noticeable).
    Here are the logs: [URL="https://www.dropbox.com/s/tq97qxpl7vnny2g/logs.zip?dl=0"]https://www.dropbox.com/s/tq97qxpl7vnny2g/logs.zip?dl=0[/URL]
  14. Hello!

    I've found strange visual effect. When entering Mars atmosphere, at altitudes below ~95 km and above ~45 km Mars surface looks like Sun: white hot, shiny and yellowish below the horizon.

    OssQ86ywlUlnKA7dX4I-iqlmUSjtA9lt2_jukyAJzng?size=1280x960&size_mode=2

    Also I noticed that right before turning white, for several frames the planet looks transparent, or just is replaced with black starry background, but I could not make screenshot.

    Above and below these altitudes, the surface view turns to normal.

    Earth looked normal during the accent.

    Before you ask, I have no visual enhancements installed (I tried Scatterer, but that build was unusable on Linux, so I removed it).

    Log and full-size screenshots are available on request.

  15. Are you still using Deadly Reentry? I did notice that you had mentioned installing it. I was made aware of an issue with a few sections of the DeadlyReentry.cfg file could affect RSS adversely. (though I didn't experience any such issue myself)

    I don't plan on pushing a full update but the file in question will get patched on the repository before that happens and you'd be able to download just that file. I think that would probably fix your problem....

    I tried to use DR and then removed it. The scenario is similar with DR and without: shield explodes in upper atmosphere (at 80-100 km) because of high surface temperature. It happens before burning all the ablator and before any significant braking.

    - - - Updated - - -

    The reason to try the Mk1-2 pod is to get more data on the problem you're experiencing. I've just launched, orbited, and recovered the Mk1 pod myself without issue (burned about a quarter of the ablator off of my heat shield), so clearly RSS+SMURFF works just fine for both cases, but we only know that RSS+ROMini (+DeadlyReentry?) doesn't work for the Mk1. If it works for the Mk1-2, then the problem is with how the Mk1 pod or 1.25m heat shield behaves; if the Mk1-2 also burns up, on the other hand, then the problem is more likely to be in the physics parameters that your setup has.

    Now I tried Mk1-2 pod with stock 2.5 shield, with new ROMini and no DeadlyReentry. I am descending from 160km circular orbit to periapsis of 50km. Significant heating starts right at the edge of the atmosphere. Shield surface gets to 1000C at height of 110km, and the shield explodes at ~80km due to high surface temperature before consuming all the ablator. The pod expodes immediately after that.

    This also happens with non-stock pods (I tried HGR Spudnik and Soyjuce).

    I also noticed that my unshielded last stage starts exploding literally several seconds before the pod. This makes me suspect that the ablator does not consume enough heat.

    Update: I've set Reentry Heating in difficulty settings to 70%, and my Mk1-2 pod landed with 2/3 of ablator on board. There was no significant heating before braking started, and at altitude 45 km, still at hypersonic speed, it started to cool down. Strange, but when I played with Aero heating in Alt-F12->Physics, it had no such effect.

    It looks like some global parameters are messed up, and changing diffuculty resets them to some sane values. May be this is because I started this save without ROMini, then loaded ROMini, then DR, then removed DR, ets.

  16. Or, for that matter, try the Mk1-2 pod on your current install, to see if it's the capsule and shield that make the difference more than the part configs.

    I am trying to build a rocket usable in career mode, and Mk1-2 is pretty far in the technology tree.

    - - - Updated - - -

    I don't like to use the 'C' word, but I have to agree; those changes aren't even necessary. Might as well just turn aero reentry heating off.

    Well, that's true, but I was asking for advice. Is there a recommended parameter set for reentry in RSS? With default parameters significant heating begins at 120km, and I explode before even having some braking.

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