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ToxicFrog

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  1. Ok, here's another weird bug. This appears to affect anything that uses the Omni Storage module, so while I first noticed it with DSEV, it also affects Buffalo 2, Pathfinder, etc. To reproduce it: add a part using Omni Storage, and configure the storage to hold some expensive resource. Xenon is a decent choice in stock. If you've got mods, stuff like uranium or karborundum works great. Fill it any amount (including 0), save the vehicle, then exit and re-enter the VAB. At this point, what happens depends on how full you made the storage. If it was completely full, the ship has the same cost it did before you filled it, i.e. the resources are free. If it was completely empty, the ship is now steeply discounted, possibly to the point where it has negative cost. Furthermore, this problem persists even if you delete the part and replace it with a fresh one! It looks like what happens is the ship loads into the VAB, it assumes the resources are full, but gives the part its base value, then it subtracts the cost of any missing resources -- rather than using the base cost and adding the cost of any resources that are contained in it. This is hard to notice with cheap resources like fuel or EC, but really, really obvious with expensive resources like karborundum.
  2. Pristine is the default configuration, CRP Classic is a more complicated configuration for use with Community Resource Pack, Simplified removes some resource chains and stuff. I don't know the details. If you want the "vanilla experience", choose Pristine.
  3. I love this mod, but I'm having a weird issue with some of the parts in it, which appears to be a conflict with B9 Part Switch. The B2 Fuel Tank, B2 Logistics Module, B2 Docking Module, and B2 Storage Wedge, in particular, are affected; there may be others. Specifically, if I place one in the VAB or the SPH and right-click to bring up the part menu, the only thing that shows up is the shape variant selector (e.g. tapered, station, etc); the rest of the window is missing (not just the controls, but the window frame including the part name, pin button, etc). The only way to get it to go away is to remove the part from the vehicle, and right-click stops working entirely to bring up menus at this point until you leave the VAB/SPH and re-enter. Opening the debug log, the instant I right-click the part, the log fills up with InvalidCastException messages. The full stack trace is here but there's no obvious smoking gun: http://ix.io/4FEM My current working theory is a problem with the ModuleResourceVariants, since it is common to all the misbehaving parts and absent from the ones I've tried that seem to work. Notably, right-clicking on these parts in the part picker to bring up the part detail view does not show any sort of resource storage in them, even though the description and the presence of that module implies that they are meant to have configurable resource storage. Disabling B9 Part Switch causes the problem to go away, but that's not a good long-term solution since it's a prerequisite for Near Future to function correctly, and from looking at the Buffalo2/Patches directory it looks like B2 is meant to be compatible with B9PS. Leaving B9PS enabled, but disabling Cryo Tanks, also fixes it, so I suspect Cryo Tanks comes with a configuration that alters the behaviour of B9PS in a way that is not compatible with B2. Buffalo2 1.6.0, WB Tools 1.89.2, WB Core 1.2.5, B9PartSwitch 2.20.0, KSP 1.12.5. I think it would be reasonable to go "this is a bug in Cryo Tanks and it's on them to fix it", but in any case, a note in the OP that Cryo Tanks is incompatible with this mod would be appreciated.
  4. It applies to upgrades, yes. In effect it means that KSC upgrades are now gated on reputation (and R&D, if you have that option turned on) rather than on funds. As for combining it with AngleCan P+ -- based on your description, I think what that would mean in practice is that your reputation now determines how much fuel you can launch with, so it would encourage minimal-weight designs even if you have to use much more expensive components to accomplish that. Fuel tends to be pretty cheap, though, so you'd probably have to dramatically lower how much funding it gives you and/or increase the cost of fuel.
  5. Funding Floor -- a career mode gameplay mod The space program's funding council has deep pockets, but an equally deep aversion to bad press. They will approve any mission, sign any funding request -- as long as the cost falls within what they deem "acceptable risk". If you want to launch more expensive (and thus, in their estimation, inherently riskier) missions, you will need to prove yourself. Funding Floor evolved out of my desire to play a career game where I never had to worry about running out of money, but where money and reputation still had some use and I couldn't just unlock everything from the start. Mods like Play Your Way and Daily Funds were closer to what I wanted, but not quite what I was looking for. So, once I figured out what I was looking for, I wrote it. How It Works Your funds, rather than being a pool of money that can be emptied, are now an upper limit on how much you can spend at any one time. If your budget is $100k, you can upgrade your launchpad and fire a dozen rockets that cost $90k into the sea, and still have $100k to use -- but that $101k rocket remains out of reach. Your budget is calculated directly from your reputation. Increase your reputation and it goes up; lose reputation and it goes back down. In this way, as your reputation increases, you can plan bigger and more ambitious missions, without ever needing to choose between launching rockets and upgrading KSC, grind contracts to afford that last comms satellite for your constellation, or fast-forward for a month to accumulate the funding for your next mission. Configuration Funding Floor has a number of options, configurable via the difficulty options menu at any time. For a complete list, view the README on github. Compatibility & Warnings Funding Floor will probably misbehave if coupled with other mods that take over the economy, like KSPCasher. It should otherwise be broadly compatible. It is highly recommended that if you turn on the options that increase/decrease reputation baesd on income/expenses, you do not use any strategies that convert to or from funds, such as Appreciation Campaign (funds to reputation) or Patent Licensing (science to funds). These can cause weird side effects like gaining more/less reputation than you should, contracts being counted as income and expenses at the same time, etc. Download It's available on CKAN! Or you can download the zip directly from github, if you prefer. The source code is also available on github, under MIT license.
  6. Removing RT was the first thing I tried, no dice. But it gets worse depending on how many satellites I have running Scansat hardware and removing Scansat fixes it. After more testing, though, it looks like it's a bad interaction between Scansat and Space Dust -- disabling either one returns my FPS to normal. And Space Dust doesn't even work in this install, I only have it because it's a dependency of Far Future. So that gets the axe and I can keep scanning.
  7. This doesn't really fix it in the sense of it properly tracking sunlight from other stars, but if you're ok just removing the light requirements from those parts entirely, the following MM patch will do so: @PART:HAS[@MODULE[SCANsat]]:FINAL { @MODULE[SCANsat],* { @requireLight = false } } I'm running it in 1.12.4 and all the functionality works, but I think I'm going to have to uninstall it because it absolutely murders performance in the map and tracking station -- setting up one Scansat orbiter took my framerate from 80-100 to 20, and setting up three reduced it to multiple seconds per frame. It's a shame because I love scansat's maps but it makes the game effectively unplayable. It's possible that this is a bad interaction with one of my other mods, like RemoteTech or Space Dust, so I think it's worth trying it yourself and seeing if it works better for you.
  8. I'm getting back into this, and I have some questions -- - How do I run scatter experiments? I can walk right up to a sapling on Lua and I know there's meant to be experiments associated with them, but I can't figure out how to run them. - Is Armstrong meant to be grey or yellow? It's grey at a distance, but turns a sulfurous yellow when I get closer. I'm assuming it's loading the wrong textures at some LOD level or something, but I'm not sure which ones are correct. I haven't landed on it yet so I can't say what it's like up close, but the shift in colour from 200km ASL to 50km is sudden and very dramatic -- I can get screenshots next time I'm at the computer. - Do rare scatters like the Lua Terraformers show up in SCANSAT anomaly maps, or do you just need to wander around until you find one?
  9. I'm also only just getting back into KSP after a long break and it would be great to see ETT again; I'm using TETRIX at the moment but ETT was always my favourite tech tree.
  10. KSPCasher does this; it looks like it works by hooking the OnTechnologyResearched event and refunding the science cost and charging the player money. That's probably a good place to start if you want to implement something similar yourself.
  11. What I've been doing is using ScienceAlert ReAlerted, which doesn't automate as much as ForScience or AutomatedScienceSampler, but also doesn't display the surplus experiments (because it doesn't really display EVA experiments at all, beyond a "go EVA" button when you're in the capsule and there's science to be done outside it). It also lets you disable it entirely per experiment. As far as I know neither ForScience nor AutomatedScienceSampler let you disable individual experiments, and ScienceAlert doesn't let you completely automate experiments, which is a shame.
  12. So this release got me back into KSP and I am really enjoying it so far, just did my first manned orbit of Rhode and my first unmanned landing on Lua. I can't wait to explore the whole system! It also looks gorgeous, even on my now-dated machine which has required me to turn down the render quality somewhat. My only real complaint is that terrain is *pitch black* at night, even with Ambient Light Boost turned up, but I'm not sure if that's a Parallax issue or a stock one; it's been a while since I played. I have noticed, though, that it seems to cause issues with science management mods. It looks like all of the anomaly science is technically available in every biome, you just can't access the UI for it -- so anything that bypasses the UI will "see" all of those science experiments. For example: Searching [x] Science for "huge spire" turns up 386 "huge spire analysis", including things like "huge spire analysis while landed at Rhode's astronaut complex" All y'All's "perform all science" button on an EVA'd kerbal will generate 60-ish science reports, including spires, mushrooms, and "we forgot to write a title for this one", no matter what the situation is AutomatedScienceSampler will do the same thing automatically as soon as you EVA, if it's turned on [x] Science and [x] Science Here and Now will freeze the game briefly when opened, presumably as a result of needing to enumerate thousands of (experiment × biome) combinations Interestingly this does not seem to affect ScienceAlert ReAlerted, but SARA seems to have problems with EVA reports and surface samples in general, which might be why.
  13. Same thing happening here after updating to 1.9 -- I wasn't particularly worried because everything seemed to load up fine, then I realized that none of the floating windows were showing up and had to fly the ship to safety by hand. No fatalities, but I have a few ships that are completely unflyable without TCA due to funky engine layouts.
  14. The "TCA3 New Features" video in the OP uses Wheesleys to good effect. I've found them usable, if not as responsive as they seem there, as long as I take some care -- ascend or descend slowly, and make sure my entire course is above any obstacles in my path, i.e. don't ask it to do sudden altitude changes. They definitely handle worse than rockets, though. The main incentive for using them is that it's very easy to build a plane that can run them continually at max throttle for hours -- you can't do that with rockets. Panthers are a total deathtrap, I'm not sure if the thrust response is even slower than Wheesleys or if the thrust increases as they swing through the air (IIRC at least some jets do that), but trying to balance a vehicle on Panthers guarantees the death of everyone on board. I think my next attempt is going to be a VTOL supersonic transport -- use TCA to take off, then MechJeb to fly to the destination, then TCA to stop and land, using Panthers for the cruising engines and Wheesleys for the takeoff/landing engines. Unless TCA can handle the cruising mode as well? Then I wouldn't even need MechJeb.
  15. It seems to be working ok for me. At least, T-SAS, orbital autopilot and to-orbit are working -- I haven't unlocked landing or ballistic hop yet. In general, though, anything using rockets seems to be fine. It does seem to have some issues with VTOL jets; with Wheesleys it's very sluggish and often badly overshoots target altitudes, so a great deal of care is needed to not pancake, and with Panthers it immediately starts oscillating back and forth until it eventually cartwheels and then plummets into the ground, as if it's badly overcorrecting when attempting to level the craft. I'm not sure if this is an issue with 1.6.1 specifically or with TCA more generally, though, I've never used it with Panthers before.
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