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Beetlecat

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Everything posted by Beetlecat

  1. Cool -- Thanks again to both of you for looking at this.
  2. Yeah, that's my assumption as well-- so many conflicts are misbehaviors between mods, or from some new stock behavior of KSP itself.
  3. I did notice that removing/restoring crew also "cleared" the condition in the editor, so I'm assuming that my adding/removing parts was particular to command pods (since that was the first panel open in the part tray) as they would trigger crew info refreshing. Even figuring out what the conflict/issues are is sometimes rewarding , even if it's not an easy / practical fix. Appreciate you looking into this, @Gotmachine and to @linuxgurugamer for your feedback & clarification here.
  4. Aha! I'm chasing down this same issue, and I was approaching it from the direction of it possibly Kerbalism-related. Likewise, Kerbalism does not do this by itself, or with a number of other mods installed, but as soon as I got to reintroducing CrewR&R the right-click slowdown / PAW freeze consistently happens. The 'fix' to the PAW freeze and game slowdown is to grab a new part, drop it in the scene, then pick it up and trash it back into the parts tray. Then the game speeds back up and the PAWs work as expected. There are never any console messages or NREs displaying while this happens, but I'll also try Notes2Log to see if some unintended interaction can be identified. It's on KSP 1.11.2 , but I've been noticing this since 1.11 itself I think... ksp.log player.log [edit] I had to figure out how to *actually* use Notes2Log-- I didn't leave notes the first time! Now to pull everything *but* these two mods to see if there are more interactions. [edit[edit]] I've now gotten this to replicate with *only* Crew R&R, Kerbalism, their dependencies, and Notes2Log present. Logs updated with annotations.
  5. @roxik0 -- just dropping a quick note here to let you know your latest-shared dll removed the flowgraph errors I was experiencing as well. I've been trying to hunt down some FAR issues-- I'm curious to see if these are related.
  6. I'm currently chasing down this issue as well. It doesn't seem to be down to particular parts not having configs. I have a separate (similar) install set up for testing that doesn't have this problem (yet?) and it has FAR as well as the exact parts available as the KSP install experiencing errors. A craft that previously loads/flies fine will throw a bunch of "[FlowGraph]: Graph already contains item!" errors (it seems like 2x per part on the craft) when loaded in the "bad" game. The non-stop FAR-related NRE's begin at launch as well. I wonder if there's somehow a meta-duplication of parts going on that's overwhelming FAR? Scrapyard is a possibility, but I have that installed in both places, so no initial ideas there. I'll keep digging [edit] Okay, now it's more confusing. While doing some troubleshooting for another issue, I noticed this same NRE spam after launching a stock Gull craft from the KSC view. Launching a stock Aeris3A --- NO nre spam. What the actual heck? This is on a minimal game, with no ReStock or other part replacements. Maybe there *is* a stock part that's now misconfigured. Slowly stripping parts off of a Gull to figure out which one(s)... heh.
  7. Supplemental feedback on my experiments last night with Rational HydroDynamics + FAR + Firespitter/SXT The extraneous FSbuoyancy ability of the boat floats in SXT still functions perfectly (likely once I gave them a higher buoyancy than standard 'utility' parts get). It also seemed better behaved in water in general (actually slowing down a bit once thrust was removed). It maybe could be more sluggish to move through, but I'd rather be able to land on water like this than have it grab the plane like jell-o mixed with concrete. Also, the Firespitter buoyancy controls can be used to simulate "lift" out of the water (hydroplaning?) for a float plane on takeoff. Now, if only that buoyancy slider could be tied to an action group or automation... All in all, simply plugging in RH has made water interactions in FAR vastly better, even if it's not directly supported/intended.
  8. This is pretty great! At first try, this seems like cure to FAR's concrete/molasses-like water interactions, but now my floatplane is gliding across the water as if it were on ice skates, barely slowing down. I'm also utilizing STX's floats, so there may be weird interactions with them. I'll throw some buoyancy their way and see if that makes a difference. [Edit] -- Okay, 1.0 is obviously overkill, but showed how easily it could be tweaked. @JadeOfMaar -- Does buoyancy interact/ignore the FSbuoyancy module? (Or maybe FAR is breaking it...)
  9. Hah! I thought your previous tweak was doing as you described. Again, nicely done. Is this patch meant to be above/beyond the KTT default one, or supplemental to it?
  10. yeah -- once you're in-game, there's a "wind" setting (at least I think that's what it is) that controls the wave height. The default setting is pretty brisk. Alt-f11 in the Oceans tab.
  11. Nope -- just a resource pack. Your issue sounded familiar since it didn't get installed for me recently, and I was missing the harbor buildings, etc. in JNSQ. Purple often indicates missing textures, so it's possible something is still missing or in the wrong place.
  12. No idea yet -- I'll do the typical "remove half the other mods 'til it works..." thing and see if I can narrow down why the button isn't being created. It's likely another mod breaking buttons in general, and CNC is the next victim. CNC is one of my favorite QoL mods, so getting this working happily will be worth the hunt. --- [edit] No idea what I was/wasn't seeing before, but after doing some other computer maintenance and a "normal" day of work, the mod is working fine on the *other* game-- so please ignore that particular report about the missing button.
  13. Are the NRE's related to JNSQ due to the newly introduced/altered groundstations, or is it just Kerbal Konstructs in general? I've been chasing down some error-y stuff while building out my new career install, and wound up getting the non-stop NRE-spam related to CNC. I saw you had posted a new beta to use alongside CommNet Manager, so dropping those in fixed the spam, but I was still seeing some errors. So instead, I've moved over to a separate stripped-down KSP install to do better testing (and for faster game loads), I saw this at the bottom of my player.log (which was way too huge to share at the moment): [CommNet Constellation] Error: CNCCommNetScenario - Conflict with third-party CommNet mod(s)! Please remove this or other mod(s) -- yet I'm deliberately not using any other overt CommNet mods. ----- After further stripping the game down, removing mods, flushing MM and game caches, new game, etc. I'm now having a dickens of a time getting the applauncher button to appear. Pods appear to have the CNC modules in them, and they have connection to the DSN, but no main button to access the network config. Here is *that* log: https://drive.google.com/file/d/1ys_RLBfrOJmZMnrB2CDMv6AHPUSMQMb5/view?usp=sharing note-- it's saying AssemblyLoader: KSPAssembly 'CommNetConstellation' V1.5.0 but I double-checked that it was v 1.5.7 from the github release.
  14. Nice -- a great start start on the design and model! There is a ton of amazing talent in this community, so I'm sure there's help if you have questions or get stuck.
  15. Straighten up and fly right... After spending way too long fiddling with nodes and configs, and wasting way too much of @Stone Blue's time, fins now snap to the right spacing and orientation! The changes are in the node_attach and an added rotation parameters. Here's the whole config for fun:
  16. That was it -- just so. Also pulling the fins *out* from the center (and rotating them a bit) so the vanes sit apart from each other, has the same effect---keeping them visually aligned with the paint job. I apparently forgot this from the last time I fiddled with this mod. Probably some tweaks to the node attach values could help.
  17. Okay -- this confounding. It appears to be the fins? They're either gluing the craft to the ground/pad, or entirely blocking the thrust from the engine. It may be the latter, because they begin overheating almost immediately, and I finally let them burn up which released the rocket completely (which is how I got that shot of it crammed into the observation bunker. Such a lucky shot! Swapping a set of stock fins onto the rocket and it lifts right off as expected. Are there any 1.10/1.11 changes that would be immediately suspect for that? Part mass bug?
  18. Heh -- there was an earlier mention of the Titov. Maybe that was already handled in the mod. Not exactly zero thrust, but certainly not enough to lift its own weight. It's likely connected to the Kiwi Tech Tree which makes a bunch of tweaks to scale, etc. Maybe I'll revert the changes in case the combination is killing the resulting thrust.
  19. Nice -- a good set of tweaks. TY. Well, shoot. How did I manage this? Hmm. Applying the mass change to the Titov Engine to 0.0551156 now makes it not lift off at all but rather drop like a rock from the launch stand. I may have messed something up. :I
  20. Opa! I'm just delighted to learn via this collection of flags that there is a Romanian space agency.
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