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diomedea

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Everything posted by diomedea

  1. Used this add-on (v. 0.3) together with RemoteTech (1.5.1), and found my vessels lost contact at about the 75,000 Km altitude mark, even while having power and long range antennas pointed at KSC. After checking the "RemoteTech_Settings.cfg" provided with this add-on, the reason shows, it has the same data of the original Settings.cfg generated by RemoteTech, and in particular: - the range of the KSC antennas, defined in the line "Omni = 7.5E+07"; - the RangeModelType = Standard. In RemoteTech, with the standard model, communication range is set by the shortest with the antennas, therefore that range with the KSC antennas can't be exceeded. However, 75,000 Km in stock KSP covers well beyond Minmus orbit, and almost to the Kerbin SoI limit (84,159 Km). But with 64K, Minmus orbit is at 300,800 Km (and if my calculations are correct, Kerbin64 SoI limit is at 428,814 Km), therefore a lot more than the range of those antennas. One improvement could be to set the RangeModelType = Adaptive, that would allow to have the range to depend from both the antennas in a link. But truly, the issue is that those KSC antennas must have their range multiplied by 6.4, similarly to how done for all other antennas parts with RemoteTech, bringing their range = 480,000 Km
  2. Good find, really. If only that "feature" was better documented, not just a generic "Orbital telescopes also now become fundamental to discovering asteroids." that tells nothing about why they aren't spawned. All the while (but that is a KSP issue actually) asteroids should exist even if not visible, instead of being forbidden from existing because there are no tools to see them beyond some distance. If the feature (in KSP) existed so to be used properly, discovery odds should increase the closer an asteroid is (that could mean, a few asteroids may have acceptable odds to be spawned at closer range, instead of no chance at all when spawned at a greater distance). That also means, the moment a telescope is put in orbit, it can discover already existing asteroids, instead of just raising odds for new ones to be spawned. But who knows, somebody may come with a better implementation of that feature that actually allows the above. Thanks for checking this, very helpful .
  3. If I may ask, could you reflect the version number with the thread title? I knew of this new version just because of the ingame check, and would prefer not to load KSP just to find I have to stop and patch .
  4. Had the same issue of no asteroids spawning, but totally unrelated to Dark Multiplayer, so made a search (with some help from Nathankell) and found the CactEye add-on being responsible (at least, with KSP 0.25 642 Win32). I'm mentioning it in case others come to this thread for help with the issue in title.
  5. Unfortunately, CactEye add-on is tied to an issue with asteroids no longer being spawned (tested on KSP 0.25 (build 00642), Win 32, without any other add-on). In a stock unmodded KSP, VesselSpawner routine periodically checks for the possibility to generate a new object: - if successful, a "[VesselSpawner]: New object found!" line is logged (and the object shows in game); - if unsuccessful, a "[VesselSpawner]: No new object this time. (Odds are 1:2)" line is logged instead. But, with just CactEye added to the stock KSP 0.25, that routine always returns: "[VesselSpawner]: No new objects this time. (Odds are 1:101)" So, CactEye in some way changes the odds for VesselSpawner. The reported 1:101 does not seem to be 1/101 (= 0.00990099), as VesselSpawner is never successful. I'd like to investigate what could be done to correct this issue, will certainly welcome if anybody wants to help.
  6. Must say, I am delighted about this robotic arm. Always used IR parts to build them, and sure this promises to be a great improvement, just one part and probably easier to control. Thanks sirkut for doing it .
  7. Excellent. Installed that pre-release, and it shows to be working ! (Certainly I did not spend enough time to check it is all fine, but the problem I had is solved and the expected functionality of RF is there). Many, many thanks!
  8. Have to signal that some resources with Real Fuels have changed name, and I foresee the need to reflect those changes within KSP ARP (probably with the icon names, if not else). Here a brief but exhaustive list.
  9. That is great help. I may not be successful making those changes myself, but I'm glad for your suggestion, I like to try and see if things work. If not, I'll happily wait for the changes, you and Nathankell certainly know how to make them properly .
  10. Well, I'm having a problem with Real Fuels 8.0. If I install this add-on alone, all is well. But I am installing it in good company of other add-ons, most notably with Kethane and InterStellar. Without Real Fuel, KSP loads fine. But when I add RF to the mix, KSP stops loading while spitting this on the output_log: LiquidOxygen not found in resource database. Propellant Setup has failed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Now, I can see the term "LiquidOxygen" still with a few cfg files in the RF install ("BobCat_RealEngines_kerofix.cfg"; "KethaneConverter.cfg"; KSP_tanks.cfg"; KSPI_MFS.cfg"). But, "LiquidOxygen" does NOT match any other file from Kethane, KSPI, or even stock KSP (however, there is one icon named "LiquidOxygen.png" with KSP Alternate Resource Panel, and that sure is proof a resource had that name before). A number of resource references in RF are named "LqdOxygen" instead, so probably there is some mismatch that only shows when resources are to be matched across multiple mods.
  11. Right, too old thread. If this subject is of interest, start a new thread (or even better, look if a newer and still valid thread already exists). This one is better closed.
  12. It would be nice if these kind of discussions could remain tied to what was in the OP, instead of bordering on other subjects prone to arguments. Discussing genders in KSP is allowed, only if and when similar arguments are not used to deliberately show lack respect to others. If the discussion keeps on a tone that can be seen as insulting, we may have to take action. Again, please stay on topic.
  13. 8GB RAM, used around 75% when crashing... Sorry but the above may mean nothing, or all. You should tell how much memory KSP is using, not the whole memory used system-wide. If you are using KSP 32bit, you can't go beyond 4GB virtual addressable memory (more or less, 3.4 GB physical RAM assigned to the KSP process). If you are instead using the Win x64 version, you may use all memory the system allows (that means, much more than the physical RAM you have, 8GB). But, KSP 0.25 x64 is extremely unstable, and many add-ons have not been designed to be run for that version. There is almost no possibility to provide help with add-ons not meant to work for that version.
  14. @ KingofDerby: not that the description of your issue allows to clearly see what it is about, but that sounds like there is a component called by KSPTOT or MATLAB that is not allowed to run on your system, and that makes the calling process to hang. It could be you did not allow something to run when your firewall (or security suite) asked about. One such thing could be Java, MATLAB requires a number of Java dlls. Can't tell exactly what it is however, when I have KSPTOT running there are well over 100 different dlls open related to its process, any of them missing could bring to the hang (though I would expect at least MATLAB to prompt an error in case) and trying to troubleshoot that way would be close to impossible. But if that was the problem, you may try to disabe your firewall/security suite and see if KSPTOT can start that way. Please note also, I often experience a failed start with MATLAB the first time after a clean boot, but never the second time, so in case do restart KSPTOT twice in a row. If neither works, I would consider an install error, in case would trash both MATLAB and KSPTOT from the system and repeat the install process.
  15. Your pic shows there is a part between the Command Module and the Karmony node. I can't see exactly what that is, seems like an RCS tank to me. Of course impassable parts don't allow transfer.
  16. I believe is CLS that sets the docking ports so they have to be opened for crew to pass through (if not CLS, it is Ship Manifest). If you right click on the part, you will find it says the port is open or closed, with a button to switch it. Just switch it open, and you will be able to move your kerbals.
  17. Definitely useless to open another thread. Use those already open. Closed.
  18. Really happy to see this add-on, and the enthusiatic appreciation by all. I'm also going to install it with 0.25.
  19. Canada is an Associate Member to ESA and was previously a "Cooperating State" since 1979 (details here). On a totally unrelated note, ESA does not entertain direct relations with non-independent countries.
  20. A real answer: your crafts using aero parts will be messed/broken/unusable. No other reason why a 0.24.2 savegame would not work, however the additional features in 0.25 (mainly, strategies) may not be as well balanced as were tested on a new game.
  21. Not clear why fullscreen is not working for you, anyway to set windowed mode you need to have "FULLSCREEN = False" within settings.cfg (should be line 53). That is what would be with the settings.cfg if you could set windowed ingame or with the launcher. And if you want borderless window, add -popupwindow after the command line to start KSP (e.g. "..../KSP.exe" -popupwindow).
  22. The demo has a different structure than the normal game, so it won't recognize the location where parts are to be added to the game. But beyond that, the demo is based on KSP version 0.18.3, there are so many differences to the current game version (0.25) that most probably will cause issues with parts not specifically meant for that version. And, the game has so many more features in the current version, you should really consider getting a regular license for KSP instead. Given that Steam at the moment offers KSP for 40% off, I would hurry to get it now.
  23. Hi, quite probably a plugin with your browser hanged. Could you try again after restarting the browser or with a different one?
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