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ss8913

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Everything posted by ss8913

  1. if @ferram4 is ok with it, I have recompiled build that works in 1.4 ... it's not official, I just fixed/changed the compatibility string and rebuilt it. I don't want to paste it without his permission though. Alternatively, Visual Studio Community Edition 2017 is a free download from microsoft, and if you follow my instructions above, you too can build it (and any other mod that's incompatible; a lot of times all a mod needs to be compatible with the new version is simply to be re-linked against the newer KSP libraries, I do this often).
  2. I only have one antimatter reactor in my part list... my tech tree is fully unlocked; is there supposed to be a second one? I've never had more than one antimatter reactor in the part list, ever... I've been using it for thermal propulsion since... like the entire lifetime of this mod, really. So I may have meant positron antimatter.. As far as the heat thing goes - unless stock heat changed drastically between 1.4.1 and 1.4.2... I was using the previous KSPIE in 1.4.1 as well and did not have the problem with the thermal launch nozzles. The craft in question that actually exposed both of the reported issues was a craft that worked beautifully with 1.4.1 + the last KSPIE, and now has both of the aforementioned problems. To isolate the thermal launch nozzle issue I created a simple rocket that's just nosecone -> probe core -> hydrazine tank -> antimatter reactor -> launch nozzle, and 4 radial RV antimatter tanks, 4 300% tweakscaled RTGs for electrical power, and some antennae... and 4 large winged edge radiators attached radially to the tank. it pegs the wasteheat to full within seconds after throttling up, and in previous versions, this craft generated very little heat since it lacks an electric generator; that energy conversion generated far more wasteheat than using it for thermal propulsion. I also notice that the CP electric gen now also holds far less electricCharge than it used to.
  3. OK.. @FreeThinker the new version has.. changed things... 2 of my favorite engines now seem completely unusable compared to the previous version: 1. Thermal launch nozzle - these generate an INSANE amount of wasteheat with a plasma beam antimatter reactor now. Without generators coupled to them, in the last version, they generated almost no wasteheat. I thought this was because the nozzle was radiating heat away(?) but... in this version it pegs the wasteheat to max pretty much instantly. If I cycle the engines down and up a few times I can get a little thrust out of them but not that much. Doing a revert to launch has done one of two things for me so far, either 1. the wasteheat behavior changes completely and it generates a lot less, or 2. it destabilizes the game and I have to quit and restart. I think there's some kind of bug here... 2. Kerbstein engine. a 20m Kerbstein at level 8 (yes I have now unlocked all the nodes again) generates far FAR less thrust than in the last version... like, as I said in my last post, 0.6G vs 4.0G before . In order to use more than one of these giant engines I'd need even more giant parts which would increase weight and part count even more... Is there some new trick to this? I'm using a 7.5m antimatter reactor and 7.5m charged particle generator to power it.
  4. fair enough; however the official release of the current version does not work with *any* parts I can post the modified .dll if that's ok with ferram4, or I can just sit on it. If you want to build it yourself with visual studio community 2017, open the solution file in visual studio, edit CompatibilityChecker.cs and change the minor version from 3 to 4, or add an "or" clause... make sure to add the appropriate 64-bit KSP references to *both projects*, set the build type to release, push F6, builds. copy the resulting .dll files into your appropriate KSP GameData/ locations. Obviously this explanation requires a bit of knowledge about VS, albeit not that much.
  5. I was about to post that the latest version has made warp drives more powerful but nerfed my kerbsteins to 1/8 of previous thrust; however reading the release notes more carefully it seems as though I may need to go back through the tech tree and unlock some things that might be affecting that... ie, prior version, a certain kerbstein powered craft could pull 4G acceleration, now it's at 0.6G .. it has been sitting in orbit since the previous version.
  6. Yeah.. so changing the CompatibilityChecker's minor version from 3 to 4, or wrapping it in an OR (||) clause... makes it work again. Obviously unofficial but it's an interim solution.
  7. so.. the previous version did in fact work with 1.4.x ... the latest version does not... flat out incompatible. I'm going to attempt a rebuild that restores compatibility, will let y'all know if that works.
  8. A lot of times if you have just enough thrust for lift, but you try a maneuver or even if your craft is a little off balance and differential thrust is needed for attitude control, your aggregate thrust falls below what's needed to stay flying. Try changing all vertical engines to thrust only, and see if the thing can hover, or if it flips out of control
  9. Please make this so it's not directly slaved to anything, or can be defeated... this seems like something which would have Issues with non stock engines and fuels... like kspie...
  10. I don't think that FAR is the problem. I'm using FAR in 1.4.1 with no problems, other than as described with OPT parts, and I don't think it's a FAR conflict... I'll try WorldStabilizer, but... the problem described above, yes, I've seen it too, but it's *only* with OPT parts, and it didn't happen in 1.3.x, so... something's not playing nicely together. Perhaps a 1.4.1 recompile of OPT would fix it? Maybe not, but worth a try.
  11. that's what I was trying to determine with the question. No need to get upset.
  12. so I have installed/uninstalled this a few times now in 1.4.. and it seems to work; however in the most recent install, there is a wall in the sky about 200+m high at the second approach light to KSC rwy 09... ie the 2nd-farthest one from the end of the runway. I can hit it from any direction, and the console says it's a collision with the approach light mesh. The weird thing is: 1. I swear this was reported before in a previous version(?) 2. It *was* working with 1.4 up until I uninstalled and reinstalled things. I'm not sure if kerbinside/KK updated since 1.4's release, I suppose that could explain it(?) but .. any ideas? Only terrain/visual/environment mods I'm using other than KerbinSide/KK is EVE (just basic EVE, not AVP or SVE).. and that was installed before when it was working. I'm not using RSS or any kind of scaling mods.
  13. well, if Shadowmage neither uses nor supports CKAN, but yet the mod is in fact available there, that would indicate that there's either an automatic process or something the CKAN folks are doing, or it wouldn't be showing up there at all....
  14. I'll try to whip up a non-debug build as well, although I'm kind of liking the extra info and buttons and stuff that the debug build provides. What's the magenta line for? It seemed at first like it was the pod-relative thrust vector but now I'm not sure...
  15. I've noticed a problem with my build where framerate is TERRIBLE when you first go to fly anything... but it clears up after 5-15 seconds, so it's not game-breaking, at least for me. Wish I knew more about how KSP internals worked so I could do more to help with updating this and some of my other favorite mods when the maintainers don't have time to update every time KSP gets a new version...
  16. yeah, have you found the "suicide burn countdown" thing? It's fantastically useful for doing manual landings, I use it all the time, since MJ still does not properly understand the thrust from KSPIE's engines and the autoland will cause a catastrophic crash when such engines are used... but for some reason the suicide burn timer does understand their thrust, and is accurate for when to start the final braking burn... so I use that now and I've gotten really good at landing things myself
  17. @Shadowmage - off topic, but I've never really understood how this works, perhaps you can enlighten me... you posted the update 20+ hours ago, but CKAN still has 2.3.13 as the latest release, what drives the update into CKAN-visibility? is that something the CKAN maintainers do or is that something that mod authors themselves do?
  18. it's not just that the dust effects are broken; it's logging: KSPWheel.KSPWheelDustEffects.onOriginShift (Vector3d o, Vector3d n) EventData`2[Vector3d,Vector3d].Fire (Vector3d data0, Vector3d data1) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(Vector3d, Vector3d) FloatingOrigin:setOffset(Vector3d, Vector3d) FloatingOrigin:FixedUpdate() [ERR 03:41:29.087] Exception handling event onFloatingOriginShift in class KSPWheelDustEffects:System.NullReferenceException: Object reference not set to an instance of an object at KSPWheel.KSPWheelDustEffects.onOriginShift (Vector3d o, Vector3d n) [0x00000] in <filename unknown>:0 at EventData`2[Vector3d,Vector3d].Fire (Vector3d data0, Vector3d data1) [0x00000] in <filename unknown>:0 thousands upon thousands of times to ksp.log, and this is having a severe performance impact. A quick patch to simply suppress this or disable the dust effects until they can be fixed, would be highly appreciated. If that's not something you have time for right now, I'll see if I can edit the source and wrap the exception myself.
  19. huh. I just attached all of the required references and pushed F6 (build)... same as I did for my interim build on 1.3.1 back whenever that was.. where are those debug flags set?
  20. I *literally* just posted a fixed DLL which at least seems to work. There's no official word from Ferram4 on an actual update, but the DLL I posted a couple messages up should get you going. It works for me at least.
  21. I know the feeling, I'm under the gun a bit myself these days; Fortunately it seems that the recompile at least works as a stopgap until you have time for a more proper/official update
  22. Yes, a recompile does fix that, although it keeps a "defaults" window and some kind of testing window in perpetuity that I cannot close, and draws a whole bunch of debug vectors originating at the cockpit... but this is a bit of an improvement of "in flight GUI completely unavailable." https://www.dropbox.com/s/ym5qvbq1lm4qy6e/ThrottleControlledAvionics.dll?dl=0 https://www.dropbox.com/s/p65xifiukjt9iml/000_AT_Utils.dll?dl=0 You'll need to first install the 1.3.x versions of AT Utils and TCA, and then put those DLLs in the appropriate place, overwriting the existing files. I am not in a position to provide support for this, nor are these sanctioned or supported in any way by the mod authors. These are interim "works-for-me" recompiles. If it does not work for you, I apologize.
  23. so for those of you waiting, it seems that TCA does in fact work in 1.4.x, it just doesn't show the GUI in flight due to reasons. It does do its thing. I'm going to try recompiling it and see if that solves the GUI visibility.
  24. If you install 3.3.3 and then replace the DLL file with this one: https://www.dropbox.com/s/9fnmjih10nw6f2r/KerbalJointReinforcement.dll?dl=0 that should get you going. All I did was change the Compatibility string as described above, and recompile with Visual Studio 2017. It works for me; no warranty or support is provided, and this is an unofficial build, do not ask Ferram4 or anyone else for help with this either, this is strictly at-your-own risk. It does, however, work for me.
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