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ss8913

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Everything posted by ss8913

  1. aha! makes perfect sense. I will go fix my universe immediately by installing TSC for Visuals :) hm. CKAN doesn't seem to carry this mod.. intentional? I'll go look elsewhere for it.. spacedock maybe
  2. @FreeThinker - sometime in the last 1 or 2 updates, the Kerbstein engine now seems to specifically disallow tweakscaling; was this intentional? If not, it's a bug the adapter plate for the Kerbstein is still scalable, but the engine itself no longer is. If this is intentional, then that's OK, but I thought I'd mention it just in case. EDIT: More specifically, it's not that the tweakscale options don't show up as though the part doesn't support tweakscale, it says "Tweakscale: Unavailable" in the right click options on the part in the VAB/SPH... I do notice the Kerbstein folder has 2 .cfg files with conflicting tweakscale parameters for the same part, maybe that's it?
  3. I had this working in 1.11 ... in 1.12, I think the ."load stuff from any save game" has.. broken it. I can't even get the pad UI to go away after it's opened >< so.. gonna uninstall until it updates; not that there's many other options, globalconstruction seems to have its own set of issues
  4. so I have a dockable kit container with a ship loaded in it. I've tried attaching it to my tug both ways; this time I have the D-> pointed outward, as I assume that's correct, but it doesn't matter. If I right click the kit, it says "dockable: False" and will not dock with.. anything I've tried. Why is "kit dockable: False" ? there are no options for this in VAB, only shows this info in-flight.. what am I doing wrong here?
  5. so I was scanning Arkhalo with the normal SCANSat parts... I notice that anything that requires surface to be in sunlight cannot scan anything in the northern hemisphere of the planet.. this is odd behavior; I've scanned a lot of planets this way and I haven't seen this happen. Any of the instrumentation that doesn't care like altimetry and biome, gets me the whole planet.. anything that does require light such as visual and resources, entire northern hemisphere is unscannable. This was at a 90 degree inclination 502km orbit, which was well within the 'ideal' range for the instruments in question... any ideas? Haven't tried scanning anything else from this planet pack yet...
  6. I installed this mod wanting that exact same functionality, and I thought that I had to go one by one also (I had to transfer *48* to a space station)... HOWEVER, you can do this! In the crew transfer window, on the source side click the VESSEL checkbox. Now you can multi-select kerbals to transfer as many as you'd like. then set the destination part on the right side, click transfer, and you're done. Takes the same amount of time to transfer the entire selection as it normally does to transfer 1 kerbal.
  7. thanks for the update! I do notice one thing though, in the derivatives page, the AoA is always listed as ">0 deg" whereas it used to tell me the angle of attack needed to maintain altitude at that speed/alt given.. Other stuff seems OK but the derivatives and some of the graphs seem.. off? ie I have a plane that is super heavy and flies like a brick (needs VTOL engines under about 350 KIAS), but the graphs indicate it should be able to fly just fine at 0.35M at 1000m MSL, and it clearly *can not*. In older KSP versions/FAR versions, this data was relatively accurate. Thank you for fixing the navball displaying the wrong speed thing as well, that was driving me nuts there for a while
  8. yeah, the new docking port functionality in 1.12 has broken KJR's ability to deal with them; weirdest thing happened last night transferring 5000t or so of cargo from a bulk freighter to an orbital refinery... unless using timewarp which puts the physics "on rails", about halfway through the transfer, the docking ports just.. separated from each other. no reason given. I've found that if i put quantum struts around my docking ports that can usually keep things glued together fairly well, but that wasn't necessary prior to 1.12 coming out
  9. thanks for your help yet again are you a software developer in your professional life? I'd be a little surprised if you were not
  10. May be related to my problem above; I was testing on a different save after the module manager warning, but while some parts were still *visible*, their functional modules were not working due to the DLL not loading. Or your issue could be something else entirely? but, possibly the same thing.
  11. I did the CKAN update to 1.28.13; I do not have an "Interstellar_Redist.dll" anywhere in my entire KSP folder (I did not remove it from anywhere, it just doesn't exist, period, anywhere, according to Windows file search and my own looking around). I do not have a PhotonSailor path in my GameData folder at all, and the only DLL in WarpPlugin/Plugins is interstellar.dll The interstellar DLL is still not loading, specifically says (per modulemanager) that it is not compatible with this version of KSP that Squad just pushed; I think it's KSP 1.12.1.
  12. hm, the new squad update seems to have caused a DLL incompatibility, even with the version of KSPIE that CKAN downloaded for me today; 1.28.12 - is there a newer version available elsewhere that works with the latest KSP update? EDIT: checked spacedock, looks like there is not; I will try it anyway, and, failing that, wait for the next KSPIE update
  13. I wonder if this is related to my issue wherein *upgrading* the computer core to full AI would destabilize the physics as soon as you moved out of range of the station... ie station has an 'upgraded' computer core.. undock, move away, try to land, but no, everything starts moving away from kerbin at a significant fraction of c (station and the ship, note that they're out of physics range of each other at this point), and have to reload from a save. If one does not upgrade the computer core, this doesn't happen. Had to scrap that entire station due to that, and a lot of F5/F9 to safely rescue the crew out of it (save/reload at the right point will work around hitting this bug).
  14. 1. what "workshop" part are you using? 2. do the engineers have any stars? 0 star engineers don't work, at least by default, there may be a way to reconfigure this; better idea is to train the engineers 3. are you also using MKS? I think if you use MKS it changes the mechanics a bit. I also use MKS; I generally use a 3.5m Tundra workshop on my ship that constructs the base/whatever from the kit. General procedure for GC + MKS: 1. land the kit on some planet or moon. It's ok if it tips over when you land the kit, I found out. 2. Get a craft within 200m of the kit that has enough MaterialKits in it, an MKS Tundra Workshop with at least a few Kerbal engineers with 1 or more stars (the more total stars, the faster it builds). 3. Deploy the kit. Make sure you're not too close to the kit or it will push your craft away, which might be ok if it has wheels, or it might break stuff off. 4. When it finishes deploying, it'll either say "fixed to the ground and ready" or it'll spam you with "no ground contact!" If you get the no ground contact warning, 1. make sure you're still within 200m, 2. switch to the kit and back with ] and [ 5. Build it. When it's done, there will be a DEPLOY button. If it is red or gives an error, do the same thing as in step 4; verify distance, switch to and from the kit, now it should work btw it is possible to build an all-in-one colonizer if you've got access to B9 HX parts, KSPIE, MKS, and GroundConstruction. Made a 16,000t SSTO with FTL capability the other day, can build a colony really anywhere. Has the workshop, the parts, and the kit all in one, requires no staging or refueling. Obviously not stock propulsion, but not 'cheating', either.
  15. If this mod is still being maintained(?) (I assume it is since it was updated to 1.10.x which wasn't that long ago?) I have a couple of .. well, I'll limit it to the nice-to-haves; I'm going to assume that the broken-ness I'm seeing is due to it not being compatible with the current version? Anyway, my main request is for a version of the "space dock" part that's twice as big. The current one, I can't fit anything useful into it, and it can't be tweakscaled. I found that the inline hangars CAN be tweakscaled, so I suppose that's a work-around, ... and then I ran into the bugs which I won't get into until there's a supported version. BUT, just wanted to say this is a great mod concept, and I would really like to either see a larger "space dock" or that part being made tweak-scale-able. Not sure which is easier.
  16. 1. selected speed is higher than max allowed throttle 2. current power for warp may be too low to maintain a steady warp field 3. beam core antimatter reactors [no longer] power a charged particle reactor, not sure why the CPEMD is showing that high of a theoretical supply there 4. how do you open that 'chargedparticles management display' window? I've not seen that before...?
  17. @FreeThinker sorry I'm.. complaining about stuff lately, but I found some issues, some may be old/not this mod's issue/I'm not sure but it's in the logs, and there's a couple things that are definitely "off", one of which seems to be new in the last version or two... Just updated to 1.27.4 today. Issue #1 - in SPH/VAB, using IXS parts, I get part bounds errors/voxelization errors - this is coming from FAR, but it indicates the part mesh may be off if the FAR voxelizer can't find it. Issue #2 - Communotron 99-99 is visual only and does nothing (minor issue; it looks cool, but just has no functionality I guess?) Issue #3 - IXS Sensor Array says a lab/computer core is required; I have both, however, on this craft. Issue #4 - This IXS-based ship, if I try to add crew to it, the list of available crew goes immediately blank, and nobody gets on board (never seen this before in KSP period) Issue #5 - Charging/using the FTL drives (this is the new issue), cuts my FPS from 120+ to about *2*... seriously. While it's doing this (and it doesn't ALWAYS do it), it spams the logs with packing/unpacking messages (see below). This seems to be limited to the one ship that contains the IXS parts, mostly, but I have seen less severe and less common occurrences on other ships, albeit not always. ... maybe it's just the IXS parts in general, seems a common thread? -------------LOGS---------------- ISSUE #1: [LOG 20:22:05.462] [FAR v0.16.0.1]: Voxelization Time (ms): 128 [LOG 20:22:06.968] [FAR v0.16.0.1]: Updating CA-100-X [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IXS Mobile Science Laboratory 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IXS Sensor Array 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IXS Mobile Science Laboratory 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IXS Crew Habitat 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IXS Sensor Array 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IFS Cryogenic Dual Tank (CDT2504) 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IXS Atmospheric Scoop 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Aerodynamic Nose Cone 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Aerodynamic Nose Cone 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Clamp-O-Tron Docking Port Sr. 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Illuminator Mk2 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Cyclotron Positron Factory 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in IXS Laser 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Positron Antimatter Reactor 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Thermal Turbojet Short 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Thermal Turbojet Short 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Positron Antimatter Reactor 0 meshes [LOG 20:22:06.977] [FAR v0.16.0.1]: Overall bounds error in Thermal Turbojet Short 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Thermal Turbojet Short 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in A1S Enclosed Spot Light 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in A1S Enclosed Spot Light 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Adjustable Landing Gear (Large) 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Adjustable Landing Gear (Large) 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Positron Antimatter Reactor 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Thermal Turbojet Short 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Titanium Convector Radiator Inline 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in IFS Cryogenic Dual Tank (CDT2001) 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in OPT Ultra High Frequency Blade Antenna 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in OPT Ultra High Frequency Blade Antenna 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Structural Fuselage 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Reflectron GX-128 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Aerodynamic Nose Cone 0 meshes [LOG 20:22:06.978] [FAR v0.16.0.1]: Overall bounds error in Surface Mounted Air Brake (Large) 0 meshes [LOG 20:22:07.080] [FAR v0.16.0.1]: Voxel Element CrossSection Area: NaN FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 0 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 1 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 2 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 3 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 4 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 5 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 6 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 7 FAR VOXEL ERROR: Voxel CrossSection Area is NaN at section 8 ISSUE #5: [LOG 21:00:34.564] Unpacking CA-100-Y [LOG 21:00:34.620] Packing CA-100-Y for orbit [LOG 21:00:34.622] Unpacking CA-100-Y [LOG 21:00:34.789] Packing CA-100-Y for orbit [LOG 21:00:34.791] Unpacking CA-100-Y [LOG 21:00:34.846] Packing CA-100-Y for orbit [LOG 21:00:34.848] Unpacking CA-100-Y [LOG 21:00:34.978] Packing CA-100-Y for orbit [LOG 21:00:34.980] Unpacking CA-100-Y [LOG 21:00:35.035] Packing CA-100-Y for orbit [LOG 21:00:35.037] Unpacking CA-100-Y [LOG 21:00:35.204] Packing CA-100-Y for orbit [LOG 21:00:35.207] Unpacking CA-100-Y [LOG 21:00:35.289] Packing CA-100-Y for orbit [LOG 21:00:35.291] Unpacking CA-100-Y [LOG 21:00:35.475] Packing CA-100-Y for orbit [LOG 21:00:35.477] Unpacking CA-100-Y [LOG 21:00:35.700] Packing CA-100-Y for orbit [LOG 21:00:35.702] Unpacking CA-100-Y [LOG 21:00:35.834] Packing CA-100-Y for orbit [ repeats thousands of times, if not more]
  18. it very well could be AVP. I'll grab some screenshots. I'm not sure if AVP changes the planetshine/scatterer config at all, either. oh, wait.. i'm not using planetshine. thought for a moment THAT might be the issue...
  19. that's why. I asked a similar question a few days ago... beam core antimatter reactors don't really power any generators anymore. Surprised you were using thermal, CP used to be the way to go; now that reactor won't effectively power *any* generator, so... you don't have power for your warp drive anymore
  20. I should have been more specific - the light is flat on my vessel, moreso than the planet itself; AVP/EVE may have something to do with things? not sure. On the dark side of palleo, my craft is lit up like Kerbin daytime, and Palleo daytime the sunlight is so intense I have trouble discerning some parts from each other... I'll see if I can get some screenshots of this. The focus thing, yeah, could be Kopernicus; I'm using the 'bleeding edge' version so ... perhaps I should just chalk it up to that thanks!
  21. I have a few questions: 1. Why is the system roughly 2/3 of a light year from Kerbin? why not an even 1LY (or close enough, gauging from Kerbol to Vulture)? it's about 6 TM as-is, whereas 9 TM ~= 1 LY. Just curious. 2. I'm using scatterer. Lighting still seems oddly flat in orbit, and near/on Palleo, the light is *super intense* from the star... known issue? that just the way it is? 3. Why is the sky always black on Palleo, even on the surface? Is that a thing that can happen given the atmospheric composition? Wasn't expecting that, tbh. 4. Why can I not focus view on any of the planets, or Vulture itself? since I can't zoom into the system when I'm at Kerbin, I just point the FTL drive at the star first, until I'm close enough, and then do a secondary jump to my destination, which is fine, but I can't click on vulture and 'focus view' like I can with bodies in the Kerbol system.. is this a bug or intentional? Thanks for making this btw; unlike many other planet packs, I see you took the time to build biome maps and such, so that the geography from orbit and on the ground agrees with each other, and there are proper resource maps and SCANSat data/etc... that helps
  22. yeah, there was no power failure involved. And yet, I went to play again last night, and went from Kerbin to Palleo ("Vulture System" pack, pretty nice) and had zero issues going or coming. The night before, I had to reload the game about 50 times. Wish it would log something so I could figure out what's different between A and B ><
  23. @FreeThinker thank you for your previous replies... I still have one other issue that I've been fighting with for years, and that's the random explosions at warp speed that seem to be slightly worse in more recent versions? it's like, I enter warp, and one of three things happens: 1. Nothing, it works fine 2. Parts will glitch into each other and eventually destablize the craft. If I can drop out of warp, parts are at odd angles to each other, clipped into each other, or separated by as much as several meters, yet still "connected". F5/F9 fixes this satisfactorily, however. 3. The ship will just randomly drop out of warp and explode, save for the primary command module which, along with some other parts, go spinning off into space at very very high speeds. Logs show nothing. I have part G force limits turned off, although I've tried it both ways and it doesn't change anything with respect to either case #2 nor #3. I have tried increasing warp speed gradually, or not gradually, I have tried RCS on, RCS off, anything I can think of... only thing to do to make a FTL trip is to go for a short distance, drop out of warp, save with F5, continue, ship explodes, F9, try again, until it works.. it's not exactly the most satisfying thing to have the ship constantly wanting to explode, and I have no idea what to do about it. I've tried it on large vessels, small vessels, all 3 different warp rings... same behavior. I notice #2 happens slightly less often when it's a single ship as opposed to 2 ships docked together. I'm using a lot of mods; the ones that I feel might make a difference here are KJR and WorldStabilizer.. nothing else I have really should affect this, or I wouldn't think so at least?
  24. so couple more power-related questions... 1. still not sure why the antimatter warp core doesn't use any antimatter? 2. Was it intentional that the plasma beam core antimatter reactor can't power a charged particle generator anymore? I used to use that combo a lot, but if there's a reason why it shouldn't work, then I'm ok with it; if however it's a bug, then I'm reporting it
  25. the CKAN idea that flyguybc posted is a good one. Failing that, force close KSP at the point it hangs, go to the KSP folder, open KSP.log, and look at the end of it, you might get some helpful information there; if you're unsure, posting a segment of that log (not the whole thing, for the love of Jebediah, it's huge), may help.5552
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