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ss8913
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KSP2 Release Notes
Everything posted by ss8913
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OK, oddness #2: Installed reworked parts, launched KSP.. EVERYTHING IS AMAZING. Exited KSP. Loaded it again. Now all new parts have all-black textures. Using ActiveTextureManagement, if that's relevant; don't see anything in the logs indicating a problem. It worked *once* and now it isn't. I'm going to try deleting the ATM cache data but... might have an issue here with ATM(?) so I thought I'd bring it up on the forum.
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OK so... these parts are definitely better than the original IR parts I'm still having trouble lifting a 200-300 ton cargo container with the grappler or the magnets, however. I think it'd be awesome if the electromagnet part's lifting power was proportional to the amount of power applied to it. For example if I have an antimatter reactor connected I should be able to lift this container no problem... but even with 4 magnets or 4 grapplers it just... can't hold on to that much weight. Does this suggestion have merit? or is this a KAS issue?
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ss8913 replied to sirkut's topic in KSP1 Mod Releases
Yeah I had the rotatrons scaled way up. telescopic pistons won't scale up past 100%, but I'm not using the rework - CKAN apparently does not install those, so I will uninstall IR from CKAN and install the rework manually and try it there. thanks! -
AHA! I knew something was up with that... was telling me 'cannot surface attach' lately.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ss8913 replied to sirkut's topic in KSP1 Mod Releases
I'm having a lot of trouble with the structural strength of these parts. I wanted to make a crane that could load/unload a 3.75m Kontainer of heavy goods from a spaceplane to a mining base. I counterweighted it with a big tank of water for ballast. looked great in VAB. When I launched it, all of the telescopic pistons just collapsed under the weight and the whole thing, plus the launchpad, just exploded. The rotatrons also seem to have very weak structural strength. I'm already using Kerbal Joint Reinforcement. Is there any solution to this? I need a *heavy* cargo crane, we're talking about moving 200t of cargo at a time here (3.75m Kontainers hold a lot!) -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
these radiators definitely can (and do) pivot. -
@Diazo in regards to my earlier problem report, I think I may have narrowed it down... I used a cygwin shell window to "tail -f output_log.txt" while things were having problems, and the only errors showing up in the log are related to ... Tweakscale. What's happening to me is this: 1. Action groups will "forget" their assigned function if they're assigned to tweakscaled parts... sometimes. like my flap controls on my 200% tweakscaled control surfaces. This is almost 100% for sure a tweakscale issue. The "forgetting" can happen to anything later on in the chain as well. It's less of a problem if I have no gaps between action groups, ie all actions are full and dthere aren't any empty action groups in the list. I don't have any way to explain that. 2. Memory usage - the more action groups I use, the worse it is. I use a lot of tweakscaled parts though so I'm thinking that may be it. ie, getting into SPH I'm at 3200mb. Load a craft with a lot of AG, I'm at 3750mb. I get one flight and then it crashes on revert at that level of ram usage. Not sure if this is tweakscale integration problem or not; it could be, but there's nothing in the logs to suggest anything *else*. 3. not a tweakscale issue - using the KSPIE AGI core (unmanned but acts as manned) - AGX action groups do not work. standard things like lights, gear, flight controls, etc, all work, and with AGX uninstalled the action groups work as well. Not sure what's causing this but I'm *guessing* AGX is seeing "no kerbals = no control"... the AGI core is a bit of a 'special' part in that it allows "manned" control with no kerbals (needs a powerful reactor to keep it online however).
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[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
ss8913 replied to robertlong13's topic in KSP1 Mod Releases
You should be able to get some help from the standard config that RPM has for the stock Mk2 cockpit - it allows the use of NavUtilities as an option for the attitude indicator. If you install NavUtilities and have RPM, just toggle through it, you'll see what I mean. One other thing I thought of which might be significantly harder... the 'liquidfuel' and 'oxidizer' indicators - it would be awesome if we could customize the resources displayed there. For example since I unlocked all of the community tech tree, and since I use KSP Interstellar Extended, my spaceplanes use neither liquidfuel nor oxidizer - they use antimatter and hydrazine. Would be very cool if I could display those resources instead. But, that might be somewhat onerous to implement. -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
Is this behavior going to change to work while the craft is not focused? Is it even possible to do so? Could there maybe be a switch to turn this behavior on/off in the right click menu of the ISRU parts? Also, @FreeThinker I believe you've got the alcubierre drives *spot-on* in the latest release. Everything seems to work, at least in my opinion, the way it should, with regards to these parts. You can still crash into low-gravity bodies like Minmus since it doesn't haul you out of warp fast enough, but.. with their small gravity wells, that's actually kind of a risk you'd expect from this technology, so I think it's pretty good this way. Kerbin will stop you though - jump in-system, set MJ2 to surface mode, heading 90 pitch -90 roll 0, warp in towards the planet at 0.1c and depending on your reactor power, it'll haul you out of warp at a fairly ideal orbital altitude, then circularize and you're good. -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
Noticed something last night - all the ISRU parts will only work when focused. I have a hydrazine refinery on Duna, near the poles (where there's water to dig up). I set up the 4 processes needed to turn water and atmospheric nitrogen into hydrazine. Then I go to the space center, do something else for a few days, come back to my refinery.. it's sitting idle. hasn't done jack and all the ISRU processes have stopped like they were never turned on... everything's just off. Is this a bug? Am I doing something wrong? -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
ss8913 replied to robertlong13's topic in KSP1 Mod Releases
I've used this mod for a while now and I've noticed a couple things that are either bugs, missing features, or some kind of conflict I'm having... 1. "Pod Cams" do not work. These assets only seem to ever support "Pod Cams" using the old ALCOR pod which I don't think ever got updated for 1.0.5(?) Any way to assign external cams to these views? (JSI cameras work fine for 'other cams' as 'External Camera N') 1a. This means that the landing mode view also has no camera overlay. 2. The main MFD is missing the ability to host an attitude indicator 3. I don't seem to be able to switch to the NavUtilities view instead of the normal attitude indicator - in the stock Mk2 IVA, for example, clicking the ATT mode toggles between the normal ball, green/black attitude, and the NavUtilities HSI, which would be great to have here as well. -
I'm assuming that this is one of those things where waiting for 1.1 will probably greatly improve the experience, since my hardware won't be doing dumb things in the CPU that are the GPU's job, and will have the ability to math a lot harder for the Hamiltonian physics required? Also, will installing this mod break existing saves, and if so, in what ways/are there workarounds?
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The crew window thing only happens if I open the AGExt window in the SPH/VAB first. It may be because I'm running 4K resolution which most people are not, and thus haven't noticed it before(?) I'll go run a session and will get a screenshot and a copy of output_log.txt and put them on dropbox for you in a .zip together.
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So.. just started using this mod.. think i have it figured out but... 1. why does it eat so much ram, so fast? Loading one ship, setting up AGExt, flying it twice, and I CTD from memory - usually I get 20-30 minutes of editing. this is using more memory than outer planets/kerbinside .. It also seems to corrupt my crew window in the SPH/VAB... makes it a fixed height so there's tons of wasted space on the left where the kerbals and their crew assignments are listed. Any fix for these or is this just the way it is?
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KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
I'd prefer flying through it than exploding into it, which is the current behavior. I've never actually been able to fly completely *through* one with the old mechanics, either... If you can find a modeler (I'm not one), Mk2 and Mk3 form-factor folding warp drives would also be great... -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
So with the alcubierre drives I noticed something today. Easy to replicate, happens 100% of the time. Let's say I'm heading towards Duna at 1.00c ... as I get closer to the gravity well of course the max warp speed goes down. If I get close enough to Duna where the max warp speed is less than 1.00c, I get a whole bunch of messages about reducing warp power etc etc, which is fine and well, and it does reduce the warp speed, but it never drops completely out of warp. That's also ok, I suppose, but the problem is that when this is going on, the buttons disappear from the right click menu and there is no way to turn off warp. So the craft just warps slower and slower until it hits the atmosphere/surface and explodes in a blaze of glory. Obvious workaround is to slow to 0.100c or something as you approach, but.. same problem, if max warp < current warp, you get sucked into the gravity well with no way to turn off the drive -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
which reactor are you having trouble with? Generally what you do is put on a reactor and an electric generator. Unlike some other mods, the KSPIE reactors do not have built-in generators. Some reactors work with the direct cycle generator, some with the chargedparticle generator. For example I like to use thorium-based molten salt reactors as backup power for bases and long-haul spaceplanes, since antimatter goes away fast even if you're just idling with the reactor running. So in my cargo bay I put a molten salt reactor switched to ThF4 (it carries its own fuel), attached to a direct cycle generator. For thrust, one of the best things to do is to hook up a hybrid thermal rocket nozzle directly to a reactor. The engine's effectiveness is inversely proportional to its distance from the reactor - directly attached is best. by *far*. Another VERY important thing - you need radiators. Make sure you have some on the craft (KSPIE radiators) or the generators will all shut down and you'll be stuck. There's a VAB thermal helper that you can pull up in VAB/SPH and see if you've got enough radiators for the reactors in use. -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
So getting back to the molten salt reactor... @FreeThinker any word on why, when it's built without any fuel, it goes into EnrichedUranium mode which is not a valid mode for the reactor? The reason I'm asking is that I'm building a base on a survey stake with EPL. You cannot transfer resources into the newly built craft this way. So it shows up in an invalid state with no way to fuel it or start it. If it was built with the right fuel mode, it'd be cold and dark so I'm assuming I could transfer in ThF4 at that point and then have an engineer start the reactor, yes? OK, think I figured it out through some trial and error... 1. build empty reactor. IT IS SAD 2. attach something with ThF4 on board. 3. Get an engineer to manually shutdown the reactor 4. Wait for the decay heating to finish (few days) 5. when the status in the reactor window says OFFLINE, click 'swap fuel' until you're on thorium. Thorium is now instantly transferred into the reactor 6. EVA an engineer to manually restart the reactor. Yes, this all worked; the weird thing is, "Refuel Thorium" button only puts in 125 units out of 300 possible, and there's 1000+ available on the ship that it's docked with, which gets transferred out and into the reactor but.. why not 300? -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
So getting back to the molten salt reactor... @FreeThinker any word on why, when it's built without any fuel, it goes into EnrichedUranium mode which is not a valid mode for the reactor? The reason I'm asking is that I'm building a base on a survey stake with EPL. You cannot transfer resources into the newly built craft this way. So it shows up in an invalid state with no way to fuel it or start it. If it was built with the right fuel mode, it'd be cold and dark so I'm assuming I could transfer in ThF4 at that point and then have an engineer start the reactor, yes? OK, think I figured it out through some trial and error... 1. build empty reactor. IT IS SAD 2. attach something with ThF4 on board. 3. Get an engineer to manually shutdown the reactor 4. Wait for the decay heating to finish (few days) 5. when the status in the reactor window says OFFLINE, click 'swap fuel' until you're on thorium. Thorium is now instantly transferred into the reactor 6. EVA an engineer to manually restart the reactor. -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
So getting back to the molten salt reactor... @FreeThinker any word on why, when it's built without any fuel, it goes into EnrichedUranium mode which is not a valid mode for the reactor? The reason I'm asking is that I'm building a base on a survey stake with EPL. You cannot transfer resources into the newly built craft this way. So it shows up in an invalid state with no way to fuel it or start it. If it was built with the right fuel mode, it'd be cold and dark so I'm assuming I could transfer in ThF4 at that point and then have an engineer start the reactor, yes? -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
good to know - however when they start off out of fuel, they start off in an invalid fuel mode. that too is a problem here Or will that magically fix itself once I transfer ThF4 into it? -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
Did some tests with the molten salt reactor.. @FreeThinker is there a reason that you cannot transfer resources from any of the ThF4 containers, including the reactor itself? Can't transfer with the stock system nor with TAC-FuelBalancer. If it's out of ThF4 there's no way to push more into it, it seems. Is this intentional or a bug? Just to be clear - vessel has a ThF4 molten salt reactor and 2 radial ThF4 tanks. Cannot transfer ThF4 between any of the 3 things that contain ThF4 on the ship, which would also preclude attaching a refueling vessel and transferring fuel that way. Ooh, discovered something else that I thought was a problem with EPL but isn't.. if you launch a craft with a thorium-powered molten salt reactor, but which has no ThF4 in it... the right-click menu says that its fuel mode is EncrichedUranium, which isn't normally a valid fuel mode for this reactor. So even if I could fuel it (see above), it wouldn't be using the right fuel mode... -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
The first one I'm not sure about, I've seen that too but only in a specific set of circumstances that's difficult to replicate. @FreeThinker that looks a lot like the problem I was having with the MarkIV spaceplane. Second one - that's a model issue. I have it as well; the fusion reactors used to have it (fixed in a recent patch), so I'm assuming someone's going to have to fix that model. Third one - Are you using SmokeScreen? If so, get rid of it. SmokeScreen does bad things to the exhausts on all of KSPIE's engines. It's installed along with B9, and the B9 engines won't show exhaust properly without it, KSPIE engines won't show exhaust properly *with* it. If you're using KSPIE engines though you don't really need/want the B9 engines anymore. @FreeThinker - regarding gravity - it has almost no effect currently. Anything above a low orbit lets me do pretty much whatever I want, and coming back to a planet it's.. like playing chicken. I cut off the warp drive at about 300km altitude but it would definitely have flown straight into Kerbin at a measurable fraction of c, it's not a useful mechanic to avoid crashing/slowing down in a gravity well at present. It's a great idea though and it'll be awesome once it's tuned properly -
KSP Interstellar Extended Continued Development Thread
ss8913 replied to FreeThinker's topic in KSP1 Mod Development
TBH I've been updating with CKAN until today. Thanks for your help with everything; as far as I can tell, with the exception of that one ship and that one... charging glitch that I can't reproduce, everything's working right. Now if only I could remember to fill up my freight containers before leaving the KSC...