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ss8913

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Everything posted by ss8913

  1. so if I want to run FAR on 64-bit Windows.. I just need to download the source from github, install the VC# 2010 compiler, edit the source to take out that one conditional, and recompile it? Or is that still needed with the current build? I would of course use a separate copy of KSP for this so that if I thought I found a bug, I could attempt to replicate it in an official 32-bit environment before posting it here, since I know 64-bit anything with KSP is "at your own risk". I'm just... really pressed for memory with all the mods I have and I get about 10-15 minutes between crashes lately due to OOM.
  2. I tried, on a whim, making a new folder under GameData and copying just the old B9 landing lights and the infodrive part into it - I've revised/updated other stock parts by doing this in the past, such as my advanced vernor engines that run on hydrazine to complement the Interstellar part set... but anyway, I drop the 3 folders for the A1 N1 and Infodrive lights/parts in there. Logfile says parts are loading. I do have firespitter installed which is the only dependency I saw in the part config folders. Didn't show up in game though, and no error messages in the log.. what should I check next? Or should I just wait, and this is something that should not be attempted?
  3. OK so I'm still having some issues with TCA... when I turn TCA on, my throttle goes to full blast and I can't stop it with throttle inputs. This is new in 2.3.x - I just push "Y" or click ENABLE and it ... does this. Until I check and uncheck "throttle controls vertical speed". Then it kind of goes back to normal although the upper-right button continues to say "vertical velocity control." More puzzling is that when I actually have the "throttle controls vertical speed" *checked*... it doesn't. Doesn't seem to respond to the throttle at all in this mode. So the only way I can get TCA to do anything useful is to enable it, then check and uncheck vertical speed control, then it mostly kinda sorta acts like it did before 2.3 - albeit it IS a bit more stable now. It should be noted that I'm using thermal turbojet engines (fully upgraded) from the KSP Interstellar Extended mod. It does seem to work better with the engines in closed cycle mode, but they respond quicker in general in that mode so that's likely why. I'm not sure if there's any specific compatibility issues between TCA and KSPIE's engines, but I thought I'd mention it just in case.
  4. @FreeThinker - I've been using this mod since the original version in 0.23.5 and I have to say it's better now than it's ever been - please don't stop maintaining it You seem to always get everything fixed quickly and correctly and I really appreciate that. I noticed the "exploding under low throttle" last night and I see you've already fixed that too happens a lot when you're using MJ2 landing autopilot or with TCA, so I'm glad this is addressed now edit: will 1.3.2 be available on CKAN later today or should I just grab it from kerbalstuff for now?
  5. is there any way to gauge how much radiator capacity is needed, other than by trial and error? Safe to use only KSPIE radiators or do I need stock ones now? That was a bit explode-y last time I tried mixing the two.
  6. having the same. thermal turbojets are doing the same on hydrazine. Someone else said stable at 40% though... wonder if theres a new DRE conflict? i'm using dre... are you?
  7. OK so... I had everything working pretty well until this update. TTJ and thermal rockets are pretty much unusable in non-atmospheric mode for me again. I switch over to hydrazine and get about 3 seconds of thrust before they overheat and either explode or the 'prevent overheats' MJ2 function throttles them to 0, making these engines completely unusable for any size payload. Even using a 3.5m version with minimal payload results in this. When running in Atmospheric mode it says "Warning: dangerous overheating detected, reactor shutdown imminent!" continuously on screen, but none of the other reactors actually shut off. This is all new behavior in the 1.3 update for me. I'm using antimatter reactors + charged particle electric generators and TR/TTJ ranging from 1.25 to 5.00m in size - these are designs that were thermally stable with the previous version.
  8. Does the new update fix the thing where I F9 quickload and everything but the command pod and about 5 other parts instantly explodes and despawns? That's putting a big kink in my plans currently.
  9. well, that answers my question about the slow engines. hopefully it works with the Interstellar engines as well as the stock jets just updated to 2.3.0, will try it soon.
  10. Starwaster - the update to the .cfg fixed the docking port problem, and using a 35-degrees-of-pitch re-entry fixed that problem as well. Well, for my spaceplanes with standard re-entry. My Pelican-class can engine brake all the way down so it wasn't affected by this but my more conventional designs thank you very much Is it just me or is heating a mess on modded installs right now? Seems like if I combine stock radiators with Interstellar radiators in any way (including Mk2 cargo bays which you have to toggle the internal radiator off in-flight, can't do from SPH/VAB), things like to randomly explode.. especially when docking with another craft. I don't think this is a DRE issue specifically, but more a general thing esp. with the modlist I have, since 1.0.3+ ... 1.0.2 didn't have this problem.
  11. 35 degrees huh? That's new. I'll try it. Glad I helped find a bug.. I'll go edit the .cfg
  12. Not sure if this is specifically a DRE problem, but it definitely started when I installed/updated DRE a few days ago (ie it could be an inter-module conflict): Shielded docking ports. Closed, they're fine. Open one and the heat spikes to 200% of maximum and it instantly explodes. Can replicate with just a command pod and a shielded docking port. Open docking port and *boom* Should be noted that I'm also using FAR (latest), if that makes a difference. Also noticed that it's MUCH MUCH harder now for space-planes to re-enter. I've used FAR+DRE since 0.24 and my normal re-entry method is causing the cockpits and other critical parts to explode from overheating at like 55km up. I'm starting from a 100km circular orbit, burning retrograde 1300km downrange (as per MJ2), setting my landing point near KSC.. then pointing due east, 0 degrees pitch, locking speedbrakes on, and riding it in. That's always worked before, and now it doesn't - is this potentially due to some kind of bug (the cockpit seems to get super hot super fast, and I thought these were shielded? Mk2 and Mk3 cockpits) - or is this now more realistic, and I need to change my procedure?
  13. I'm not sure if this is a KSPIE problem but I'm going to post this here in case anyone has any clues or has seen it. Shielded docking ports. Closed, they're fine. Open one and the heat spikes to 200% of maximum and it instantly explodes. Can replicate with just a command pod and a shielded docking port. Open docking port and *boom* - going to also post this on the DRE and FAR forums as it might be coming from there...
  14. So.. still having the trouble with slow-reacting engines such as thermal turbojets/etc ... what settings do I need to change to not have TCA continually overcompensate for engine spooling?
  15. @Hazelnut - since you're using KSP Interstellar, why not put thermal turbojets on that science SSTO? Best SSTO engine *ever*.. by far.
  16. OK I have found more info on the catastrophic instantaneous overheating/exploding. I have taken to using the 'ignore max heat' alt-f12 cheat until Squad figures out what's wrong with the heating model; until then here's what I know (it's easier to debug with that cheat on since you can see what's actually causing the problem instead of a giant fireball and dead kerbals which is what you get otherwise): 1. There is a problem mixing the stock radiators and the KSP-I-E radiators. Most of the time, activating both will cause a spontaneous overheat+explosion of multiple parts. Sadly the Mk2 cargo bays qualify as heat radiators. This isn't always the case and is exacerbated by docking such a craft with another such craft, ie, my Mk2 spaceplane to my orbital factory, all of which are using KSP-I-E radiators and reactors and other parts. a. Behavior with heat cheat turned off - upon docking and realigning of the camera to the now-docked combined craft, the Mk2 cargo bay (which is a radiator itself) will explode "due to heat" according to F3 and the plane falls apart. b. Behavior with heat cheat turned on - cargo bay immediately spikes to 2x maximum temperature (using critical temp display mod). All surrounding parts immediately spike to similar temps within 1-5 seconds. Advancing time to, say, 100x for a couple of seconds clears the issue and it does not happen again upon returning to normal time. 2. There is a problem when using 'Advanced Jet Engine' with KSP-I-E - it completely breaks the air breathing capability of the thermal turbojet. This is just an informative heads-up, I don't really expect this to be solved since AJE tries to rework how all air-breathing engines work, and this is just a side effect of that. 3. If you accidentally throttle up a TTJ that's still set to air breathing mode, it'll flame out. Switching it to closed cycle mode and then increasing throttle will often cause it to explode. 4. If you use TCA (Throttle Controlled Avionics), any time the thrust limiter for any engine (TCA balances thrust to keep you going straight) hits 0, the engine will overheat and explode instantly, even if it wasn't even hot before. Setting thrust limiters to 0 manually, with the TTJ running or not, does not cause this behavior. This also happens with thermal rockets. I'm not sure if this is an interstellar issue or a TCA issue, but it does NOT seem to happen with non-Interstellar engines.
  17. I think I can confirm that there's a memory problem with OPT... and it's a big one, even 64 bit will run my 16gb of ram dry eventually (or rather, something about THIS version of OPT is making KSP's normal memory leak act up worse than usual...) Playing with an OPT craft, I can save/reload 2-3 times. In a craft with no OPT parts, 10-12 times before it crashes. I can try the 64-bit but a lot of other mods like FAR will disable themselves when they see windows 64 bit. I'll try the 'adjustable landing gear' - I'm using some other gear at the moment... I'll try editing the config file for the cockpit issue. Also I see you commented out the section that would turn on the cockpit lights - is that broken somehow? What happens if I uncomment it?
  18. So, some bugs I've noticed, mostly confirmed.. here it goes: 1. K fuel tanks are hollow (as I see others know about) 2. K shuttle cockpit has two "control from here" options - both refer to the docking port and NOT the cockpit. If you switch control away to a different port/etc (either the one built into the cockpit or any other docking port), you *cannot* switch back to the K cockpit and have it function normally anymore. This is a fairly serious problem. 2a. K shuttle cockpit has a 'next part/previous part' option - using either one removes the ability for this cockpit to hold TAC life support resources - this may be just a mod conflict that you don't support, but I thought I'd point it out. 3. Attachment points in the K cargo bays behave strangely. Part of it is the hollow fuel tanks which I'm attaching the things to.. but if I put a docking port snapped to the connection point, the rover I want to attach doesn't QUITE line up - I wanted to move it down just a hair, but when I use the SPH's offset tool, as soon as I try to move it, it snaps down to the bottom of the bay and I can't place it where I want it to go. 4. The cargo ramp on the K cargo ramp bay could be a little longer, otherwise I have to sling the plane really low to the ground with short landing gear, and that can cause tail strikes. Unconfirmed: seems like loading/reloading/reverting any planes using these parts causes a much bigger memory leak than the normal reload leak in KSP. MUCH bigger. like 500-600mb each time. I'm using graphical memory monitor, goes from 3.2gb used to crash in a single reload - usually gmm will show me ~3.7gb used before it turns orange and KSP gets glitchy and crashes, so that's where I'm getting the 500-600 number from. If true, the unconfirmed memory leak is a big issue - otherwise, the thing about 'control from here' is probably the only show-stopper that I've found so far.
  19. can I use the existing realchutes with 1.0.4 or is it better to wait?
  20. Also how do I tune the parameters for engines such as the Interstellar thermal turbojets? ie engines that don't react instantly to throttle inputs.. letting it auto-manage doesn't usually work and it ends up overcorrecting quite a bit and destabilizing the craft
  21. I'm having issues with TCA and the new heat system... I've used TCA with KSP-Interstellar thermal turbojets for a while. After this new heating system however, I have a problem. Whenever TCA dictates that an engine should reduce its thrust to 0 (ie, in a 4-engine lander craft), instead of reducing the thrust to 0, the engine explodes. I guess that reduces it to 0 but.. if I use the alt-f12 cheat to ignore maximum heat, I see that heat production goes from 100 to 8x10^9 and the temperature of the part goes to double the max temp.. and it does this instantaneously, and only when TCA reduces the throttle to 0.. anyone else see this/have any idea how to fix it?
  22. OK so be careful; if you use CKAN, something is broken in CKAN and it sees 1.2.1 as an update to 1.2.2 if you have 1.2.2 installed manually. Just noticed that and caught it before it could revert me back to 1.2.1.. phew
  23. So... installed the update.. have the latest tweakscale.. everything's in there. If I use a 1.25m thermal turbojet however, the engine overheats and explodes in literally less than 3 seconds as soon as I switch it from Atmospheric to.. anything else. Just spikes and explodes almost right away. Am I doing something wrong? the larger versions are better, the 3.75m one being the only real "usable" size for it. Or is that intended?
  24. haemolsvektor - how does 'civilian population' integrate with the USI Kolonization pack (UKS/MKS/OKS)? or does it even attempt to?
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