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Zyglrox

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Everything posted by Zyglrox

  1. Sadly, no difference. As a temporary solution, I just set a read-only flag to ksp.log - not a real fix, but deals with performance issues. Thanks for your help!
  2. Hi Nathan. If my craft has any SRBs in it, the following lines are being spammed to the log non-stop: [ERR 01:53:21.525] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.526] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.528] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.529] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.531] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.532] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.697] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.698] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.700] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.701] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.703] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.704] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.860] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.864] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.865] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.866] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.868] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.869] Cannot find module 'ModuleHybridEngine' (-2131079158) And if the craft has a lot of SRBs (i.e. separtrons), the game can take a noticeable performance hit. The minimum configuration to replicate it: KSP 0.23.5 Real Fuels 5.3 (with MM 2.1.0 or 2.0.7 - same thing) Kerbal Engineering Redux or VOID for TWR/delta-v calculations. I have asked in the KER thread and got this reply: I use Realism Overhaul with SFJBRealEngines pack and all available engines and tons of other stuff, but the messages appear even without it (just with "naked" RF). As for the craft: MK1 pod and Sepratron-I (or RT-5) are enough to produce the errors. Aside from error spamming, everything works fine. How can I get rid of these errors without breaking anything?
  3. Already checked 2.0.7 and 2.1.0 - all the same. I better ask in the RF thread then.
  4. The minimum configuration to replicate it: KSP 0.23.5 Real Fuels 5.3 (with MM 2.1.0) KER 0.6.2.4 I use Realism Overhaul with SFJBRealEngines pack and all available engines and tons of other stuff, but the messages appear even without it (just with "naked" RF). As for the craft: MK1 pod, Sepratron-I and Engineering chip are enough to produce the errors. So it looks like it's really a RF problem and not Engineer's. Sorry for bothering.
  5. Hi! If my craft has any SRBs in it, it looks like the Engineer spams the following lines non-stop: [ERR 01:53:21.525] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.526] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.528] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.529] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.531] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.532] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.697] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.698] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.700] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.701] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.703] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.704] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.860] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.864] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.865] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.866] Cannot find module 'ModuleHybridEngine' (-2131079158) [ERR 01:53:21.868] Cannot find module 'ModuleEngineConfigs' (-1249380957) [ERR 01:53:21.869] Cannot find module 'ModuleHybridEngine' (-2131079158) And if the craft has a lot of SRBs (i.e. separtrons), the game can take a noticeable performance hit. Took me a while to realise what was causing it. Even worse, the VOID plugin uses Engineer.Extensions and does the same. However, aside from error spamming, KER works just fine: all parameters are shown correctly. (VOID too, not that it matters here). Is it possible to maybe not report "Cannot find module" as errors?
  6. Hi! I have weird bugs with large procedural SRBs. Cannot reproduce 100%, but usually large SRBs get bugged while smaller ones do not. When a spacecraft initializes on a launchpad, SRB nozzle can spawn in weird places. Sometimes it just floats in the air, sometimes it gets stuck inside other parts, sometimes the rocket gets instantly destroyed by "aerodynamic forces" on load. Changing SRB parameters (diameter/length) and/or removing parts from spacecraft gets the nozzle to spawn in different places, but it doesn't seem to be a pattern to it. Example: "Ares I"-inspired rocket, nozzle spawns inside the SRB, if I remove some parts, it also will move. Using RO/RSS/RF mods. There are no related errors in the log, just lines like these: [LOG 00:34:59.702] Procedural Surface SRB: Geometry model created; Size: [4.00000143051147, 55.0000076293945, 5.71974515914917], LD [4.00000143051147, 4.00000095367432, 0], UD [3.99451947212219, 5.71700763702393, 0] Surface area: 765.08325655572 Fineness Ratio: 11.3171690479875 TaperRatio: 1.2139405268608 Cross Sectional Area: 17.9691157986431 Cross Sectional Tapered Area: 5.95208513002299 Major-minor axis ratio: 0.699332106451136 Centroid: [0, 1.9052311202287, 1.71974754333496] Any help?
  7. Oh, thanks for the explanation. What confuses me is "payload to LEO" listed on various sources (Wikipedia, Gunter's page, etc.) Is it just a theoretical payload listed for reference then which isn't attainable normally? I have no trouble with Zenit/Proton (other than not having realistic Proton 2/3-stage engines ), was mostly curious about Atlas and Delta, especially since Delta IV Heavy is supposed to launch the Orion somehow.
  8. Didn't think I would ever ask this question, but... how do I get to orbit? More specifically, how do I get heavy payloads to low orbits with realistic launchers? Especially with Centaur/DCSS-like upper stages? I have been using Realism Overhaul mod-pack for some time already, and recently decided to switch to Full Realism Mode, trying to build rockets as close to their real specifications as possible. That means size, engines, fuel amount, stage mass and burn time, etc. I usually get something with 9700-10000 delta-v and reasonable sea level TWR, and surprisingly, this worked pretty well (Falcon 9, for example). Until I moved to heavier launchers, and that's where I hit a wall: their upper stages seem to have abnormally low TWR. For example, I try to bring 14t to a 200km orbit using a Delta-4M+ with either 4M or 5M DCSS, which should be doable. The RL10B-2 has 110kN of thrust, and the resulting TWR is somewhere in the 0.2-0.3 range, which means I need to do something like 12-minute circularisation burn while only having 5 minutes of suborbital flight above the atmosphere. Looks impossible. I understand that bringing smaller payloads to higher orbits (i.e. GTO) is easier, since you can shoot to higher apoapsis and have more time to circularise, not to mention your TWR is higher due to lighter payload. But what if I need to get something to ISS altitude? Get a 1000+ km Ap, raise Pe to the needed altitude, then bring the Ap back? Seems like a waste of fuel, and I highly doubt the real rockets do that. To those of you who build realistic rockets, how do you solve this?
  9. Thank you! I had to install both Mono and VS (for "resgen"), and everything works fine now.
  10. I'd like some help on compiling too. I downloaded MechJeb2-master.zip and try to compile using the default Windows compiler v4.0 with this: csc /r:UnityEngine.dll /r:Assembly-CSharp.dll /t:library /out:MechJeb2.dll alglib\*.cs Properties\*.cs *.cs It compiles without any errors/warnings, but file size is 865k instead of almost 2M of release, and the game doesn't load it: [ERR 11:30:53.222] AssemblyLoader: Exception loading 'MechJeb2': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. http://pastebin.com/3aTwpaNH I'm not a programmer (the code isn't hard to read, I think I know how to fix a couple of things), and compiling stuff is totally alien to me. Would be thankful for any help.
  11. Hello, I'm a new user to Mechjeb, just started using it and immediately bumped into very annoying behavior - not sure if there is an option to fix it that I didn't find, or it's a bug, or it "works as intended" and will not be touched. Let's say we have a rocket with big TWR difference when full and empty (1.2 and 10, for example), an engine with minThrust=1000 and maxThrust=2000, autopilot ascent guidance is in progress and "limit to 40 m/s2" is also on. (and Deadly Reentry plugin, which can kill crew or destroy vehicle parts at very high acceleration, but that's the point) If flying manually (without mechjeb), there's no problem: at around 40 m/s2 I slowly turn down the throttle so the vehicle stays under 5g, until the engine hits 1000 kN and cannot be throttled any lower. After that g-force keeps rising for some time until the stage expires. That's normal and expected. With mechjeb, the throttle goes down normally at first, but near the bottom of throttle gauge, MJ starts to turn the engine on and off very rapidly. This violent shaking, especially with high thrust engines, sometimes can rip the rocket apart, make it uncontrollable, not to mention that real rockets don't work that way. Checking "smooth throttle" doesn't prevent this. So, just switch "limit to..." off? But then Mechjeb won't throttle back at all, not even to 50%. Manually throttle? I wish I could, Mechjeb won't allow me while it has control. Right now the only option seems to right-click the engine and use the "thrust limiter" slider so throttle always stays higher than 50% (in the above example). But that only works if I have one engine, what if I have 5 of them? Another option is to quickly change numbers in "limit to..." as the acceleration rises, but then it's actually more hassle than just to fly without Mechjeb at all. Did I miss some option which turns this off? Or if it's a bug, can I ask very kindly to fix it? It seems that one option would be telling Mechjeb not to limit engines below their minThrust, and the other option is to add a "manual throttle control" interface button which will allow for, well, manual throttle control.
  12. @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } } fixes it.
  13. NathanKell, it's me again pestering you RealChute.cfg has two sections of "PART[RC_drogue_small]" while one of them should be "PART[RC_drogue_small_stack]". Also, these can be added too: @PART[RC_combo_small_stack] { @MODEL { @scale = 0.265625, 0.25, 0.265625 } @rescaleFactor = 1.6 @title = RealChute Combo Chutes - 1m Stack } @PART[RC_combo_large_stack] { @MODEL { @scale = 0.5875, 0.5625, 0.5875 } @rescaleFactor = 1.6 @title = RealChute Combo Chutes - 2m Stack } Please fix/add this in the next version too. There are also [RC_combo_small] and [RC_combo_large] missing, but they have weird clipping when rescaled, so maybe missing them is intentional, I don't know.
  14. NathanKell, For the next RO version, in the RCS_KW.cfg file, please take the whole section "@PART[KWrcsQuad]" and copy it with the same contents under a name "@PART[KWrcsQuad45]". (KW has added new angled thrusters in one of their latest versions with the same stats, but no config for them yet)
  15. I have a small bugreport/suggestion regarding SFJackBauer's engine config. On a clean installation of KSP, with only FAR, RF, RO, RSS, SSRB and Soviet Engines pack (all default configs), the RD-0124 engine always gets a lot of heat very fast and explodes, and it can't be throttled down. I don't know about other engines, only tested this. After removing "%heatProduction = 400" from config (default=150), it doesn't explode anymore. Suggestion: since Soviet Engines are already designed with realistic size system and realistic stats, maybe heat production should be left alone too? Or, if 400 is some magic number and is required for something else, they should at least be made throttle-able to some extent to prevent overheating. I used only KW engines before and never had this problem.
  16. It's "Kosmos.URM.Fairing.Conic.S.BLK", as far as I can tell. Most likely, from the Kosmos pack, I deleted it long ago, but supposedly merged the fairings textures with my main Keramzit folder, don't remember exactly.
  17. Recently I decided to abandon RO for the reason of better parts compatibility in favor of 10x-rescaled Kerbol RSS. So it's a new game and clear skies, and the first thing I need is to design some launchers for my new space program. Normally I would just make the usual stuff (Soyuz-Atlas-Proton-SaturnV lookalikes) and call it a day, but since I already made an Angara-5P a few days ago and liked it, I decided to make the whole Angara family. But: 1. I wanted to match stats of the rockets to those on wikipedia page, so in case of "which rocket for 20t payload" question I could look it up on wikipedia instead of some text file in my documents. Weird reasoning, yeah... 2. The design should be truly modular, i.e. the same URM for every rocket. All rockets should have close to 8000 delta-v with full tanks and listed payload. It took me 3 days. The result: A-1.1 = 2t to LKO (200 km) A-1.2 = 4t A-3 = 15t A-5 = 25t A-5P = 18t, manned A-7V = 40t A-7P = 36t, manned A picture of the hydrogen fueled upper stage of A-7P with its payload almost in orbit: The payload itself is worth a notice. It is a PPTS-inspired spacecraft with hydrolox booster stage attached. I posted my first version of it several posts ago, this time I went for some kind of "realism" with numbers, too. Some parts are custom-sized. According to proposed specifications, Lunar version of the PPTS should weigh 16.5 tons. The booster stage should have enough delta-v for a 100 km lunar orbit, but here in KSP I couldn't find an engine/fuel/tank combination with such capabilities and under 20t wieght. The one in the picture is barely enough to reach Mun/Minmus, and orbit should be made with vehicle's propulsion system instead. Anyway, there is enough fuel left for some docking maneuvers and return, so let's just call it the "Kerbal way". Mods: RSS (10x Kerbol config), FAR and DR - environment, KW and real fuels with "realistic stockalike" config - engines, stretchy tanks, procedural fairings, KJR, real chutes, FASA, Soviet pack - miscellaneous, my own rescaled parts, replaced textures and probably some other stuff from here and there.
  18. Meet Angara A5P launcher. Launch escape system is from Soviet pack, rescaled accordingly. RD-191 engines are from Soviet Engines pack. In flight, finishing gravity turn. Losing first stage URM's and payload fairings. Kerbal Piloted Transport System in 200km orbit. I couldn't find any suitable engines for it, so I took a "LittleMother" from NP, resized to 3m and copy-pasted stats from SFJB's Apollo SM engine.
  19. It depends on whether you want Real Fuels plugin to be stock-compatible or not. For stock-compatible, or even RSS without RO, Realistic Stockalike is probably the best option. This is good for giving more fuel variety without any added requirements. Anything with the 1/2/3m size system will break a lot of stuff. Not everyone wants to be chained to Stretchy Tanks and forced to install additional config packs with resized decouplers/fairings/etc. only to fix something that shouldn't have been broken in the first place. For RO, it's completely the opposite. Real Engines (resized) are better option now, since RO forces 1/2/3m size system anyway and has resized stock parts. Default RF config with anything resized makes no sense. If you want RF to "require" RO, in that case maybe it's better to merge RF with RO. If you want for RF to exist as a standalone plugin, maybe the best option is to have two configs: a stockalike config bundled with RF and a realistic config bundled with RO. They probably should have the same filename to allow overwriting to avoid conflicts.
  20. Ferram, what does ctrlSurfTimeConstant actually do? I installed FAR recently and got that issue when enabling SAS on a plane enters "epilepsy mode". According to some posts in this thread, it's because SAS expects instant deflection of control surfaces (which is not the case in FAR) and overshoots, then corrects itself, over and over. You wrote: I tried to fix this behavior: Reducing ctrlSurfTimeConstant to 0.00001 or 0 doesn't help at all. Reducing "Control Maxi" on control surfaces to 3-4 degrees helps a little, but makes the plane much harder to control. However, INCREASING ctrlSurfTimeConstant seems to fix the epilepsy. 0.5 works for most planes, 1 (and slightly decreased "Control Maxi" on surfaces) is required for light, less stable aircraft. And it doesn't look like "hard mode" - no shaking, less stall, and my controls behave like fine controls. So, just curious, what does this parameter do? Because "1" certainly doesn't look like 1s deflection delay at all.
  21. Instructions for dds replacement: http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0?p=577857&viewfull=1#post577857
  22. I have registered just to say thanks for this! I wanted to use Real Solar System mod just for the look and feel of it, but RSS requires to install several other mods just to be playable. But I don't want to install tons of mods or any weird parts which break my stock designs, I just want "as stock as possible" gameplay in RSS-sized system. With normal parts, it looks like almost everything in RSS requires 3-4 times more delta-v, except getting to orbit (cutting through that atmosphere is ridiculous), with FAR low orbit is ~10000 delta-v. So, with RSS+FAR+KIDS, 3x/3x multipliers and "Thrust varies with Isp" checked, I can finally get my stock crafts to low orbits! It will probably require some tuning, more like 2.5x/3x to make it slightly harder, but it's amazing how this plugin changes game difficulty. No turning back for me.
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