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Dreadp1r4te

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Posts posted by Dreadp1r4te

  1. Correct, both from a Realism point of view and Balance point of view, you cannot use Liquid Fuel or Oxidiser. This is compensated by the greatly improved performance

    ...but my primary use for nuclear-powered thermal turbojets is for spaceplanes, where they really shine. However, there's no spaceplane-capable fuel tanks to fuel them with. What do I need to add to the CFG files to make them compliant with these new "more realistic" fuels?

    From Wikipedia:

    Once liquefied, it can be maintained as a liquid in pressurized and thermally insulated containers.

    There's no reason to require special fuel tanks once it's liquefied and pressurized. Any chance you'll change this behavior in future versions?

  2. Yep, and I suppose that for now KSPI-E has nothing to do with LiquidFuel.

    As I remember it was changed somewhere between 0.9.0 and 0.9.5 or about a month ago...

    This unfortunately means that KSPI-E won't work with most of the stock fuel tanks, and while that's fine since it includes a few of its own, this means I can't use nuclear reactors on my spaceplanes anymore. What a shame. Any chance of adding that functionality back since it's kind of mod-breaking for me? Or should I just add LFO to the list of fuels manually for each engine? I've no idea why they would change that simple feature.

  3. Actually, I feel really bad about bothering you now. I stripped out every mod that has anything to do with resources to help identify exactly which mod was causing the problem, and the game STILL hung on your parts, so on a whim I ran a local cache verification via Steam and discovered there were over 1000 corrupt/missing files. It downloaded 70~ meg of crap and now it starts fine. Thanks for the quick responses though; you're a helluva modder! Gonna piece this back together and see how it runs.

  4. I think I have a clue; I'm using KSPI-Extended and USI, both of which require CommunityResourcePack, where as near as I can tell, rename some of the simplified fuels to their real-life counterparts; i.e., LiquidFuel becomes LqdHydrogen, and Oxidizer becomes LqdOxygen. I think. It's very hard to tell what all these things do; ever since 1.0 came out, and with everyone having their own resource framework, it's gotten entirely too hard to follow since back in .22's days or whatever it was when KSPI first came out.

  5. I'm not sure that makes sense; 75% of the engines in KSP use the LiquidFuel resource, wouldn't they all cause a crash long before this part was loaded if that were the case? Regardless, I haven't read anything to indicate any mod I'm using replaces LiquidFuel.

    EDIT: Just to be sure, I skimmed the Output log with Find and found a few instances of LiquidFuel, mostly adding tweakable parameters to engines with liquidfuel, but I cross referenced that search with the offending part name. Nothing was applied to the resource LiquidFuel, near as I can tell, at least not through ModuleManager. There was only one instance of the APU coming up in the log, and that was USI marking it as a RecycleablePart. I don't think that's related, though.

    EDIT 2: Just on a whim I removed the APU part temporarily and tried again. It again made it to the KF parts, loaded a few of them fine, and then halted on "KF_RoverBodyLarge."

    [LOG 09:21:32.023] PartLoader: Compiling Part 'KerbalFoundries/Repulsor/part/KF_Repulsor'
    [LOG 09:21:32.048] PartLoader: Part 'KerbalFoundries/Repulsor/part/KF_Repulsor' has no database record. Creating.
    [LOG 09:21:32.068] DragCubeSystem: Creating drag cubes for part 'KF.Repulsor'
    [LOG 09:21:32.099] PartLoader: Compiling Part 'KerbalFoundries/RepulsorSurface/part/KF_RepulsorSurface'
    [LOG 09:21:32.184] PartLoader: Part 'KerbalFoundries/RepulsorSurface/part/KF_RepulsorSurface' has no database record. Creating.
    [LOG 09:21:32.231] DragCubeSystem: Creating drag cubes for part 'KF.RepulsorSurface'
    [LOG 09:21:32.251] PartLoader: Compiling Part 'KerbalFoundries/RoverBody/part/KF_RoverBodyLarge'
    [ERR 09:21:32.266] [ShipTemplate]: No Resource definition found for RESOURCE

    [ERR 09:21:32.266] [ShipTemplate]: No Resource definition found for RESOURCE

    [ERR 09:21:32.267] [ShipTemplate]: No Resource definition found for RESOURCE

    [WRN 09:21:32.273] Could not create PartResource of type 'ElectricCharge
    [WRN 09:21:32.273] Could not create PartResource of type 'MonoPropellant
    [WRN 09:21:32.278] Could not create PartResource of type 'IntakeAir
    [EXC 09:21:32.288] NullReferenceException: Object reference not set to an instance of an object
    ModuleRCS.SetResource (System.String resource)
    ModuleRCS.OnLoad (.ConfigNode node)
    PartModule.Load (.ConfigNode node)
    Part.AddModule (.ConfigNode node)
    PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
    PartLoader+.MoveNext ()
    [EXC 09:21:32.304] NullReferenceException: Object reference not set to an instance of an object
    PartLoader.GetDatabaseConfig (.Part p)
    PartLoader.GetDatabaseConfig (.Part p, System.String nodeName)
    DragCubeSystem.LoadDragCubes (.Part p)
    Part+.MoveNext ()
    [EXC 09:21:32.311] NullReferenceException: Object reference not set to an instance of an object
    ModuleRCS.FixedUpdate ()
    [EXC 09:21:32.311] NullReferenceException: Object reference not set to an instance of an object
    ModuleRCS.FixedUpdate ()

    The NullReferenceException repeats ad nauseum until I alt-f4'd the task.

  6. It won't let me post the whole thing, so here's the relevant portion of the output log...

    [LOG 07:59:33.287] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USProbeSci/RPWS/USRPWS'
    [LOG 07:59:33.310] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USScope/USScope/dmUSScope'
    [LOG 07:59:33.333] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USSoilMoisture/USSoilMoisture/dmUSSoilMoisture'
    [LOG 07:59:33.358] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USSolarParticles/USSolarParticles/dmUSSolarParticles'
    [LOG 07:59:33.381] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USStock/ACCGRAV/dmUSAccGrav'
    [LOG 07:59:33.416] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USStock/ATMOSSENSE/dmUSAtmosSense'
    [LOG 07:59:33.438] PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USStock/PRESTEMP/dmUSPresTemp'
    [LOG 07:59:33.472] PartLoader: Compiling Part 'JSI/RasterPropMonitor/Library/Parts/ExternalCameraPart/external-camera/JSIPrimitiveExternalCamera'
    [ERR 07:59:33.473] PartCompiler: Cannot clone model 'Squad/Parts/Utility/linearRCS/model' as model does not exist

    [ERR 07:59:33.474] PartCompiler: Model was not compiled correctly

    [ERR 07:59:33.474] PartCompiler: Cannot compile model

    [ERR 07:59:33.475] PartCompiler: Cannot compile part

    [LOG 07:59:33.475] PartLoader: Compiling Part 'KerbalEngineer/Parts/Engineer7500/part/Engineer7500'
    [LOG 07:59:33.492] PartLoader: Compiling Part 'KerbalEngineer/Parts/EngineerChip/part/EngineerChip'
    [LOG 07:59:33.506] PartLoader: Compiling Part 'KerbalFoundries/APU/LoFiAPUrevA/KF_AuxiliaryPowerUnit'
    [ERR 07:59:33.562] [ShipTemplate]: No Resource definition found for RESOURCE

    [LOG 07:59:33.567] Added sound_explosion_low to FXGroup flameout
    [LOG 07:59:33.580] LiquidFuel not found in resource database. Propellant Setup has failed.
    [EXC 07:59:33.584] NullReferenceException: Object reference not set to an instance of an object
    ModuleEngines.SetupPropellant ()
    ModuleEngines.OnLoad (.ConfigNode node)
    PartModule.Load (.ConfigNode node)
    Part.AddModule (.ConfigNode node)
    PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
    PartLoader+.MoveNext ()
    [LOG 07:59:33.591] 1.7.5510.36285
    [LOG 07:59:33.594] Found an engine
    [EXC 07:59:33.608] NullReferenceException: Object reference not set to an instance of an object
    PartLoader.GetDatabaseConfig (.Part p)
    PartLoader.GetDatabaseConfig (.Part p, System.String nodeName)
    DragCubeSystem.LoadDragCubes (.Part p)
    Part+.MoveNext ()

  7. Looks like KSP 1.0.2 crashes when loading the Auxiliary Power Unit; I don't have time to troubleshoot because I have to head to work, but just a heads up. The game doesn't freeze and therefore doesn't produce a crashlog, so I can't be of any help there. The loading screen continues to cycle backgrounds and witty texts, but the loading process halts on that part and refuses to continue.

  8. Same issue, and I've tried both 64 bit and 32 bit. 64 bit ran fine for me until Squad removed it (thanks for that, guys) and now I can't play on 32 bit. I've tried ATM, DDS Loader, removing some mods, etc. The mods I have left are the ones I can't live without; the game is boring without them.

    It still amuses me that this game has been in development this long but still won't run with reasonable number of mods. This is 2015. 64-bit support should be a given.

  9. I am absolutely and completely blown away by this. I demand you put forth a donate link immediately so that I may buy you a cup of coffee or 5, as you just completely nullified my discontent at having to re-install all my mods after wiping my HDD. Outstanding work.

    Oh, and as a bug report, it seems that if one of the mod downloads fails due to a bad link or something, the entire install process halts. You have to manually go back and disable the offending mod and then run the install again.

  10. So I did a quick search but didn't see anything jump out at me, but has this been addressed and I just missed it?

    f741aa4acf.jpg

    Looks like the MK2 cockpit doesn't line up with the MK2 parts. Tested all of them I have unlocked so far, and they all line up with eachother, just not the cockpit. Looks like the nodes on the cockpit are off a bit. Any ideas?

    EDIT: Just realized my mistake. The MK2 Cockpit isn't the same design as the MK2 stock equipment. :(

  11. Is there any way to enable x64 support as a config option? While I understand x64 may be less stable than x86, I can't help but consider that "partially stable" is significantly better than "instantly crashes when I load the VAB" due to the number of mods I have, and the texture reduction mod also breaks my game so that's a no go. It causes things to disappear (usually planets) and breaks physics.

  12. It can be running beforehand. Just right click it when you achieved the target, click the "Run Test" option, and you are good to go. Also, throttle down to avoid going too fast.

    You have to right click? Did NOT know that! That helps a ton, thanks. Also, something about throttling down a SRB seems a bit difficult... :P

    I still feel that the target constraints are bit too precise and unfun for the stock contracts; they definitely need to be softened. Could that be done with a MM script maybe?

  13. Sorry if this has been asked, but can you do anything to make the stock contracts less specifically demanding? I find that most of them are very difficult to achieve, especially near the beginning, as they require inane things like "Test a Rockomaxx booster, at A-B altitude and C-D speed," which normally I imagine would be somewhat doable but mods like FAR interfere with this by altering the game's basic physics, meaning I'm usually going entirely too fast before I hit the target altitude. It's further exacerbated by the fact that the booster must be triggered during the specified window; it can't already be running. Can anything be done about crap like that? Just curious.

  14. So I'm seeing this, and the first thing that comes to my mind is:

    Enterprise-D_MSD.jpg

    My question is, will this track in (semi) real time parts extending or moved using Infernal Robotics? Coz I just had a really crazy awesome idea involving KSP Interstellar and this display...

  15. KMP support is gonna be difficult because currently the mod protection for KMP uses the part name as a verifier; the Welder, as far as I understand it, creates NEW parts with unique names, and that part would need to be distributed to every other player on the server even IF you allowed that part name in the KMP Allowed Parts list. Very bad things happen when a player without a part installed passes near (within loading range of) a ship/station that contains aforementioned part, usually along the lines of Spontaneous Unplanned Dissassembly®, for both players.

  16. Suggestion: can you make the mod a bit more advanced. What I mean is for better and faster designing, make like lining the wing out (like drawing it)... agh, hard to explain. But easy designing. Sorry for not being clear :/

    It already is pretty easy and fast to design great wings...?

    Thanks for the help, i've often wondered if that was the case, also how do you run Ksp interstellar with b9? I've tried installing but it kept crashing (and not from memory limits either, I have boulder co's texture compresser plus super reduction packs for novapunch etc) (oh yeah plus I have exactly 37 mods installed)

    Use B9's reduced textures (which cuts their size by a factor of like 5, not even kidding) and make sure you have the latest versions of Firespitter, ExsurgentEngineering, and any other plugin files you're using. Then turn your in-game texture resolution to half-res. Even with the compression (I tried it too) and reduced texture packs, plus nitpicking through larger mods to remove parts I don't use, the game will still crash. Until Unity updates to support x64, we're stuck playing in 8 bit mode, basically :(

    I'll have a look at the controlsurfaces CoL indicator code, might have forgotten something there, but all pWings really does is to tell the game their new lift values so the game can place the CoL indicator, after that all you can do is to hope the game puts it where it should be. The mod itself never actually calculates the CoL of the aircraft as that's something the game should do reliably by itself, which it only sometimes does.

    Wet wings is planned, but I want to get all-moving controlsurfaces and some of the weirdness fixed before adding more things that can go wrong. This is also something that will have questionable performance in the stock game until the stock flightmodel is updated to be less wrong, as it currently includes part mass in the drag and possibly lift calculations, meaning that an aircraft with wetwings would take off with more lift and drag than it would land with. Something that doesn't make any sense at all.

    Also: Sweet looking plane you've got there DreadP1r4te

    Hey thanks, man. Wouldn't have been possible (or at least as easy) without your fantastic wings :D If ya wanna see it do more than just sit in the SPH, there's a video featuring it on my Youtube channel in my sig.

    It's worth noting that FAR apparently fixes the CoL issue in 0.6. I'm about to install 0.7, so we'll see if that stays true.

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