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ABZB

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Everything posted by ABZB

  1. Just an FYI - to anyone using the preliminary release of the next version of MK2 Expansion(https://github.com/SuicidalInsanity/Mk2Expansion/releases) - I am holding a bunch of changes & upgrades that are dependant, in whole and in part, on that. You can grab my pre-release build for that off of my Github (https://github.com/ABZB/Mk2_Extended_KSPI_Integration/releases/tag/8.9.1.T)
  2. I was somewhat wrong, (narrowed it down within that file) - I had added, via MM, a Propellant Control Module for Lithium, which apparently the reactor(s) did not like (it was a couple of line in the middle of a bigger file).
  3. OK - finally found the problem. I had added some Atmospheric resource nodes for Kopernicus for myself, & I had a (single, look-alike character) typo in the MM config, with the result that I had two top-level Atmospheric resources, (think)
  4. the issue I run into with pulling the fuel-amount from the FS fuelswitch (because standard resource nodes are redundant and often not included) is that the resource amounts are stored in a delimited field (the ; and ,) and I am not sure how to parse that with MM - I also am not sure how to tell MM to conditionally add the different fuels in a single tank together (if it is LFO, for example) or just read a single fuel (if its just an LF tank, for example)... I am rather strapped for time atm, so if anyone else has the time to research & come up with the relevant code, I'll integrate into the mod.
  5. Without grabbing the mod & looking at its file structure, I would say try to find the folder(s) where those various alternate textures are stored, and delete all but one of them, maybe.
  6. Yes, ModuleFuelTanks is the tank module for RealFuels. In my personal install, I run RF and this, basically RealFuels will apply to all tanks that it normally would, except for tanks that have ONLY liquidfuel (for example, the Mk2 regular Fuselage parts, and the MK1 LF-only fuselage will get IFS, but the Mk2 Rocket Fuselages (that in stock have both LiquidFuel & Oxidizer resources) will get the usual RealFuels module, this way, you have an option of which kind you want when building the craft. Since you will have RF installed, one of the tank options (on the parts my patch acts on) will be the appropriate RF amount of Kerosene.
  7. RF does not actually conflict with KSPI or my patch - My patch generally refrains from adding IFS to tanks that have the ModuleFuelTanks module. There is no conflict with resources - If RF is installed, my tanks simply have a Kerosene resource option in place of the LiquidFuel option. CKAN thinks that IFS & RF conflict (I think they did at one point, but is long since fixed), so you have to install one or the other manually. IFS in general is not currently compatible with Procedural parts - they don't speak with each other.
  8. My reactors are suddenly not generating any power... Also, the Power window (the lighning bolt menu) says that my DC power requirements are 0 (they aren't). I noticed that I am getting debug spam of the following type (taken from the output_log file): ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[Part,OpenResourceSystem.ORSPropellantControl].Add (.Part key, OpenResourceSystem.ORSPropellantControl value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ORSPropellantControl,Part,ORSPropellantControl] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ORSPropellantControl,Part] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ORSPropellantControl,Part] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSHelper.fixedRequestResource (.Part part, System.String resourcename, Double resource_amount, ResourceFlowMode flow) [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSHelper.fixedRequestResource (.Part part, System.String resourcename, Double resource_amount) [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSResourceManager.update () [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSResourceSuppliableModule.OnFixedUpdate () [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarReactor.OnFixedUpdate () [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarFissionMSRGC.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 Is it possible that there is some ORS bug that is causing the power issues noted on the last few pages? Or maybe there is some .cfg file that got duplicated, or is being duplicated by some other, relatively common mod?
  9. This is the simplest way, especially if you are new to MM (just replace the i wrote inside the <> (including those angle brackets) with whatever your resource's appropriate field is): @TANK_DEFINITION[*]:FINAL { %TANK[<resourcename>] { name = <resourcename> utilization = 1 //if you want to penalize the tank volume (like you need to simulate extra-thick tank walls for radiation shielding or something) make this less than 1 fillable = True amount = 0.0 maxAmount = 0.0 //the following three only apply with RealFuels, I think delete them all if you don't want the leaking away at high temps wallThickness = 0.0025 //this is for insulation calculation, the higher it is the better insulated (it will work but not make sense if you make this higher without reducing utilization (especially if thicker than the tank is wide) wallConduction = 16 // higher it is the worse an insulator temperature = 90.15 //temperature in kelvin where the resource starts leaking away. if you delete this line, then no leaking will occur } }
  10. My patch set (among all the other things) modifies all Liquid-Fuel-only tanks to be IFS cryo tanks - I included resources such as xenon, but as a cryo resource (so it takes power to not boil off, but you have a higher density of the resource(calculated via massive spreasheet), and you have the other advantages of an IFS tank).
  11. the reasons for which it [usually] would not be applied are as follows: 1) the mk4 parts have ModuleFuelTanks or IFS modules in the part .cfg files - in this case my patches ignore them, to blanket avoid screwing up other mods. 2) there is a patch file in the mk4 download that adds at least one of ModuleFuelTanks or IFS modules. 3) The standard RF or MFT download's patches include a patch to add ModuleFuelTanks to part(s) from mk4 part-pack. if it's 1, you would have to go through each cfg and remove the MFT or IFS module, adding a LiquidFuel resource of the appropriate maxAmount if there is no resource node. if it's 2 or 3, you would simply have to locate the file that does that, and delete it (or remove those lines if the file does other things)
  12. ahhh - I had only killed the currently active contracts. Killing all completed part contracts fixed it. Not sure what part ceased to be, though. more digging!
  13. When I click on the VAB, SPH, Tracking Center, or attempt to jump to a ship using Kerbal Alarm Clock, nothing happens (the slight highlighting of the building my mouse is hovering over does occur, KAC pops up a window that it was unable to load, and is reverting). The same happens with all of the options in the pause menu, as well as all items in the menu bar. Looking through the ksp.log, a bunch of nullreferences start after: [LOG 21:58:11.171] Contract Log: Outdated save file detected! All contracts in save file were updated! (on line 37574) I am not sure why it thinks it is an old version, I have been using this save consistently for the past few weeks... I am not using any contract-altering mods, either. deleting all contracts, as well as all vessels, in the .sfs file did not fix this. the sfs file, and the log files, are at https://www.dropbox.com/s/155kf9azx5ti3xy/log%20and%20save%20file.zip?dl=0 I also reverted back to backed-up saves from a couple of days prior, and the same thing happens... I am at a loss as to where the problem even might be!
  14. I concur. right now I am stuck with making engine pods on the wings, which don't look bad, but have some bendy-wing issues (due to the engine pods on the wing). My current mission's spaceplane (to duna) has dual ion engines (one per wing) and a single nuclear thermal ramjet (from my patch set) to achieve orbit. On takeoff, has a tendency to spin & explode from bending wings.
  15. wait, are you using the KSPI expansion pack? This is not the forum for that...
  16. I removed the line in the KJR XML file that disabled for procedural wing-module-bearing parts, so far no ill effects, and the plane-exploding wobble of my larger wing segments has ceased! For anyone else is using KJR, it seems to be worth a shot. It might have been a fix for a problem that is long since fixed...
  17. Kerbal Joint reinforcement by default ignores parts with the Procedural wings module... is there a current reason for that to be so?
  18. Thought this would be cool to us here: http://www.nasa.gov/press-release/nasa-research-could-save-commercial-airlines-billions-in-new-era-of-aviation I like how they are experimenting with essentially an in-fuselage RCS system using intakeatm. now I can hipster in NASA's general direction!
  19. Could I suggest the following two resources to be added? (I calculated the KSP values based on data from wikipedia (the prices were extraploated by copious googling). Both of them are apparently plausible propellants for some kinds of ion propulsion, as they have a high particle-per-unit-volume and very low ionization energies, are pretty non-reactive, and do not require fancy tech for long-term storage. The only downside is that both elements are relatively rare (both in the crust and in the universe). RESOURCE_DEFINITION { name = Iodine density = 0.0004933 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true unitCost = 2.9 hsp = 427 } RESOURCE_DEFINITION { name = Bismuth density = 0.000978 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true unitCost = 27.58 hsp = 123 }
  20. That didn't work, btw - it was not recognized as a valid node at all.
  21. Please note that the next release of the Mk2 Expansion pack (currently in pre-release testing, available off of github) has a unique part model for the pre-cooler. It will be replacing the current patch-made one. It has the same internal part-name, so existing craft will just need to be adjusted for a slightly different length, in the editor.
  22. You can look through my thread @ http://forum.kerbalspaceprogram.com/index.php?/topic/118688-starlion-industries-kspi-ifs-compatibility-patches-for-fueltanks-spaceplanes-more-ckan/ to see if you can find a solution there - if you could post there the list of mods you have installed, I will try to determine the issue & solution.
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