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ABZB

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Everything posted by ABZB

  1. Has anyone been having trouble with realfuels in this latest kopernicus release? I am still trying to figure out if I am having a conflict or if there is some weird MM somewhere that I have forgotten about...
  2. I did something, not sure what, and all RF tanks show proper volumes, but have no allowed resources. Has anyone else managed to do this, and figured out what they did?
  3. I noticed that, and I re-installed Realfuels to no effect. I noticed that that pattern of exceptions repeats for several other mods (ModuleRCFX, Mechjeb, RCSBuildaid, B9 Procedural wings...) could there be one thing messing with all of them other than Realfuels? EDIT: If I remove the Realfuels dll instead of overwriting with the latest version, everything works... the only new mod I installed before all this started is the KopernicusTech fork of Kopernicus and KittopiaTech...
  4. https://www.dropbox.com/s/huxwm0ia4bbpog0/output_log.txt?dl=0 Modlist: Assembly-CSharp v1.0.0.0 ModuleManager.2.5.9 v2.5.9.0 aaa_Toolbar v1.0.0.0 DynamicTanks v1.0.0.0 USITools v1.0.0.0 ActiveTextureManagement v1.0.0.0 LibSquishPort v1.0.0.0 NvidiaTextureTools v1.0.0.0 AdaptiveDockingNode v1.5.5311.28823 B9_Aerospace_WingStuff v1.0.0.0 MiniAVC v1.0.3.0 BDAnimationModules v0.0.0.0 BetterTimeWarp v1.0.0.0 Contract_science_modifier v0.3.5456.23446 CrossFeedEnabler v0.3.5467.3715 DDSLoader v1.7.0.0 DeadlyReentry v6.2.5463.28603 DefaultThrottle v1.0.0.0 EditorExtensions v2.5.5474.1453 Clouds v1.0.0.0 Geometry v1.0.0.0 OverlayMgr v1.0.0.0 Terrain v1.0.0.0 EVAParachutes v0.0.0.0 ExsurgentEngineering v1.0.5122.3109 KSPAPIExtensions v1.7.2.0 Launchpad v5.1.0.0 FerramAerospaceResearch v0.14.6.0 ferramGraph v1.3.0.0 Scale_Redist v1.0.0.0 Firespitter v7.0.5503.19109 KAS v1.0.5464.39070 KerbalFlightData v1.0.0.0 KerbalFoundries v1.7.5498.39225 KerbalIspDifficultyScaler v1.4.2.0 KerbalJointReinforcement v3.1.1.0 KerbalStats v1.1.1.0 PFUtilityAddon v1.0.5520.21086 Kopernicus v1.0.5518.38474 KSP-AVC v1.1.5.0 LitJson v0.7.0.0 MechJeb2 v2.3.0.0 ModuleRCSFX v0.3.5496.34957 DockingPortAlignment v1.0.0.0 ModuleDockingNodeNamed v1.0.0.0 S.A.V.E v1.0.0.0 NoMoreGrind v1.1.0.0 OpenResourceSystem_1_4_3 v1.4.2.0 PartHighlighter v1.0.0.0 ResourceRecovery v1.0.0.0 ProceduralFairings v0.0.0.0 ProceduralParts v1.0.2.0 QuantumStrutsContinued v1.1.5462.36277 RCSBuildAid v0.6.0.33731 RCSBuildAidToolbar v0.6.0.33731 RealChute v1.2.5475.18645 RealFuels v0.8.3.8125 Regolith v1.0.0.0 RemoteTech v1.6.0.0 SmokeScreen v2.5.3.0 StageRecovery v1.5.3.0 TacFuelBalancer v2.4.1.0 TechManager v1.5.0.0 ModuleDB v1.0.5311.28823 ToadicusTools v0.0.0.0 KerbalAlarmClock v3.2.3.0 KSPAlternateResourcePanel v2.6.3.0 TweakableAnimateGeneric v1.6.5514.19326 TweakableCrossFeed v1.5.5514.19327 TweakableDecouplers v1.6.5514.19323 TweakableDockingNode v1.6.5514.19323 TweakableEngineFairings v1.8.5514.19326 TweakableEVA v1.6.5514.19327 TweakableGimbals v1.5.5514.19325 TweakableIntakes v1.5.5514.19327 TweakableReactionWheels v1.5.5514.19324 TweakableSAS v1.7.5514.19328 TweakableSolarPanels v1.5.5514.19324 TweakableStaging v1.5.5514.19322 Scale v1.50.0.0 Scale_Editor v1.0.0.0 TweakScale_RealFuels v0.0.0.0 Karbonite v1.0.0.0 KarbPlus v1.0.0.0 FrementGUILib v1.0.0.0 VanguardTechnologies v0.7.5112.36481 Interstellar v1.0.0.0 Steps: 1) Build a vessel, as usual (pictured is stock parachute and capsule, with RT-5 SRB from realfuels). 2) Launch 3) Engine claims it is empty of fuel 4) On revert to VAB: the engine is firing nonstop the flag is changed to the smiling kerbonaut the name is given as vesselname, I can scroll up and down parts menu is non-responsive Load vessel and exit buttons are non-responsive if I save the vessel, and open it in notepad++, the file is empty except for the following: ship = version = 0.90.0 description = type = size =0,0,0 If I select 'new vessel' several; times, the editor functions again. However, If I try to load any ship file (either now or as my first action on game load) the same thing occurs. I tried starting from stock, and installing everything back one by one - it worked even with all back in - for the first launch. after the second, this started again.
  5. I would recommend doing the following (I had the same issue at first): 1) In the Kopernicus folder, delete the OPM folder, if there is any (they moved it in the most recent (1.5.2) release. 2) Download and install (and overwrite when asked) the OPM release (if it is a version later than 1.5.2, they are supposed to be good anyway, so stop here in that case). 3) Download and install (and overwrite when asked) the latest kopernicustech from here. 4) Place the config I posted anywhere you like in the Gamedata folder. 5) when OPM does get to the next release, they will be switching to their own MM file. Make sure you delete mine when they do that.
  6. Doesn't the stage recovery flight manager do that? It makes a bunch of quicksaves, then updates a final quicksave once you land and recover everything.
  7. it does add some overhead - the docked vessels are calculated (and stored in the sav file) as separate vessels, as soon as I have more than two or three sections docked, my framerate is much less than a similar vessel (part-count-wise) that is a single vessel.
  8. Physics and frame-rate issues Could also be a thing - Is it feasible to build off of his module to make 'single-use' docking ports - I mean like after docking (perhaps through a context menu button) fuse them into a single ship? I think that is doable through direct manipulation of the save file, although I am not sure how to do it manually...
  9. I am running though the many, many mods I have installed, looking for conflicts. So far, it seems BetterTimeWarp is sufficient (adding it to stock + KT breaks as I posted above), but it is not the only culprit.
  10. 1- Isn't there a module within KSPI that allows transmitting thermalpower? I think someone made a radial part using that - would it work for a stack attach too? Then you could make a part with that module and a dockingport module. 2- I agree, a nice aerodynamic reactor and generator model would be REALLY great.
  11. Nice! To put in an album, take the album string [for your link http://imgur .com/a/VtZH7, it is the number and letters after the .com/a/] and use tags IMGUR and /IMGUR instead of IMG and /IMG.
  12. OPM (outer planets mod) for some reason overwrites the default KT system.cfg, with its planets added, rather than using a seperate MM file. When you update KT, the fresh default system.cfg overwrites the one that has OPM in it. EDIT: I uploaded the Copy-&-Paste and quick edit I did to the OPM download for myself for that^ reason (1.5.2). (This was working until I tried to make Kerbin orbit Urlum, I think I did something else that screwed everything up, I am going piece by piece trying to figure out what this predates that, and should work.) https://www.dropbox.com/s/lipk5ox8zwp4bh7/OPM.cfg?dl=0
  13. Further tested - The same stuff happens with the only installed mods being this one, outerplanets 1.5.2, and Modulemanager
  14. I have posted the pictures of my above above glitch in sequence. removing kittopia does not fix. removing kopernicus does fix the problem. Removing my MM file does not fix... huh. output.log: https://www.dropbox.com/s/huxwm0ia4bbpog0/output_log.txt?dl=0 MM file: https://www.dropbox.com/s/tyn7c33a4bvloop/zzzmy.cfg?dl=0
  15. It does move Kerbin: that what this chunk does: @Body[Kerbin] { %flightGlobalsIndex = 1 @Orbit { %referenceBody = Urlum %inclination = 0 %eccentricity = 0 %semiMajorAxis = 112000000 %longitudeOfAscendingNode = 0 %argumentOfPeriapsis = 0 %meanAnomalyAtEpoch = 3.14 %epoch = 0 } } I put in the % (which adds if that field is not present, modifies like @ if it is) when I was trying to figure out if I had some property double-entered. The rest of it moves Urlum to Kerbin's old orbit, and re-positions the Mun and Minmus to orbit Urlum. I also played with mass, radius, and ASL gravity for fun. I had zeroed out inclinations and eccentricity thinking the glitches might be due to having something collide ( I was wrong, apparently).
  16. Having a problem: I want to have a game with Kerbin as a moon of Urlum. I have the latest KopernicusTech install, and the latest outerplanets. When I recover after my first launch, and go back to the VAB (or the SPH), the editor has the engine animation firing nonstop, and nothing works except for 'new craft' which works after several pushes (and editor re-loads), and 'save craft'. i can also edit the name - if I save and them open the the saved ship file, it is blank after the first lines that have the vessel name and game version. If I close KSP and reload, every subsequent launch has me immediately in the center of the Sun, exploding due to heat. I will post images tomorrow later or tomorrow. the MM code I used: @Kopernicus { @Body[Urlum] { @Properties { @radius = 6531000 @mass = 1.79e+25 @geeASL = 2.85556 @ScienceValues { @landedDataValue = 30 @splashedDataValue = 1 @flyingLowDataValue = 5 @flyingHighDataValue = 4 @inSpaceLowDataValue = 1.75 @inSpaceHighDataValue = 1.5 @recoveryValue = 1.5 } } @Orbit { @inclination = 0 @eccentricity = 0 @semiMajorAxis = 013599840256 @longitudeOfAscendingNode = 0 @argumentOfPeriapsis = 0 @meanAnomalyAtEpoch = 0 @epoch = 0 } } @Body[Kerbin] { %flightGlobalsIndex = 1 @Orbit { %referenceBody = Urlum %inclination = 0 %eccentricity = 0 %semiMajorAxis = 112000000 %longitudeOfAscendingNode = 0 %argumentOfPeriapsis = 0 %meanAnomalyAtEpoch = 3.14 %epoch = 0 } } @Body[Mun] { @Orbit { %referenceBody = Urlum %inclination = 0 %eccentricity = 0 %semiMajorAxis = 345000000 %longitudeOfAscendingNode = 0 %argumentOfPeriapsis = 0 %meanAnomalyAtEpoch = 3.14 %epoch = 0 } } @Body[Minmus] { @Properties { %mass = 2.6457897e+20 %radius = 200000 %geeASL = 0.045 %rotationPeriod = 22500 } @Orbit { %referenceBody = Urlum %inclination = 0 %eccentricity = 0 %semiMajorAxis = 745000000 %longitudeOfAscendingNode = 0 %argumentOfPeriapsis = 0 %meanAnomalyAtEpoch = 3.14 %epoch = 0 } } }
  17. I would like to make MM configs to adapt the Simian Endeavors Engines (radial engines made to look like the 'warp nacelles' of various Star Trek Ship) to function as various KSPI engine-types. I have found that a Magnetic Nozzle or a Thermal engine radially attached to a reactor does not function properly. Is this a hardcoded thing? Is it possible to change the main release, or barring that (realism issues?) have an optional alternate. Or if there is a quick-and-easy code change, if you could let me know, I could make my own version for myself, i guess.... Thanks!
  18. tried that - same thing happened. reverted back to VAB, got odd visual glitches, and the engine animation was firing (like it does sometimes when there is an typo in an engine config or module).
  19. When I launch, the ship is floating in space, with no visible planets. The map view shows the vessel as being located as far as I can tell) in the center of kerbin. everything else looks fine. The only change I made was basically what you have (just different orbit details...) I'll install .03 now, and also try your exact numbers.
  20. Can Kerbin currently be made to orbit another body (say, make it a moon of Jool) without having all those launch glitches?
  21. Keep in mind that this always runs at 100% power. Realistically, it should not be able to be disabled, but that is not currently a feature of reactors within KSPI. This means that even a small (i.e. tweakscaled smaller (yes, not realistic at all...)) such reactor always outputs ridiculous wasteheat - in image from my above post, I have one scaled down to 1.25m, I have 18 of the largest radiator (folding) on that thing, and I still didn't reach thermal equilibrium until I was at about 71% of max wasteheat capacity. The first build shut down at about 50 km above kerbin (That one only had 8). +PART[FNFissionFusionCatReactor] { @name = SingularityPowerSource @title = Singularity Mass Converter @cost = 2000000 @TechRequired = interstellarTechUHEPhysics @mass = 606//scaled down by 10^3 from presumed RL mass, as per articles referenced in wikipedia article (assuming containment system has neglible mass...) @description = This device mantains a small magnetically contained "Black Hole", harnessing the Hawking radiation to power the generator. !MODULE[InterstellarCatalysedFissionFusion]{} !RESOURCE[Antimatter]{} !RESOURCE[UraniumNitride]{} !RESOURCE[LqdDeuterium]{} !RESOURCE[LqdHelium3]{} !MODULE[AntimatterStorageTank]{} MODULE { name = InterstellarTokamakFusionReator ReactorTemp = 15513 PowerOutput = 18216 upgradedReactorTemp = 646146 upgradedPowerOutput = 100000 upgradedName = High-Q Tokamak originalName = D-T Tokamak upgradeTechReq = interstellarTechUHEPhysics upgradeCost = 2500 radius = 3.75 minimumThrottle = 1 powerRequirements = 10 chargedParticleRatio = 0.5 consumeGlobal = true reactorType = 4 upgradedReactorType = 512 fuelEfficiency = .99 upgradedFuelEfficiency = .99 } @RESOURCE[ChargedParticles] { @maxAmount = 800000 } @RESOURCE[ThermalPower] { @amount = 10 @maxAmount = 800000 } @RESOURCE[WasteHeat] { @maxAmount *= 1.2 } MODULE { name = TweakScale type = stack defaultScale = 3.75 } } REACTOR_FUEL_MODE { name = S-LH ReactorType = 512 GUIName = Singularity[LH] ChargedParticleRatio = .5 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = LqdHydrogen FuelName = LqdHydrogen UsagePerMW = 1.41e-19 Unit = l } } REACTOR_FUEL_MODE { name = S-Xe ReactorType = 512 GUIName = Singularity[Xe] ChargedParticleRatio = .5 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = XenonGas FuelName = XenonGas UsagePerMW = 1.70e-16 Unit = l } } REACTOR_FUEL_MODE { name = S-Air ReactorType = 512 GUIName = Singularity[Air] ChargedParticleRatio = .5 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = IntakeAtm FuelName = IntakeAtm UsagePerMW = 2.e-15 Unit = l } } REACTOR_FUEL_MODE { name = S-Ar ReactorType = 512 GUIName = Singularity[Ar] ChargedParticleRatio = .5 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = ArgonGas FuelName = ArgonGas UsagePerMW = 1.70e-16 Unit = l } } REACTOR_FUEL_MODE { name = S-H2O ReactorType = 512 GUIName = Singularity[H2O] ChargedParticleRatio = .5 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = Water FuelName = Water UsagePerMW = 1e-20 Unit = l } } REACTOR_FUEL_MODE { name = S-Al ReactorType = 512 GUIName = Singularity[Al] ChargedParticleRatio = .5 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = Aluminium FuelName = Aluminium UsagePerMW = 7.4074e-22 Unit = l } } REACTOR_FUEL_MODE { name = S-N ReactorType = 512 GUIName = Singularity[N] ChargedParticleRatio = .5 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = Nitrogen FuelName = Nitrogen UsagePerMW = 2.00e-14 Unit = l } } @REACTOR_FUEL_MODE[FusionDT] { @ReactorType = 524// Singularity reactor has to have base reactorType of 4 to allow calling the function of switching reactor mode (from the fusion reactor modules). This results in glitches unless the upgraded reactor also can use the default fusion mode. This is done by adding the new reactor type # (512) to the reactortype here (prev. 12 = 4 + 8). technically, it only functions as a regular fusion reactor (D-T) until upgraded, but I have set both its upgrade and initial unlocking to the same (final) node. For optimal realism, simply ignore and do not use that mode. }
  22. This is my Far Transponder, it is a remotetech relay being sent on an escape trajectory towards Kerbol North. It is powered by a Singularity Mass Converter, as I posted many moons ago in this thread. It has enough mass to run for several thousand (Earth) years. It has ridiculous mass, it will be burning for several real-time hours (QVP) to attain the final trajectory.
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