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ABZB

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Everything posted by ABZB

  1. I am running this in .25 - my completed contracts keep disapearing, and the open contracts menu in the flight screen keeps emptying itself, although the contracts remain open (when this happens, I become unable to complete the contract when I fulfill the conditions (such as plant flag on Mun)). Anyone else had this or fixed it?
  2. I think there is some deep wisdom about the human condition you have there.
  3. I tried just recompiling with new version dlls - no dice (unless I made an error not currently obvious to me).
  4. when that happens, my debug log spams about duplicate Tweakscale modules existing on the cloned part.
  5. what you did is kind of what one does to scale everything for proper realism with RF and stuff
  6. if you look at the config for KSPI tanks, in the water tank def, the line utilization = whatever has "whatever" of less than one (not sure why the one who put it together did that). if you remove that line, the tank will use the normal volume of the given tank. that value scales the base tank volume, accounting for fuels that might lose volume (say to extra insulation or shielding) or be highly compressible (say Xenon and Argon gas). density doesn't come into play for that, that determines mass of full tank, as well as drain rate when the resource is used.
  7. have only 1 copy of modulemanager. the latest version is 2.5.1 having multiple copies does tend to screw things up
  8. In FNRadiator.cs line 445 Debug.Log("rd _Emissive: " + renderer.material.GetTexture("_Emissive"));
  9. There is a single line in the FNradiator file, it seems for debugging purposes, that he presumably forgot to comment out when he compiled the current release.
  10. It depends on what exactly is changed in the code and in the part files - we won't know until it is finalized. What you could do is make a backup copy of your KSPI files, and when the new version is released, backup that game save file. If there is a compatibility issue, you can make a copy of the entire ksp folder, and use that with the old version for that save.
  11. After attaching a generator in the VAB/SPH - right click on it, there is a button in its right-click-menu to switch between the two modes. You can only switch the mode in the editor, once a generator is launched, it is unswitchable.
  12. I noted this to your github - the exe works nicely, excellent idea. One issue: with the OpenGL mode chosen, my aerodynamic FX are disabled (KSP insists that they are unsupported by my hardware).
  13. Hrrrrm - try quicksaving and timewarping for several in-game days - see if the wasteheat decreases - maybe it's decreasing too slowly to see over any reasonable length of time... Or - make a backup copy of the quicksave, then find this craft in the file, and change the wasteheat resource amount in the radiators back to 0. then load the edited quicksave - see if maybe the wasteheat shoots back up. Also - in the VAB - what did the thermalheat helper panel say?
  14. Yeah - I've tweakscaled lots of Solar panels - never had an issue... I was asking b/c the flat static panels can't retract and stop generating heat...
  15. they shut down (solar panel auto-retracts, for example) or explode.
  16. try Modular Fuel tanks [or realfuels]
  17. the fusion reaction power output is split between thermal power (getting electricity from heat going from hot to cold) and chargedparticle (getting electricity from the various electrically charged fusion products flying away at high speeds, transferring their kinetic energy). The former's efficiency (% of heat energy that actually ends up as useful electricity) increases as the radiators get colder and colder relative to the reactor. this can be made better by using more and bigger radiators. to get all the power from the reactor, attach a generator on either end, and make sure that one is set to "Direct conversion Generator" (this is the charged particle thing) and the other to "Solid state converter" (the heat thing). EDIT: Hey, cool - when did I become a Sr. Spacecraft Engineer?
  18. @PART[KSPIMagneticNozzle1]:Final { @node_stack_top = 0.0, 0.401, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -0.21, 0.0, 0.0, 1.0, 0.0, 1 } @PART[KSPIMagneticNozzle2]:Final { @node_stack_top = 0.0, 0.80, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.50, 0.0, 0.0, 1.0, 0.0, 2 } @PART[KSPIMagneticNozzle3]:Final { @node_stack_top = 0.0, 1.205, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.75, 0.0, 0.0, 1.0, 0.0, 2 }
  19. Ah! Thank you very much. I am using that KSP RAM Saver - I was using version 1.0 - it forces openGL. Apparently there is now a 2.0 that allows choice of what to implement. (http://forum.kerbalspaceprogram.com/threads/98358-KSP-RAM-Saver)
  20. I noticed today that I am no longer seeing Aerodynamic effects on reentry. I checked my settings, and my Aerodynamic FX Quality is greyed out; saying "No Hardware Support". I am running the same machine I have used since I first started KSP... I think that this ahas been going on for a while, and it did not click that I was missing the flame and mach effects, as my craft still glows red. My most recent output_log is at: https://www.dropbox.com/s/huxwm0ia4bbpog0/output_log.txt?dl=01 my setting.cfg, if it may help is at: https://www.dropbox.com/s/5j0hfmsvho09g8e/settings.cfg?dl=0 Mods: Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.5.1 v2.5.1.0 aaa_Toolbar v1.0.0.0 DynamicTanks v1.0.0.0 USITools v1.0.0.0 USI_Converter v1.0.0.0 MiniAVC v1.0.2.3 ActiveTextureManagement v1.0.0.0 AdaptiveDockingNode v1.5.5311.28823 CritterCrawler v0.0.0.0 BDAnimationModules v0.0.0.0 BetterTimeWarp v1.0.0.0 AnchoredDecouplerFix v1.0.0.0 EVAEjectionFix v1.0.0.0 LargeCraftLaunchFix v1.0.0.0 SymmetryActionFix v1.0.0.0 DeadlyReentry v6.1.5401.38651 DefaultThrottle v1.0.0.0 EditorExtensions v1.4.5393.40222 EVAParachutes v0.0.0.0 ExsurgentEngineering v1.0.5122.3109 KSPAPIExtensions v1.7.1.2 Launchpad v4.4.0.0 LaunchpadToolbar v4.2.3.0 FerramAerospaceResearch v0.14.3.3 ferramGraph v1.3.0.0 Scale_Redist v1.0.0.0 FinePrint v0.59.0.0 Firespitter v7.0.5398.27328 HlTest v1.0.0.0 KAS v1.0.5394.34415 KerbalFlightData v1.0.0.0 Wheels v1.0.0.0 KerbalIspDifficultyScaler v1.4.1.0 KerbalJointReinforcement v2.4.4.0 KineTechAnimation v1.0.0.0 KSP-AVC v1.1.5.0 LitJson v0.7.0.0 InfernalRobotics v0.19.0.0 MechJeb2 v2.3.0.0 MechJebFARExt v1.0.0.0 ModuleRCSFX v0.3.5393.39617 DockingPortAlignment v1.0.0.0 ModuleDockingNodeNamed v1.0.0.0 OpenResourceSystem_1_2_0 v1.1.0.0 OpenResourceSystem_1_3_0 v1.1.0.0 OpenResourceSystem_1_4_1 v1.1.0.0 OpenResourceSystem_1_4_2 v1.4.2.0 ORSX v1.0.0.0 PadLock v1.0.0.0 DeepFreeze v1.0.0.0 PartHighlighter v1.0.0.0 ResourceRecovery v1.0.0.0 PreciseNode v1.0.0.0 ProceduralFairings v0.0.0.0 ProceduralParts v0.9.19.0 QuantumStrutsContinued v1.1.5370.26424 RCSBuildAid v0.5.2.15701 RCSBuildAidToolbar v0.5.2.15702 RealChute v1.2.5433.29228 RealFuels v0.8.1.33418 RealSolarSystem v0.8.2.1 RemoteTech v1.0.0.0 SaneStrategies v1.0.0.0 StrategySanity v1.0.0.0 SmokeScreen v2.5.0.0 StageRecovery v1.5.1.0 TacFuelBalancer v2.4.1.0 TechManager v1.4.0.0 ModuleDB v1.0.5311.28823 ToadicusTools v0.0.0.0 KerbalAlarmClock v3.0.4.0 KSPAlternateResourcePanel v2.6.0.0 TweakableAnimateGeneric v1.5.5405.25485 TweakableDecouplers v1.5.5405.25482 TweakableDockingNode v1.5.5405.25482 TweakableEngineFairings v1.5.5405.25485 TweakableGimbals v1.5.5405.25484 TweakableIntakes v1.5.5405.25487 TweakableRCS v1.5.5405.25484 TweakableReactionWheels v1.5.5405.25483 TweakableSolarPanels v1.5.5405.25483 TweakableStaging v1.5.5405.25481 Scale v1.47.0.0 Scale_Editor v1.0.0.0 TweakScale_RealFuels v0.0.0.0 UbioWeldingLtd v1.0.1.4 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 InterstellarToolbar v1.0.0.0 Non-DLL mods added: B9_Aerospace Squad RealFuels_StockEngines RT RetroFuture TweakableEverything KarbonitePlus ExtraTanks Mods by directory (sub directories of GameData): 000_Toolbar 000_USITools 64k ASET BahamutoD BahaSP BoulderCo Bug_Fixes CommunityResourcePack EVALoading ExtraplanetaryLaunchpads HooliganLabs KASA KerbalFoundries KipEng KSPI_CRP_Pack KWRocketry MagicSmokeIndustries MarkIVSystem ModRocketSys MP_Nazari NASAmission NavyFish NEBULA Not Enough Struts NovaPunch2 OpenResourceSystem ORIGAMI ORSResourcePack PaladinLabs Philotical PimpMyRover PunyProbes RadialEngineMountsPPI RCS blockV2 SMS_UsefulStuff TriggerTech TweakScale UmbraSpaceIndustries VNG WarpPlugin ZZZZ_Module_Manager_Custom_Configs
  21. Most reactor types can't run below a certain rate (ie they cant run at 0% when active) you can deactivate the reactor, but for a fission reactor a kerbal has to go on eva and move right next to the reactor to re-activate it.
  22. https://www.dropbox.com/s/huxwm0ia4bbpog0/output_log.txt?dl=0 I get that every time I launch a vessel, or switch to an existing vessel. There is a noticeable pause beyond the usual KJR pause. It occurs even if the only part is the MK1 pod. Planes that should fly act as though they have almost no lift (I notice that if I enable the shaders, there is a very very faint blue tint of the CL, while the drag tint is bright and strong (comparing to the tints in Scott Manley's recent video demonstrating that feature).
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