Siphonophore Posted October 20, 2015 Share Posted October 20, 2015 (edited) Mk2 and Mk3 part suggestions;1) Mk3 formfactor SRB2) Mk3 VASIMR3) Mk2 dark matter drive powered by Xenon4) Mk3 inverter cockpit5) Mk3 space cruiser cockpit with Discovery-esque windows6) Mk3/Mk2 inflatable centrifuges (I know this has been suggested before, but see what you can do)Also, can you show me another WIP model of the Cyclops cockpit and the IVA model? Edited October 20, 2015 by AJTheMighty Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 21, 2015 Share Posted October 21, 2015 SuicidalInsanity said: @Blowfish: I don't know what half of those variables are. Given the the issues the Mk2Expansion AJE patch has had, and that AJE ships with MM patches for most of the other aircraft mods out there, would it make sense to hand over the mk2Expansion patch and have it maintained on AJE's end rather than Mk2Expansion's and add it into AJE's collection of mod patches?That might make sense, but a couple of things: (1) There a large number of parameters for each engine, many of which can only be set off of real-world engine stats. Do all of the jets in this mod have reasonable real-world equivalents, or at least reasonable equivalents already in AJE? (2) Given the large number of mod configs that AJE already has, I can't guarantee that updates would be processed in a timely manner. Someone (probably a person using both AJE and the Mk2 expansion) would have to notify us of the change. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 23, 2015 Author Share Posted October 23, 2015 @blowfish;1) Yes, though the dual cycle engines are derived from the RAPIER. 2) shouldn't be an issue, since I don't have any plans to add in new jet engines at present. Quote Link to comment Share on other sites More sharing options...
TK421d Posted October 29, 2015 Share Posted October 29, 2015 (edited) having trouble getting this to work, second time i've tried to install it. different installs, same hangup as on the previous one.the only part in that folder is the reactor, and there's no reference in the cfg to that callout, so there's another part somewhere trying to reference it (im guessing).but it hangs on the load and only resort is alt-f4... and therefore no logsedit: apparently its something with the MM configs for the interstellar patch, but im clueless as to those, its all greek to me. Edited October 29, 2015 by BobsYerUncle Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted October 29, 2015 Share Posted October 29, 2015 BobsYerUncle said: having trouble getting this to work, second time i've tried to install it. different installs, same hangup as on the previous one.http://i.imgur.com/HMPeRvK.pngthe only part in that folder is the reactor, and there's no reference in the cfg to that callout, so there's another part somewhere trying to reference it (im guessing).but it hangs on the load and only resort is alt-f4... and therefore no logsedit: apparently its something with the MM configs for the interstellar patch, but im clueless as to those, its all greek to me.I'm most certain you forgot to install "CommunityResourcePack".If you don't want the whole pack,i use this resources to work with Mk2 expansion.RESOURCE_DEFINITION{ name = EnrichedUranium // Nuclear fuel density = 0.01097000000 unitCost = 865.0000000 isTweakable = true flowMode = NO_FLOW transfer = NONE}RESOURCE_DEFINITION{ name = DepletedFuel density = 0.01097 flowMode = NO_FLOW transfer = NONE isTweakable = false unitCost = 0}RESOURCE_DEFINITION{ name = IntakeAtm density = 0.005 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false unitCost = 0} Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 29, 2015 Author Share Posted October 29, 2015 @BobsYerUncle; That's a part added by the mk2-KSPI integration mod. I would suggest asking in the mk2-KSPI integration thread if they know whats going on; without seeing your output_log.txt, the best advice I can give is remove the integration mod to remove what ever is causing the hangup. Quote Link to comment Share on other sites More sharing options...
NoahAldritt Posted November 4, 2015 Share Posted November 4, 2015 (edited) Having the same issue as BobsYerUncle, catches on Mk2Expansion/Parts/Utility/Reactor/part/M2X_Generator_CP, Definitely have CRP installed, (reinstalled it three times just in case), and I'm not sure where/how to post the output_log or I would. So, if you could point me towards that I'll respond when I can. Any help would be appreciated. (Also going to go see if I can hunt out the integration thread to see if there might be a solution there)Edit: Tested and confirmed that without the Integration patch it loads to menu fine. (Probably should have done that BEFORE posting, oh well..) Edited November 4, 2015 by NoahAldritt Quote Link to comment Share on other sites More sharing options...
Rabbid529 Posted November 11, 2015 Share Posted November 11, 2015 Hey, beautiful mod! With the 1.0.5 update though, some window textures are missing. Could you update it please? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 11, 2015 Author Share Posted November 11, 2015 I've had a chance to play around with KSP 1.05, and I think I've found all the things that have broken; an update should be up in a few days. Quote Link to comment Share on other sites More sharing options...
Araym Posted November 12, 2015 Share Posted November 12, 2015 Rabbid529 said: Hey, beautiful mod! With the 1.0.5 update though, some window textures are missing. Could you update it please?Basically, the window are missing because Squad's mk1cockpit is totally different, now (no more the same model-texture).I copied the old texture from 1.0.4, and redirect the link in the model, and all is working as before.Suicidal... you could do it in a more definitive way, storing it once in your mod, in a pre-decided path (like a common asset), where your models could referr.(I'm saving the old cockpit as a whole, because I find it better for some roles than the new one) Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 12, 2015 Author Share Posted November 12, 2015 Version 1.6.10 KSP 1.05 compatibility update is up, available from KerbalStuff or GitHub.Version 1.6.10==============================-KSP 1.05 update-Fixed missing textures from Squad part depreciation-New Part: F4-C Turboprop Engine-New Part: Mk2 Airlock Endplate-New Part: R-4 'Mongrel' Rocket VTOL engine-New part: Mk2 Precooler-Jet engines now have thrustdamagemultipliers-G-120 "Vector" Turbojet Engine now has an afterburner-SC-TD Multipurpose cockpit IVA tweaks-Mk2 Sci-lab IVA tweaks-Fixed Shrouded solar panel symmetry-Chines now have stack attach nodes-Firespitter added as a dependancy-Reduced NUK-3 Aircraft Fission reactor weight-Reduced 'Spirit' Ion Engine Ec requirement-Reduced 'Spirit' Ion Engine ISP by 20% Quote Link to comment Share on other sites More sharing options...
tyen0 Posted November 13, 2015 Share Posted November 13, 2015 Awesome. Thanks for the update. Quote Link to comment Share on other sites More sharing options...
129828 Posted November 13, 2015 Share Posted November 13, 2015 This mod looks really awsome, maybe you should consider making a seperate catagory for filter extension Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 13, 2015 Author Share Posted November 13, 2015 Version 1.6.11 hotfix is now up. It fixes a few things that I missed during the initial updating to KSP version 1.05 Version 1.6.11 ======================================================hotfix for varous things-Mk2 endcap textures now working-RCS chine segments now have nodes -Restored the PG RCS chine-Engines now have heatconductivity-Mk2 reactor now has core temperature mechanic-Turboprop now has identifying namemain difference is the NUK-3 Aircraft Fission Reactor now has a core heat mechanic - this means radiators are now required; the reactor can and will explosively meltdown without them Quote Link to comment Share on other sites More sharing options...
Feradose Posted November 13, 2015 Share Posted November 13, 2015 (edited) The Vector engine doesnt seem to vector.. and the "changing cockpit" is all three models mashed together, help?---Update---Typo(?) on identifying name of turboprop. Edited November 13, 2015 by Feradose Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 13, 2015 Author Share Posted November 13, 2015 (edited) Do you install the Klockheed_martain_Gimbal and Interstellar Fuels switch plugins that were packaged with the mod? They're dependencies. Edited November 13, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Feradose Posted November 13, 2015 Share Posted November 13, 2015 Yes, yes I did. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 13, 2015 Author Share Posted November 13, 2015 The problems you report aren't occurring on my dev copy of KSP, so something is conflicting on your end. Can you post your KSP_Data/output_log.txt? Quote Link to comment Share on other sites More sharing options...
Feradose Posted November 13, 2015 Share Posted November 13, 2015 I can't seem to find such a .txt in my KSP_Data Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 13, 2015 Author Share Posted November 13, 2015 Are you using Linux or Mac? if so, then the file is called player.log Quote Link to comment Share on other sites More sharing options...
Feradose Posted November 13, 2015 Share Posted November 13, 2015 (edited) Player.log doesnt exist eitherFound it Edited November 13, 2015 by Feradose Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 13, 2015 Author Share Posted November 13, 2015 That's odd. Without that to see what the issue is, I don't have anything to go on for troubleshooting, which means the only thing I can suggest is delete the Mk2 Expansion, Klockheed_martain_Gimbal, and Interstellar Fuel Switch folders from your Gamedata, and then reinstall them. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 17, 2015 Share Posted November 17, 2015 Hey, I got the new 1.6.10 version of this, but all the parts disappeared! I'm now sad since I can't play my career save since my Kerbinport Space station has four of the OMS pods from this mod on it, and I don't want to lose it. Also, I miss the parts, and my Retaliation class Landcruiser is in limbo due to its having the nuclear reactor from this mod. I think I installed it write, I got rid of the old version. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] I will install the new version this weekend an see if it works. If I can get my tech privileges back... [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] I have the latest version of Firespitter too. Quote Link to comment Share on other sites More sharing options...
iospace Posted November 17, 2015 Share Posted November 17, 2015 Seem to have encountered a bug with the reactor: it sometimes just outright fails to start. I've put two practically identical vessels in orbit, and one's reactor just does not want to generate any power, or heat for that matter. I've tried restarting the reactor, time warping, switching craft, and restarting the game. It does not seem to want to function. [img]http://i.imgur.com/Fbgjt3q.png[/img] (Yes, the basic design is pretty much lifted from the examples album. I felt it was a good design and made some modifications to it) Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 18, 2015 Author Share Posted November 18, 2015 (edited) @Generalstarwars333;Lack of firespitter would only break the turboprop. Since most of the parts are unchanged from the previous version, for all of them to suddenly disappear suggests an improper install. I would double check/do a reinstall of the mod to confirm that the parts are appearing in the GameData/Mk2Expansion directory. @iospace; Are there reproducible steps to getting the reactor to not work, or is it random? The reactor uses the same code as the stock ISRU - are you seeing similar behavior from that? Edit: Do you have NFE installed? Edited November 18, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
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