iospace Posted November 18, 2015 Share Posted November 18, 2015 (edited) [quote name='SuicidalInsanity']@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?[/QUOTE] Sadly random. I haven't used any of the ISRUs, so no comment on that regard. I don't have NFE installed though, but I do have modular fuel tanks (so I can stick xenon tanks in the Mk1->Mk2 converters). The only difference between this ship and one that works is placement of parts, and even then, the placement differences are so slight it shouldn't affect anything (RCS, panels, and radiators are the only parts that would be placed differently). I tested the craft on its launcher to see if the reactor will start on the ground, which it did, oddly enough. Edit: so I tested it some more: sub-orbital (worked), orbital (worked), and detached from the lifter (worked). Don't know why two identical craft have different results. Edit 2: I managed to somehow reproduce it. I deorbited my lifter, recovered it, and suddenly it stops working on the new one. Edit 3: The ship is entirely unmanned, so I'm wondering if that has anything to do with it. Edit 4: Docked a ship with a pilot and a scientist on it. It failed to start up. I'm going to suspect that it needs an engineer in order to run, which would explain why it would stop once the parent vessel's crew is recovered. The fact it worked though while unmanned and not connected to any other craft though is puzzling to me. I'll test with an engineer tomorrow. Edited November 18, 2015 by iospace Quote Link to comment Share on other sites More sharing options...
Akira_R Posted November 18, 2015 Share Posted November 18, 2015 What texture are you using for the spike part of the linear aerospike? I remove a lot of the stock parts from the game to help save ram because I use a LOT of mods, and it appears I have removed the part that the aerospike pulls it's texture from unknowingly. Thank you! Oh and btw I am still on 1.0.4 and using version 1.4.6.1 of your mod Quote Link to comment Share on other sites More sharing options...
iospace Posted November 18, 2015 Share Posted November 18, 2015 Update #5 for the reactor bug: docked and transferred an engineer, still refuses to start up. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 18, 2015 Share Posted November 18, 2015 [quote name='SuicidalInsanity']@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.[/QUOTE] Thanks, I'll check that as well as getting the latest version of this this weekend. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 18, 2015 Author Share Posted November 18, 2015 @iospace; The reactor has an engineer efficiency bonus like the ISRUs and drills, but doesn't require one to be onboard. Does the Alt-F12 debug log say anything when trying to activate the reactor? Also, could I have a full mod list? @Akira_R; Aerospike uses the following textures: Squad/Parts/FuelTank/mk2FuselageShort/mk2FuselageShort Squad/Parts/Engine/liquidEngineMainsail/model002 Squad/Parts/Engine/liquidEngineMainsail/model004 Quote Link to comment Share on other sites More sharing options...
iospace Posted November 19, 2015 Share Posted November 19, 2015 [quote name='SuicidalInsanity']@iospace; The reactor has an engineer efficiency bonus like the ISRUs and drills, but doesn't require one to be onboard. Does the Alt-F12 debug log say anything when trying to activate the reactor? Also, could I have a full mod list?[/QUOTE] The debug log says nothing. I tried without TAC fuel balancer and got the same result. Mods: FAR Modular Flight Integrator Mk2 Expansion Firespitter Interstellar Fuel Switch KM Gimbal Modular Fuel Tanks Precise Node Kerbal Joint Reinforcement Docking Port Alignment Indicator Kerbal Alarm Clock B9 Procedural Wings Cross Feed Enabler Asteroid Day Community Resource Pack Kerbal Engineer TAC Fuel Balancer Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 19, 2015 Author Share Posted November 19, 2015 I've made a test copy of KSP 1.05 running the mods you listed, and reproduced the craft you posted a screenshot of, as well as run some additional tests of the reactor in various configs and locations, and I can't get the bug to trigger. I also tested craft that used M2X 1.6.06 reactors and then updated to M2X 1.6.11 to make sure the addition of new modules on the reactors ported properly to see if that could have been the cause; still no bug. I have no idea what could be causing it at this point, and apart from deleting the Mk2 Expansion and reinstalling it to see if that changes anything, I don't know what to suggest. Quote Link to comment Share on other sites More sharing options...
iospace Posted November 20, 2015 Share Posted November 20, 2015 Weird. Now one that was working isn't, and it's after I transferred crew over to a connected vessel, restarted the game, then suddenly it won't work again. Do you want me to send you the craft files over? I have two ways of launching it, piggybacked on an SSTO plane or two boosters strapped to the sides (also SSTO with deorbiting of the boosters possible). Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 21, 2015 Author Share Posted November 21, 2015 Yes. Any specific launch instructions that might cause weirdness if not followed? Quote Link to comment Share on other sites More sharing options...
iospace Posted November 22, 2015 Share Posted November 22, 2015 [quote name='SuicidalInsanity']Yes. Any specific launch instructions that might cause weirdness if not followed?[/QUOTE] The plane is a challenge to orbit, the rocket is less so. Let me do one final test and I'll send it over with launch instructions. Quote Link to comment Share on other sites More sharing options...
Rodger Posted November 23, 2015 Share Posted November 23, 2015 The reverse thrust option on the Wirligig doesn't seem to be working. RCSBuildAid says it's thrust is always in the same direction. Quote Link to comment Share on other sites More sharing options...
iospace Posted November 23, 2015 Share Posted November 23, 2015 (edited) I can verify the above. Did a runway test, set thrust to reverse, still moved forward. [s]Another bug is that the blades do not seem to stop spinning once the engine is shut down, and even[/s] at throttle zero (with the engine activated) I'm still getting 0.5 kN of thrust. Edit: didn't wait long enough for the blades to stop, it seems. I'm starting to figure the blades still going at "full" speed at throttle zero is intended operation. Edited November 23, 2015 by iospace Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 24, 2015 Share Posted November 24, 2015 Well, the mod works. I didn't install it correctly. I think I did the same thing when I orriginally got the mod. Everything works, although the turboprop doesn't make sound or move. It produces thrust just fine though. I'm happy now because my Retaliation class Landship is no longer in limbo and I can potentially go back to my career save again! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 25, 2015 Author Share Posted November 25, 2015 @Rodger; Huh. Can confirm that reverse doesn't work. I'll fix the issue next update. @iospace; Idling Firespitter engines will generate a tiny amount of thrust, presumably because regardless of engine thrust, it's still a spinning propeller. @Generalstarwars333;If the turboprop doesn't animate or play sound, it seems like Firespitter isn't installed. Quote Link to comment Share on other sites More sharing options...
iospace Posted November 25, 2015 Share Posted November 25, 2015 [quote name='SuicidalInsanity']@iospace; Idling Firespitter engines will generate a tiny amount of thrust, presumably because regardless of engine thrust, it's still a spinning propeller.[/QUOTE] Figured that was the case! Quote Link to comment Share on other sites More sharing options...
Kagame Posted November 26, 2015 Share Posted November 26, 2015 Could you make an extended Mk 2 crewtank please? Something like 8 or even 16 passengers, so we can make bizjets or even regional jets that aren't really floppy. Edit: I maaaaay have asked for this before. I'm not sure. Quote Link to comment Share on other sites More sharing options...
Lrauka Posted December 2, 2015 Share Posted December 2, 2015 Anyone else having an issue using the SC-TD cockpit? Specifically, I don't have a portrait of the Kerbal inside, and can not EVA him. Using the current mod version, clean install. Every other cockpit works fine.. Thanks Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted December 3, 2015 Author Share Posted December 3, 2015 @Kagame: On one hand, a bizjet crewtank would be useful (for part count if nothing else), on the other hand, more custom IVAs. I'll consider it. @Lrauka: Sounds like the game isn't seeing the IVA. First thing I would do is doublecheck that you have Mk2Expansion/Spaces/AnglerPit/Internal.cfg & internal.mu; those are the config and model file for the SC-TD IVA; without those, no IVA, and no portrait. Quote Link to comment Share on other sites More sharing options...
andreasblom Posted December 5, 2015 Share Posted December 5, 2015 When will there be an IV for the high vis cockpit? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted December 5, 2015 Author Share Posted December 5, 2015 @andreasblom; The high vis cockpit? I'm guessing you're referring to the HV Mk2-1 cockpit? It already has one; all the cockpits that come with the mod have their own custom IVAs. If one isn't appearing in game, I would make sure that everything in the Mk2Expansion/Spaces directory got installed correctly Quote Link to comment Share on other sites More sharing options...
boywithumbrella Posted December 8, 2015 Share Posted December 8, 2015 On 12/6/2015, 12:32:00, SuicidalInsanity said: @andreasblom; The high vis cockpit? I'm guessing you're referring to the HV Mk2-1 cockpit? It already has one; all the cockpits that come with the mod have their own custom IVAs. If one isn't appearing in game, I would make sure that everything in the Mk2Expansion/Spaces directory got installed correctly I had the same issue as Lrauka (and probably andreasblom) - i.e. the game did not recognize the IVA of the cockpit (I only tested SC-TD). I then looked into the internal.cfg for it and renamed the seat module from Seat to InternalSeat (details in spoiler) - after this the game recognized the IVA. Spoiler in Kerbal Space Program\GameData\Mk2Expansion\Spaces\AnglerPit\internal.cfg changed MODULE { name = Seat seatTransformName = CenterSeat portraitCameraName = CockpitCam allowCrewHelmet = false } to MODULE { name = InternalSeat seatTransformName = CenterSeat portraitCameraName = CockpitCam allowCrewHelmet = false } I'm not sure why that fixed the problem - do you have an idea / could you look into it? I can provide logs if they'd be of any help. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted December 8, 2015 Author Share Posted December 8, 2015 (edited) Close - that fix will restore the IVA, but not its textures. The full fix is: Spoiler MODEL { model = Mk2Expansion/Spaces/AnglerPit/Internal texture = Mk2StandardIVA , Squad/Spaces/mk2CockpitStandardInternal/Mk2StandardIVA texture = model003 , Mk2Expansion/Spaces/AnglerPit/model003 texture = model009 , Mk2Expansion/Spaces/AnglerPit/model009 texture = IVA_Windows , Mk2Expansion/Spaces/AnglerPit/IVA_Windows } MODULE { name = InternalSeat seatTransformName = CenterSeat portraitCameraName = CockpitCam allowCrewHelmet = false } Somewhere between the 1.04 version and the 1.05 version the the IVA's internal.cfg got reverted somehow, resulting in the IVA not being recognized. Edited December 8, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
ss8913 Posted December 17, 2015 Share Posted December 17, 2015 So, this isn't so much a bug but... the mk2 science module is 2 orders of magnitude behind the stock 2-kerbal science lab. ie, the stock lab, under a certain set of conditions, gives me 10 science per day, whereas the mk2 version gives me 0.10 - rendering the part pretty much unusable. I can fix it myself in the .cfg, but I thought I'd bring it to your attention so that it can be "officially" fixed. Quote Link to comment Share on other sites More sharing options...
andreasblom Posted December 19, 2015 Share Posted December 19, 2015 (edited) On 12/5/2015 at 6:32 PM, SuicidalInsanity said: @andreasblom; The high vis cockpit? I'm guessing you're referring to the HV Mk2-1 cockpit? It already has one; all the cockpits that come with the mod have their own custom IVAs. If one isn't appearing in game, I would make sure that everything in the Mk2Expansion/Spaces directory got installed correctly It is fixed Edited December 19, 2015 by andreasblom Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted December 20, 2015 Author Share Posted December 20, 2015 (edited) @ss8913: I'll look into it, but for convenience, my sanity, and because I still can't get the ISRU drill working the next update won't roll out until KSP 1.1 drops, On a more general note, looking at just how much the part list for this mod has grown, and keeping in mind the effects of part bloat for people with older computers, I'm considering splitting this mod into a few smaller packs; I'm thinking something like a core pack with general Mk2 parts, and then having something like a deep space pack and an advanced flight pack for the more specialized parts. Is this something that people would like to see, or prefer to keep things as they are? Edited December 20, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
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