AVaughan Posted August 30, 2019 Share Posted August 30, 2019 @CocaoGames Which version of KSP? What versions of ksp (if any) did you tell ckan to consider compatible? See https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.6.1 Quote Link to comment Share on other sites More sharing options...
raidernick Posted August 30, 2019 Share Posted August 30, 2019 10 hours ago, AVaughan said: @CocaoGames Which version of KSP? What versions of ksp (if any) did you tell ckan to consider compatible? See https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.6.1 my guess is the ignoring of the RO release version and trying to install it on 1.7.x or something similar. Although RO does work on 1.7.x but you need to force ckan to install the 1.6.x versions of the dependencies that haven't been updated yet. Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 30, 2019 Share Posted August 30, 2019 3 minutes ago, raidernick said: my guess is the ignoring of the RO release version and trying to install it on 1.7.x or something similar. Although RO does work on 1.7.x but you need to force ckan to install the 1.6.x versions of the dependencies that haven't been updated yet. Curiously, i tried to make ro work on 1.7.3 and if I recall correctly it seemed that advanced jet engines was not quite compatible. I got lots of errors. Quote Link to comment Share on other sites More sharing options...
raidernick Posted August 30, 2019 Share Posted August 30, 2019 27 minutes ago, Cruss said: Curiously, i tried to make ro work on 1.7.3 and if I recall correctly it seemed that advanced jet engines was not quite compatible. I got lots of errors. my test install for RO is on 1.7.x and I have no issues Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 30, 2019 Share Posted August 30, 2019 1 hour ago, raidernick said: my test install for RO is on 1.7.x and I have no issues I'll try a clean ckan install soon then, i did a manual install because ckan would not install ro due to kerbal joint reinforcement. Thank you for the confirmation though Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted September 1, 2019 Share Posted September 1, 2019 Vinci config seems to need some fixing, as the engine has the wrong stats and spams the log with the following error: [ERR 18:52:07.258] *RFMEC* ERROR could not find configuration of name RL60 and could find no fallback config. For part SSTU-SC-ENG-Vinci, Current nodes: CONFIG { name = Vinci-180 massMult = 1.100 maxThrust = 180 minThrust = 180 heatProduction = 100 ullage = True ignitions = 5 powerEffectName = Hydrolox-Upper PROPELLANT { name = LqdHydrogen ratio = 0.733 DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 0.267 } atmosphereCurve { key = 0 465 key = 1 230 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.500 } } Quote Link to comment Share on other sites More sharing options...
JeanRenaud Posted September 4, 2019 Share Posted September 4, 2019 (edited) I have an issue with KSP 1.6.1 with RO v 12.7.2. The Stack nodes of the MK1-3 Pod (4m) & MK1 Pod (2m) (the green balls when we want to stack parts) are offset inside the Pods. For example, on the following image, the escape rocket is overlapping inside the pod a lot, and the heat shield at the bottom is also offset a little inside. Here is some configuration data from the "ModuleManager.ConfigCache" file : UrlConfig { parentUrl = Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg PART { name = mk1-3pod module = Part author = RoverDude scale = 1.0 node_stack_bottom = 0.0, -0.50015, 0.0, 0.0, -1.0, 0.0, 4 node_stack_top = 0.0, 1.2732, 0.0, 0.0, 1.0, 0.0, 2 [...] rescaleFactor = 1.0 [...] MODEL { model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 scale = 1.6355, 1.6355, 1.6355 } } } I have a fresh install of KSP. Looking at stock configuration, i learned that the "node_stack_bottom" and "node_stack_top" initial "Y" values are -0.47924 (bottom) and 1.19319 (top). Theorically, by looking in the RO source code, there should be a 1.6 upscale applied. The wiki for config files states that scaling can be done by adjusting "rescaleFactor" (which should scale the 3D texture and the nodes placement at the same time), but rescaleFactor is still 1.0 in the configCache. Another way to scale the part is by adjusting the "scale" vector in the "MODEL" section (here, "1.6355, 1.6355, 1.6355", which will scale only the 3D model) and adjusting the "node_stack_bottom" and "node_stack_top" values to 1.6 * [original values], which will then adjust the stack nodes placement. Here we have -0.50015 and 1.2732 "Y" nodes values. These are not 1.6 * [original values], these are only ±1.05 * [Original values]. Why ? I don't understand the 1.6355 model scale value, it should be 1.6. I found a workaround by using the configCache values from "KSP 1.2.2 with RO"; i set bottom and top nodes "Y" values to -0.760 (bottom) and 1.986 (top). But everytime i add or remove a mod, the cache rebuilds and i have to correct the nodes again. Anyone observed this issue ? Edited September 4, 2019 by JeanRenaud Image added. Quote Link to comment Share on other sites More sharing options...
IMLL1 Posted September 6, 2019 Share Posted September 6, 2019 (edited) I am having trouble where as I spend more time in the VAB with a rocket, my game gets slower and slower. I traced the problem to the procedural SRB spamming the logs with: ModelMultiShurikenPersistFX.LateUpdate () [EXC T:I:M.E] NullReferenceException: Object reference not set to an instance of an object It isn't just a ProcParts problem, because it only happens when I have the RO suite installed. It may be due to RealFuels or SmokeScreen or RealPlume, but RO is the only consistent thing I've found. any advice? Before you ask, I installed via CKAN. (Logs incoming, be prepared). I am currently working on finding a way to upload the logs, but my player.log is literally 5mb of NullReferenceException: Object reference not set to an instance of an object at ModelMultiShurikenPersistFX.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edited September 6, 2019 by IMLL1 logs issues Quote Link to comment Share on other sites More sharing options...
KAO Posted September 7, 2019 Share Posted September 7, 2019 (edited) NASA reusing the proven Skylab design atop this Orion, with integrated Apollo Command Module (which fits *perfectly* atop the Gemini retro module) You really come to realize that chemical rocketry is like playing with foam kid's toys after riding 6000 tons to space with atomic bombs. 16 Raptors are used to bring it down. Edited September 7, 2019 by KAO Quote Link to comment Share on other sites More sharing options...
Epox75 Posted September 7, 2019 Share Posted September 7, 2019 (edited) On 9/7/2019 at 12:32 AM, IMLL1 said: I am having trouble where as I spend more time in the VAB with a rocket, my game gets slower and slower. I traced the problem to the procedural SRB spamming the logs with: ModelMultiShurikenPersistFX.LateUpdate () [EXC T:I:M.E] NullReferenceException: Object reference not set to an instance of an object It isn't just a ProcParts problem, because it only happens when I have the RO suite installed. It may be due to RealFuels or SmokeScreen or RealPlume, but RO is the only consistent thing I've found. any advice? Before you ask, I installed via CKAN. (Logs incoming, be prepared). I am currently working on finding a way to upload the logs, but my player.log is literally 5mb of NullReferenceException: Object reference not set to an instance of an object at ModelMultiShurikenPersistFX.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I started a new career with RO on 1.6.1 plus the test version of RP-1 and I was just about to report the same issue. It's caused by the smokescreen plugin 2.8.2 installed via ckan. I replaced it with the 2.8.0 version and the log spamming is gone. Thou I still have to test the gameplay. I will update soon. Edit: Yup I confirm that smokescreen 2.8.0 seems to work just fine. Edited September 8, 2019 by Epox75 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted September 7, 2019 Share Posted September 7, 2019 New Real Fuels release version 12.8.1 Addresses the 'lag' issue reported in VAB. and more cases fixed where the PAW wasn't being marked dirty. (if you don't tell the game that your PAWs are dirty then it won't clean them for you) https://github.com/NathanKell/ModularFuelSystem/releases/tag/rf-v12.8.1 Quote Link to comment Share on other sites More sharing options...
IMLL1 Posted September 7, 2019 Share Posted September 7, 2019 10 hours ago, Epox75 said: I started a new career with RO on 1.6.1 plus the test version of RP-1 and I was just about to report the same issue. It's caused by the smokescreen plugin 2.8.2 installed via ckan. I replaced it with the 2.8.0 version and the log spamming is gone. Thou I still have to test the gameplay. I will update soon. Thanks. Someone else said that Real Fuels is also at fault, so update them both I guess. Quote Link to comment Share on other sites More sharing options...
Crio Posted September 8, 2019 Share Posted September 8, 2019 Hey there, Is there any way to make clouds work with 1.7.3 and RO/RSS? I tried RSSVE but the latest release seems to not work. Tbh i'm a bit confused and frustrated because all the suggested solutions i found so far are either outdated or not working. I assume i am doing something wrong or missing something important, but due to i am no EN native speaker, it's really hard for me to go through 50ish page forum threads understanding what to do So therefore the general question if this is possibly with 1.7.3. at all. Thanks in advance any help is appreciated Quote Link to comment Share on other sites More sharing options...
raidernick Posted September 9, 2019 Share Posted September 9, 2019 On 9/8/2019 at 9:49 AM, Crio said: Hey there, Is there any way to make clouds work with 1.7.3 and RO/RSS? I tried RSSVE but the latest release seems to not work. Tbh i'm a bit confused and frustrated because all the suggested solutions i found so far are either outdated or not working. I assume i am doing something wrong or missing something important, but due to i am no EN native speaker, it's really hard for me to go through 50ish page forum threads understanding what to do So therefore the general question if this is possibly with 1.7.3. at all. Thanks in advance any help is appreciated It works fine I use it all the time Quote Link to comment Share on other sites More sharing options...
Misucat Posted September 15, 2019 Share Posted September 15, 2019 (edited) Hello rocketers Someone can me explain how to Drogue chutes works please (with Real Chute mod)? I want launch sounding rocket in suborbital flight but without desintegration in the reentry. I want break the velocity in the upper atmosphere. After multi testing, the chutes break or overheat even in kevlar I used deployment with atmospheric pressure (0.01), altitude (70km) but these solutions not works. Thanks you very much for your help! (Sorry for my bad english) Edit: I use FAR and DeadlyReentry. Edited September 15, 2019 by Misucat Quote Link to comment Share on other sites More sharing options...
kraden Posted September 16, 2019 Share Posted September 16, 2019 @Misucat without parachutes, do your sounding rockets burn up on entry? I always had the parachute deploy in the lower atmosphere and that worked for me. Any parachute deployed to high up will burn or get destroyed by aero forces. The atmosphere is too thin for the parachute to slow down enough before being destroyed. Quote Link to comment Share on other sites More sharing options...
Epox75 Posted September 16, 2019 Share Posted September 16, 2019 (edited) I am having a bit of a discussion on the Tweakscale thread because for the second time (once 4 months ago on 1.3.1 and now on 1.6.1) tweakscale (I think) broke my gameplay. I always used TS before 1.3.1 on stock and RSS/RO and never had issues. In RO i never scale engines or RCS only science parts, solar panels, antennae mostly to have an easier life balancing the weight on my spacecraft. Today I was 10 years into my career I scaled an antenna and after that I found all the RCS parts with negative weight. Reloading the game didn't help, that savegame was broken. [snip] Please do not consider this post, it just makes no sense as it is right now. Edited September 17, 2019 by Epox75 Redacted by moderator Quote Link to comment Share on other sites More sharing options...
Starhawk Posted September 16, 2019 Share Posted September 16, 2019 Some content has been removed from this thread. Please do not allow discussion to devolve into argument and personal attacks. Thank you for your understanding, KSP Moderation Team Quote Link to comment Share on other sites More sharing options...
siimav Posted September 16, 2019 Share Posted September 16, 2019 2 hours ago, Epox75 said: I am having a bit of a discussion on the Tweakscale thread because for the second time (once 4 months ago on 1.3.1 and now on 1.6.1) tweakscale (I think) broke my gameplay. I always used TS before 1.3.1 on stock and RSS/RO and never had issues. In RO i never scale engines or RCS only science parts, solar panels, antennae mostly to have an easier life balancing the weight on my spacecraft. Today I was 10 years into my career I scaled an antenna and after that I found all the RCS parts with negative weight. Reloading the game didn't help, that savegame was broken. [snip] Did you know that most probe cores have CoM offset sliders inside that PAW that hopefully makes the balancing a lot easier? Quote Link to comment Share on other sites More sharing options...
Sipiri Posted September 16, 2019 Share Posted September 16, 2019 (edited) I straight-up will not use TAC life support. I told CKAN not to install it, but apparently it comes natively bundled with the mod somehow. How do I purge this unwanted mod? If it's an all or nothing deal, I'm gonna have to go with nothing and uninstall everything. Edited September 16, 2019 by Sipiri a word Quote Link to comment Share on other sites More sharing options...
Epox75 Posted September 17, 2019 Share Posted September 17, 2019 12 hours ago, Sipiri said: I straight-up will not use TAC life support. I told CKAN not to install it, but apparently it comes natively bundled with the mod somehow. How do I purge this unwanted mod? If it's an all or nothing deal, I'm gonna have to go with nothing and uninstall everything. You can safely remove the TAC life support from your gamedata folder. CKAN usually must be launched twice before it detects the removal and updates the mod list accordingly. For future issues you may have: I usually create a folder called Backup in the main KSP folder (not the gamedata folder) and when I want to remove a mod but I am not sure if it will break the game, I just cut and copy the mod's folder inside the backup folder and start the game to see if there is any problem. If there is I just copy back the folder into Gamedata. Quote Link to comment Share on other sites More sharing options...
billgarlic Posted September 17, 2019 Share Posted September 17, 2019 I am having a problem with negative mass that seems unrelated to Real Fuels or Tweakscale (which is in earlier parts of this thread). This is particularly frustrating because I just achieved the crewed pods and the Mercury ones are the problem! I am running RO with RP-1 on 1.6.1. I have a number of other mods (many) but I have been able to isolate the problem to some degree. I use FASA, the ROEngines/ROCapsules/ROTanks collection, Ven Stock revamp and other items defined by the install instructions. I do not use or have installed Tweakscale. Basically, if I use the Mercury pod from either ROCapsules or FASA when I add the mercury parachute the mass goes down as it reports a -40 mass. Same when I add the decoupler (-95). The retro solid engine also has a negative mass and it also says in MechJeb that it will run for 38 minutes (probably related to the bad mass) and it is fully fueled. As a possible relevant factor, the RealChute radial has a negative mass but the cone appears to work fine ?!? I updated all the mods to their 1.6.1 max and also have downloaded the masters of RO, RP-0 (1) and the collection of Tanks, Capsules, Engines from Git just to make sure this isn't a bug already repaired. The problem persisted so I started removing likely mods 1 by 1. No effect unless I remove Realism Overhaul itself. Then they start working again (although the values are not realistic anymore). So I have to assess that is the likely culprit. Advice would be appreciated. I am happy to file a bug if that is the better way to go or provide additional information that would be useful. Thanks! Quote Link to comment Share on other sites More sharing options...
siimav Posted September 17, 2019 Share Posted September 17, 2019 @billgarlic How did you check for negative mass? If it's KER then you can't trust it's numbers unless you remove all crewmembers from your capsule. The stock engingeer's report and MJ should still report correct numbers even with assigned crewmembers. This is basically the same old bug where each assigned kerbal changes the mass of all parts on the vessel by 100kg. Whereas in 1.3 and before, the total mass was increased, it now decreases instead and can even go negative. This only affects the VAB though and in-flight the mass figures will be correct. Quote Link to comment Share on other sites More sharing options...
billgarlic Posted September 17, 2019 Share Posted September 17, 2019 I will check on the crewmember factor and make sure they are removed. MJ was reporting the the long time on the solid retro. For the mass I was center clicking on the object. I will follow up. Thanks. Quote Link to comment Share on other sites More sharing options...
billgarlic Posted September 17, 2019 Share Posted September 17, 2019 @siimav Bingo! I vaguely remembered this "feature" so thank you for your response to remind me of it. FYI, MJ and stock report is reporting the correct mass in the Vessel window as you said. I guess that I forgot that the center click is KER (I have got very used to it). One oddity still is the 38 minute burn based on a TWR of 0.01 in both MJ and KER. That TWR value also shows in the stock dV but it does report the correct burn period of 23s. I ran the vessel in KRASH from orbit and sure enough it burns in 23s, the MJ timer just counts down super fast! Thanks again! Quote Link to comment Share on other sites More sharing options...
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