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[1.1.x] Space Shuttle Engines (2016-07-03)


sarbian

Which parts of the pack do you use?  

117 members have voted

  1. 1. Which parts of the pack do you use?

    • X2 Engine
      91
    • BB engines
      58
    • Aerospike
      60
    • Attachment points
      69
    • Auto Stagers
      41
    • Fuel Controllers
      38
    • Radio Controller
      27
    • Tank System
      91
    • OMS system
      87


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Yeah. However it's encouraging that the plugins do work as intended prior to the crash. I was able to take a shuttle i made in .23.5 and it launched just fine and the gimbals didn't feel off at all. Seeing how 64bit messes with physics calculations on some things, this was a pleasant surprise.

I have of course uninstalled the engines for stability reasons until Dtobi fixes it.

E: Dtobi, can I suggest an upscaled SSME that's more powerful? For my HL series (B9 large fuselage) shuttle I found the RX-25s were too small and underpowered to lift it up, so I made a duplicate that was I think 25% larger, 25% more powerful and 25% heavier. Looked the part and did the job.

This is of course with 3 engines in a traditional space shuttle cluster. I know that the HL fuselage would have happily accepted 4 engines in a square formation, but I'm a purist, dammit! :)

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Yeah. However it's encouraging that the plugins do work as intended prior to the crash. I was able to take a shuttle i made in .23.5 and it launched just fine and the gimbals didn't feel off at all. Seeing how 64bit messes with physics calculations on some things, this was a pleasant surprise.

I have of course uninstalled the engines for stability reasons until Dtobi fixes it.

E: Dtobi, can I suggest an upscaled SSME that's more powerful? For my HL series (B9 large fuselage) shuttle I found the RX-25s were too small and underpowered to lift it up, so I made a duplicate that was I think 25% larger, 25% more powerful and 25% heavier. Looked the part and did the job.

This is of course with 3 engines in a traditional space shuttle cluster. I know that the HL fuselage would have happily accepted 4 engines in a square formation, but I'm a purist, dammit! :)

Doesn't appear to work properly in 64 bit. All the .dlls keep throwing System.TypeLoadException and crashing the game

Hi everyone. I am a bit confused. I am running 64 Bit KSP .24 here and all SSE parts work just fine. The gimbaling seems OK (no difference to .23.5 for me).

I don't get any load exceptions or anything else that is weird. I recompiled the plugin, though, to see if that helps you.

Would somebody test this version? It contains recompiled dlls. I hope this fixes everything. It should also fix the valve issues. As sool as people report back positively, I will update the OP.

https://dl.dropboxusercontent.com/u/3061183/Space-shuttle-engines-2014-07-19-v1.4.3.zip

PS: The post should be up in a minute or so. Dropbox is a bit slow for me sometimes.

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Hi this is appearing in the log

[ModStatistics] Error while inspecting assembly km_SmartParts. This probably means that km_SmartParts is targeting a runtime other than .NET 3.5. Please notify the author of km_SmartParts of this error.

System.TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'km_SmartParts'.

at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool)

at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0

at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0

at System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0

at ModStatistics.ModStatistics.getAssemblyTitle (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0

Hope this helps

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Hi this is appearing in the log

[ModStatistics] Error while inspecting assembly km_SmartParts. This probably means that km_SmartParts is targeting a runtime other than .NET 3.5. Please notify the author of km_SmartParts of this error.

System.TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'km_SmartParts'.

at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool)

at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0

at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0

at System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0

at ModStatistics.ModStatistics.getAssemblyTitle (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0

Hope this helps

same exact error I am getting

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This looks like a problem with ModStatistics. You should be able to get rid of this without causing issues with SSE parts themselves.

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This looks like a problem with ModStatistics. You should be able to get rid of this without causing issues with SSE parts themselves.

Exactly right. Some parts of SSE are compiled against .net 4.0. This shouldn't be an issue but its not what the statistics mod expects. I am currently working on a major overhaul of the whole Klockheed Martian folder structure. In this step I will update everything to .24 and to .net 3.5. It will take some days. Until then, I believe most things should still run OK.

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There is a new update for all Klockheed Martian Parts. I'd like people to test it before I annouce it on the OP.

I have changed the KM folder structure so please delete all older Klockheed Martian folders you already have! The two main drivers behind this update are a) 0.24 compatibility and B) maintainability.

All Mod Packs are now in separate folders. This makes it easier to update or uninstall a single pack. There is still one pack that is required by all. The general "Klockheed_Martian" Pack. It provides service functions.

Pre-versions of all packs are available here:

https://www.dropbox.com/sh/r93q90vpbeavoye/AACAlIFel0ufwiU4h1_WtfFGa/KSP

Please download the "Klockheed_Martian" pack AND the pack you want. So for example, if you want Space Shuttle Engines, please download both Klockheed_Martian and Klockheed_Martian_SSE. The Klockheed_Martian Pack is prequired for ALL mods.

I would be very happy to receive some feedback.

There are also two goodies: a) The valve should work again and B) there is an IVA for the Skylab.

Thanks for testing!

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should there be 2 km_gimbal2.0.dll in both folders (Klockheed_Martian and Klockheed_Martian_SSE) or we can use just one in witch ever folder?

If there is one in Klockheed_Martian_SSE then it is wrong. It should just be in

Klockheed_Martian. However having it in both should not hurt at this time.

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If there is one in Klockheed_Martian_SSE then it is wrong. It should just be in

Klockheed_Martian. However having it in both should not hurt at this time.

yeap there is one in SSE just so you know

P.S smart parts hangs for me for some reason on loading (Fuel_breaker) will get back with more info

yeap my fault but just for the sake on the info

i deleted KSPAPIExtensions, Version=1.5.2.0 cause i have the 1.6.0.0 in IR- mod thought i would not matter just so you know maybe you should update that to

Edited by dtoxic
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yeap there is one in SSE just so you know

P.S smart parts hangs for me for some reason on loading (Fuel_breaker) will get back with more info

yeap my fault but just for the sake on the info

I deleted KSPAPIExtensions, Version=1.5.2.0 cause i have the 1.6.0.0 in IR- mod thought i would not matter just so you know maybe you should update that to

Changed the download so it uses the 1.6.0.0 ... Recompiled SmartParts against 1.6.0.0 just to be sure.

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nice :) and fast!

btw maybe you could balance out the tank prices???

Thats another thing I'll do once I have the technical issues and the new folder structure settled. Engines, tanks, ... everything must be rebalanced... BTD: Suggestions are very welcome!

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ok now the game loads but i dont have Lock/Free Gimbal on the engines (Right Click) i did delete the one km_gimbal2.0.dll so i dont have two maybe thats the problem? anyway thats as far i can help this one i cant figure out :)

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ok now the game loads but i dont have Lock/Free Gimbal on the engines (Right Click) i did delete the one km_gimbal2.0.dll so i dont have two maybe thats the problem? anyway thats as far i can help this one i cant figure out :)

There should be a "Gimbal" "Enabled" "Disabled" button.... or don't you get any KM gimbal specific fields at all? Like Roll? Gimbal Method? Trim?

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hmmm hold on i was just looking at stock engines (but 1.4.1 there was free lock gimbal) will enter sandbox mode now to see....

disregard everything works fine me and my dumb brain! :D sorry

Edited by dtoxic
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Some parts of SSE are compiled against .net 4.0. This shouldn't be an issue but its not what the statistics mod expects. I am currently working on a major overhaul of the whole Klockheed Martian folder structure. In this step I will update everything to .24 and to .net 3.5.

Just wanted to drop a note in here to explain this. KSP doesn't ship with a .NET 4.0-compatible runtime, so if you build against 4.0 or above, you'll often run into errors with KSP or other mods. ModStatistics runs a plugin version check that will fail if the mod isn't targeted for the right framework, and displays this notice so the mod author is made aware. You'll find that assemblies compiled for higher versions usually work at first, but they'll end up breaking in odd situations. It looks like you've fixed this now, but I just wanted to explain why ModStatistics shows this message. It's a helpful hint, is all. :)

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Is it normal that the SSE engines gimbal and trim don't play nice with mechjebs accent guidens? I get a oscillation in flight like there are fighting which each other. (Klockheed_Martian_SSE_2.0, mechjeb 2.3.0.0, x64, Win7)

Sorry for the mess. Answer is there:

http://forum.kerbalspaceprogram.com/threads/64227-0-23-5-16-Mar-Smart-Parts-V0-5-NEW-Improved-parts-and-new-valve?p=1291517&viewfull=1#post1291517

Edited by Kolago
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