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Badfish

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    Curious George

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  1. No luck @FreeThinker , Thanks a lot for your help though, guess I'll stick with the Vista
  2. Thanks for getting back to me so quickly FreeThinker. I made all my generators the same size as their reactors and turned the pumps on in the reactors, and even put a little LH2 tank with a yellow fuel line directly to the magnetic nozzle, but the engine still says 'insufficient electricity' even though I have full EC, mega joules, and charged particles with the engine at full throttle. Is there another way to make sure fuel is getting to the engine? I've never had a problem with that before and in the VAB Kerbal engineer says I have lots of dV. If you or anyone else has any other ideas I'd really appreciate it, I've tried everything I can think of. Edit: Thanks for the additional info, I tried to replicate your setup with a brand new download of KSP 1.1.3 and KSP Interstellar Extended 1.9.11 but I keep getting status 'insufficient electricity'. When I use Hyper-Edit to give infinite fuel, the status on the magnetic nozzle changes to 'nominal' and prop. requirement met goes to 100%, but the fuel flow, thrust, and specific impulse all stay at zero. I don't know how to get my log and post it, but if you feel like checking it out I'll figure it out. Edit 2: Here's the log just in case: KSP: 1.1.3 Windows 64bit (brand new download) Problem: No thrust/ISP on magnetic nozzle from KSP-I Mods: Full install of KSP-Interstellar Extended 1.9.11 from SpaceDock from CKAN: TweakScale v 2.2.13 AmpYear 1:V1.3.6.0 HyperEdit 1.5.2.1 REPOSoft Tech-Agencies 1.3.6.0 Reproduction (probably only happening to me): Magnetic nozzle attached to Large Fusion reactor attached to Thermal generator attached to liquid hydrogen tank attached to command pod with radiators https://www.dropbox.com/s/0jmiojn5f58anib/output_log.txt?dl=0 Thanks a lot if anyone has the time!
  3. Hi all, This mod really expands the game, but I'm having some trouble with both Magnetic nozzles, I've searched and read a few pages back but can't find anything. I hyper-edited a ship with a fusion reactor directly above a small magnetic nozzle into orbit, and my ship has full megajoules and EC and it is gaining charged particles with the Magnetic nozzle at full thrust, but the nozzle still says insufficient electricity (same thing happens with any size reactor and configuration I've tried, also if it is built in orbit). When I drop the throttle from max to 0, the amount of charged particles I'm gaining goes up from -2.53 to -2.7, so I'm not sure what's going wrong (I'm pretty sure waste heat is not the issue). In space Kerbal engineer also always shows TWR and dV to be 0, but I am able to see a plume out of the engine. This is a fresh install of 1.1.3 with ksp-interstellar extended 1.9.11 and a lot of mods, but the same thing happens with just interstellar and hyper-edit in sandbox mode. Any help will be much appreciated! Photo bucket:
  4. Hey, thanks a lot, this mod works great. I didn't want to admit how much the stutter bothered me until now, it was brutal even when only lasting 200 ms. Before the frequency was 5 to 7s, now its 60 to 75s. I only use my computer for Kerbal so I added a zero for each value in the cfg and it works good so far on 16gb, but I haven't done any big launches yet. A great program I use now is Project Lasso. I set KSP to permanently run in real-time on cpu and only have affinity for actual cores (which I think helped run-time) and have max priorities. I also set everything else that I could to only run on one core and have minumum priorities for I/O, CPU, and memory. Hopefully I didn't hamper anything that KSP relies on, but with a 2.5GHz I7 it's running at more than half-speed with 250 part ships landed on almost max graphics settings. I did put max delta physics to 0.07 though. Keep up the great work! P.S. Someone else mentioned an idea for a mod that would help run-time by splitting one ship up to run on multiple cores. I was thinking of trying this out in a manner similar to how people used to build helicopters. If you could lock two ships together that aren't physically joined maybe the game would process physics more parallel. You build in the VAB with a decoupler at the joint and on the pad you decouple, with some combination of parts that hold the two together. I don't know how strong such a connection can be though. We keep hearing that Unity is going upgrade their multi-threading but who knows what that means for KSP.
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