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Tau137

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Everything posted by Tau137

  1. RealHeat is definitely a lot less deadly, and air effects (at 0.5M) are annoying as hell. Next play session I will try without RH, just with the increased mass of those pesky struts.
  2. Thank you for clarification. Also, could you provide a link to Real Heat - I heard about it long time ago but still cannot find it here (except the old 0.9 version)?
  3. Just experienced a problem with the latest version: shortly (<1 sec) after detaching fairings, octagonal struts on my ship (part of structure) explode "due to overheating". Payload is fully enclosed in fairings, no overheating issues during ascend. Tried with both stock and procedural fairings - same result. Does not matter if I eject fairings in high atmosphere or some time later in vacuum (LKO). No clues/errors in the output log. I have FAR and a bunch of other mods, but nothing that changes stock parts' parameters. Any ideas? UPDATE: replaced two octagonal struts with one "modular girder segment" - no explosions this time. Seems like there is still an issue with small-mass (but not physics-less) parts, and/or redistribution of heat accumulated by fairings by the time of ejection (should be ejected with fairings, not re-allocated; only some should remain in fairing base). Edit2: might be a numerical precision error, where parts with insignificant mass (in this case 1kg compared to more 10t+ of the vessel) get undue share of thermal energy... Still, something to look at in the code (unless it's a stock bug... since, as you said, you are only altering stock part/thermal parameters, this might be it). Edit3: Increased mass of stock struts (cubic and octagonal) to 10 kg - will report if it helps to resolve the problem when I get a chance to launch this again (perhaps this evening).
  4. Thanks! Good point, I will try it again, as the mod is awesome. Edit: Yep, indeed I am a jackass, unable to read instructions. Sorry. Everything works fine, thanks again!
  5. Sorry to report that, but on my very first mission I got a bug - did everything contract needed (orbit Tito, all checked out ), recovered... but got nothing, and the contract still active. Did you by any chance count all conditions to be met at the same time (i.e., recovery AND orbit) for completion? Great idea, but I am removing this mode for now - I guess I will have to live without orbital casino. Looking forward to updates.
  6. It works perfectly fine in 1.0.4, thank you! I wish Squad would officially but EVA fuel as Monopropellant in the release (why or why have they not done this already!? RCS fuel was originally put in command pods for exactly this purpose, and for past several versions is just sits there as dead weight). It is plainly ridiculous that kerbals get "free" infinite refueling of EVA packs. And yes, rescue missions with this mod now require the claw or KAS/KIS... or lots of very careful maneuvering with a side dish of frustration for every time a kerbal bounces off a ladder instead of grabbing it. Still love it though! P.S. I wish I could go back to the good old times of 0.90 - everything that original game lacked was covered by mods (FAR, DRE, B9, RT, KAS, MJ, KSPI, USI, this mod, plus a bunch of "convenience" mods such as KAC or Tragetron) - nowadays it appears that most modders have already lost the drive/interest and are no longer willing to put enough effort to push a mod update before next version of KSP comes out - which is understandable but still very sad.
  7. "No drag" bug after some time playing - ascend into high KO was fine, but descent was frictionless. Back to normal after restarting KSP (reload did not resolve the issue). Sorry, no logs. Mod list: FAR, DRE, Trajectories, StockBugFix, RealChute, B9 procedural (not used on craft), ProdecuralParts (used on craft) and two dozen more.
  8. Guys, this was a long and interesting discussion, but here is a small idea: DRE already has core vs skin heat mechanics, may be that is something worth lookinging into and piggyback on (for better cross-mod compatibility as well)? Simple conductive drain for radiators for core temp of the part they are attached to (ignoring skin T) with high thermal insulation for reactors - this should do the trick while being simple and transparent enough. Or is there anyone here who would rather NOT use DRE in their games!?
  9. Hey, it is still working. Somehow there is v0.0.2 on Kerbal Stuff and not listed in OP, dunno what's up with that. In nay case, this is a great mod, cannot thank you enough!
  10. Interstellar has been updated/patched for 0.90. Eagerly awaiting Regolith integration.
  11. KospY, you should definitely update KAS so that only engineers can use it. This would definitely add some depth to gameplay!
  12. This mod is nearly perfect as it is ("balance" issues can be tuned to to taste via basic text editor), the only thing (beside .90 update) it is missing is native integration with ORSX and SCANSAT. WF, I am anxiously waiting for the update!
  13. Issue here, too - I do see "purple square" in toolbar instead of an icon, when I click on it I get an empty window. That's it. Same behavior for x64 and x86 mod versions in KSPx86.
  14. Still works fine, thank you Vendan!
  15. Keep it up, WaveFunctionP! KSPI is an essential mod for me as well, and I greatly appreciate your work on mod upkeep while FractalUK was away. KSPI-Lite... lose some, gain some, but it is THE version I am currently running (just cannot quite get back to complexity of the original), although severely customized for reactor power settings (more in line with the classic version, sans upgrades) and resource costs (I am bored with Squad's repetitive career tasks, interplanetary mining industry is a lot better way of earning cash).
  16. So far working fine for me. Much appreciated effort (and quick response), and a great mod. Please do not abandon it (I mean updates for new versions - I doubt there could be too many bugs here ), just in case Squad keep dragging their feet on implementing this in the game (yeah, "get out and push" - the ultimate solution for interplanetary travel ).
  17. First test shows... SUCCESS!!! Thank you so much! If you would create a separate forum page and post a link it here, it would be just great! I've been waiting for this for a long long time. THANK YOU!
  18. Any help would be appreciated. As far I was was told, it is a very simple affair in terms of coding, its just that no major modder is willing to invest time in it away from their own main-stream creations (which is understandable). I wish I could do it it myself, but I have neither skills nor time to invest in this project.
  19. Would you care to elaborate on details? To clarify, I need (that is, I would really like to) EVA suits to consume RCS fuel (monopropellant) from ship's reserves (when getting back into the ship), and not have "infinite pack fuel" cheat. I doubt MM by itself can do that - please correct me if I am wrong.
  20. Hello, modding community. I know of at least two mods that make this happen (ECLSS & BTSM), but I am stuck with TACLS (which have best support in other mods at the moment) and have no desire to invest into something as complex and unorthodox as BTSM. So, if there anyone out there willing to provide a small stand-alone mod for EVA pack consuming monopropellant, or point to an existing one (I spent last hour searching to no avail)? I am pretty sure this would be a much appreciated little mod, until (if ever) Squad make good on their long-overdue promise to implement this feature in stock game.
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