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Ruptga

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    Rocketeer
  1. I still have overheating service bays. The first craft has a drone core next to the bay and it blows up before 15km, the other one has parts between the bay and core and it spontaneously blew up when I started physical warp at ~40km. They use procedural parts, but shouldn't require any other mods other than maybe joint reinforcement. https://www.dropbox.com/sh/mecmg8bme3lm1yc/AABRSFkfookecxFQTDXQVY2sa?dl=0
  2. Could we get a fix for this? http://forum.kerbalspaceprogram.com/threads/126456-Overheating-RTG-s-and-batteries Basically, cargo bays aren't protecting their contents properly on reentry. It's explained better in this post in that thread. http://forum.kerbalspaceprogram.com/threads/126456-Overheating-RTG-s-and-batteries?p=2040390&viewfull=1#post2040390
  3. Does this need an update with the recent heat changes?
  4. I noticed this last night, I plan to replace the cockpit with a drone core and a crew module, but this should be fixed. The second that my re-entering plane pitched one degree above the flow of the airstream that cockpit started overheating while the mk2 parts around it were fine.
  5. My LV-Ns need this mod, though mk3 liquid fuel sections will work ok in the interim. Is the creator gone or just busy?
  6. Same. A set of 3 fins is often enough, and they don't always need to be steerable either. You just need something that gives the back more drag than the front in order to keep the back from trying to go in front of the front.
  7. My problem went away when I removed KJR, so it looks like you're in the clear.
  8. I also have a docking problem. I'm not sure if it's your mod or not, but I'm not able to undock the vehicle with my experiments and crew from my station. The vehicle carrying the experiment equipment undocked just fine, so maybe it has to do with the experiments? Either way, undocking seems to go normally except that the physical connection between vehicles isn't broken. Camera perspective changes and resources are unavailable, but trying to pull away from the station drags it with me. I'll go through my mods folder tomorrow to see if it might be someone else's problem.
  9. Those files did fix the scoops, but now I have no argon tanks. Filtering by resource shows an Argon Gas tab, but there is nothing in it and I'm not seeing any alternative argon resources listed. Going to the research center like the guy above said did fix it. That's weird.
  10. Atmospheric scoops don't seem to do anything, they will draw power when toggled, but no resources are collected and the "toggle resource" button does nothing. It might just have to do with you switching resource systems, or it may have to do with me being confused about air intakes. There are the ones that are for intakeatm only, they exist but I can't find them in the VAB unless I view by resource, and the KSPI help page says that those need to be used instead of the stock intakes, even though stock intakes also supply intakeatm. And another resource question, are all resources generated/consumed normally on rails? I noticed with Fractal's last version that actinides would accumulate if I flew a reactor to Eve, but they wouldn't if I put it in its transfer orbit and timewarped with something else in focus, and the same was true for microwave plants I left on Kerbin. I know you've been cleaning up and fixing code, so maybe you've already gotten to that.
  11. I'm having a similar problem. I've got a 100-part station I wanted to test, but after hyperediting to orbit it would disintegrate as soon as KJR would start stabilizing physics. Removing KRJ has fixed that problem.
  12. I ran into something similar a while ago and never did figure out what the problem was, but I'm not having that issue with Boris' version. Still, I have been seeing some weird stuff with waste heat even with his version. Ex: a microwave/plasma ship and a reactor ship both accumulate no waste heat, though ThermalMechanicsDisabled is set to false in the config.
  13. afaik, radiation was never really implemented. It shows up in tooltips, but doesn't do anything yet.
  14. How is selling antimatter for a ton of money a bad thing? It takes a lot of investment in funds, time, and science in order to collect significant amounts of the stuff. That seems like an acceptable tradeoff. Anyway, I'm happy to see someone taking over KSPI's maintenance, it's a great mod.
  15. Could we get a mod to edit this post into the OP? Fractal may not be back for a while. http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13?p=1582619&viewfull=1#post1582619
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