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Sacnoth

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Everything posted by Sacnoth

  1. I am also encountering strange things in 1.9.3. Most notably the MPL lights toggle doesn't work in VAB. Ships with the MPL attached start having weird zooming problems where the camera seems to lose track of the entire ship. Rolling back to 1.9.2 fixes this.
  2. The crashes I've been experiencing in the VAB seem to be exclusively related to deleting parts. I've tried both deleting by dragging them over the leftside bar and by pressing the delete key, and both have caused my game to CTD without generating a crash log in the KSP directory. I've had some other rare crashes I think, but deleting parts is the only reliable way to crash my game. It will happen sooner or later, And it doesn't seem to matter if I use high or low part count ships. My Setup: Windows 7 64-bit Intel 2600K Geforce 970 Gigabyte z68X UD3h 16GB Ram
  3. Hello Necro, I seem to remember being able to toggle fuel crossfeed for the radially attached fuel tanks. I cant seem to find the option on the 1.1 version. Has this been cut? Or is this not yet working as fuel crossfeed is now stock?
  4. Thanks for the tips! I tried the other engines you mentioned, and the volume is better, I guess multiple engines playing the same file make it worse. but the sound of even a single engine is still pretty intense, so I'll play without the custom sounds for now. And while we're on the topic of interstages, are you planning to add 1.25m to 2.5m, 2.5m to 3.75 and 3.75 to 5m fuel tanks to fuel tanks plus at any point?
  5. Necro, Great work on this mod so far. MRS and SpaceY have quickly become a standard in my KSP. I'm really loving it (especially the decoupler seperatrons! Genius!) And its becoming a nice alternative for KWrocketry which seems to have been abandoned by the developers. I just have a small complaint about the SRB's, specifically the larger ones. The sound they make is really loud and grating to me and I have to turn down my audio volume when I launch a craft with them. I hope I'm not the only one experiencing this. Is there any chance of maybe updating them with new and preferably softer audio? Would be much appreciated!
  6. Hi Necro, Great job on this mod, adds lots of nice variety options There seems to be a typo in the config for the RP-400 tank. When it switches to LF/OX its mass becomes 125 tons instead of 0.125 tons.
  7. From the latest changelog: Advanced Fission/Fusion Fuel Modes now require Science Lab Can anyone explain a bit more how this works? which fuel modes are now locked? and do they require the tech node for the science lab to be unlocked? or a science lab on the ship with the reactor?
  8. For me, mechjeb seems to have serious issues landing any craft with a thermal nozzle. The landing predictions start jumping around like crazy on the door it burns. I'm guessing it's getting confused by the variable thrust per reactor or something. The delta v and acceleration values seem to work ok. Is anyone else experiencing this?
  9. I'm guessing Interstellar fuel switch recognized the 1 unit LH capacity as a fuel tank and because of that gives the option to switch, which is rather odd. Thermal rockets do recognize it as fuel as well, so when you switch propellants during flight you're likely to drain it instantly as well.
  10. Hello Freethinker, nice updates so far! It seems to have fixed the problem with the thermal engines draining the fusion reaction. One thing I did notice was that the fusion reactors now have small fuel tanks added to them with the interstellar fuel switch. Is this intentional? And if so, what are they for? I can only select LH2, LH2/OX and I think OX in them, and they are only 1 unit in capacity.
  11. So you're saying that you would always need to have kerbals on antimatter producing ships? I'd prefer not to have my kerbals too close to such hazardous materials, besides I like my unmanned antimatter collector ships. So I'd have to vote against it. I'm fine with how antimatter collection works right now. Just my 2 cents.
  12. I've had it happen once when i did a rendezvous. As soon as the other craft entered physics range there was an explosion and all the radiators on the other craft were gone. I'm guessing waste heat does weird things in timewarp.
  13. I'm guessing the existing scanners don't get the new SCANsat resource scanning module added to the part. You might need to relaunch your scanners unless DMagic can fix this in an update. Or be very good at savefile editing.
  14. It was a non upgraded fusion reactor (5GW), I tried both generator types, both had the same problem. And a thermal rocket nozzle underneath. I only have fusion tech unlocked.
  15. Hello Freethinker, First of all thank you for maintaining this mod, its a must have for KSP as far as I'm concerned. However I did notice something odd on my current science playthrough. I've just unlocked the fusion generator and when I attached a thermal rocket under it, it seemed to quickly drain the reactor at full throttle up to the point where it couldn't maintain fusion and shut down. Is this normal? Other engines I place under it like the attila will drain the thermal power but go no further. Also are there any pans to include a jumpstart option for the larger fusion reactors? I noticed the small ones have one, but the larger ones do not.
  16. Hello everyone, I've been playing ksp for a while now, and of the problems I encounter (and many others do too I imagine) is docking port wobble. When you turn a larger ship made of bigger parts docked together, the docking ports are weak point and you risk your ship breaking apart. I was wondering if there is a mod (or one could be made) that allows for strengthening the docking port connection. Preferably with a button on the docking port. The strengthening could possibly be explained by docking clamps that grip into each other and thus lock the docking port together after the magnetic connection is made. His would a allow you to dock your ships and then toggle the lock on and off. Does something like this exist? Could it be useful?
  17. No I'm using stock aerodynamics. for now I'll keep using the turbo ramjets without intakes, as this seems to work just fine. I remember K.Yeon saying the parts were designed for FAR and not optimized for stock aerodynamics, so some oddities are to be expected. I'm just wondering if other people are experiencing this as well, and what might be causing it. I'm not very familiar with how the whole drag/air intake systems works myself. Could it perhaps be that that the drag generated by an intake multiplies the parts inherent drag?
  18. Oddly enough it seems to be the intake in the ramjet engine that's causing me trouble. For some reason it seems to start generating lots of drag at a certain altitude for me. removing the intake module from the part fixes it and my spaceplanes easily make it to space now. odd.
  19. When I reach 12 km I'm nowhere near those speeds, I'm flying at around 500 - 600 m/s at that altitude, so that shouldn't be a problem. That also doesn't explain the sudden dip my craft's nose makes and I can't pull up anymore. It's not gradual, it's really like hitting some kind of ceiling at 12 km. I'll try some more configurations to see if I can find out what's causing it.
  20. I've added some stock gimballing to the engines myself for testing purposes and it does seem to help stabilize my aircraft a bit and makes it easier to take off Only strange thing I noticed is when using the turboramjets on one of my opt planes is I hit some sort of ceiling at around 12km where is suddenly start losing speed and thrust like crazy and my nose won't point up anymore. Could this be some stock aerodynamics problem?
  21. This mod is getting beter and better! Will there be an official release anytime soon? Also K.Yeon, have you considered adding gimballing to the engines? Maybe this could help with some the stability problems some people are having?
  22. Ah the parts look even better now! Awesome! They make for great looking futuristic ships! Not sure I like the new arie engines though, they add yet another resource, and I kinda like being able to place them anywhere instead of yet another stack engine...
  23. Awesome looking parts I have to say! Can't wait for an official release! Just one thing I noticed: The J Docking/Utility Bay has it's control form here node inverted. The view is actually pointing downward instead of in the direction of the docking port. Anyone know of a way to fix this? Is there a value in the config file that controls this?
  24. Is there any news on this bug as of yet? I seem to have a ship suffering from this bug. Whenever I switch to it and change the camera mode, my view zooms out really fast, like within a few seconds I'm out of the solar system, Kerbol becomes a small dot and the screen goes black and the only way to fix it is to restart KSP. It seems exactly the same as the bug shown in the video, only in space. Is there any way to get my ship out of this? I's strange because I managed to get the ship into orbit with the camera changing, but now it's a problem when I change orbits. Is there perhaps something I can tweak in my save file to fix the scaling bug? And how can I prevent it from affecting other ships?
  25. You need to remove the following line from the Science.cfg File in de Warpplugin folder: !MODULE[ModuleScienceExperiment] That line removes the stock seismic experiment. Good luck!
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