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jjlehto

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  1. that one. now i can access it. thanks for your reply, and for your work.
  2. KSPI, Open cycle, gas core, nuclear engine not accessible anymore self explanatory. engine is missing from the list in the editor, since latest patch (KSPIE+1.23.1+for+KSP+1.7.3). was previously working fine. the engine is otherwise present in the technology tree, where is listed as owned. I still haven't checked if other equipment is missing, but could it be related to tweakscale removing objects which it deems unmanageable? thanks for your attention.
  3. I have the same problem EDIT: I gathered enough evidence pointing at a fault in an addon. In particular, I suggest you to remove SCANSAT (if ure using it). In my case it was crashing, probably because it's still 1.22 version.
  4. I've made a short movie, displaying what happens when the engine is started: https://vid.me/c6hO hope it can be of some help.
  5. ok, I prepared a simple test vehicle and saved the logs. The ship: http://imgur.com/HrP80Pb Log files: https://mega.nz/#!NohVSZ7R!zihppBNNGhK5LuGdK2X1WWC1pqM8j39HXYqot6nE9js KSP.log https://mega.nz/#!MwBkWIqa!_406KDq9qYuPHwOcY3-igbP3SIPJXX8aGjpbFnL5VqM Output_log.txt I looked at what happens in the engine right-click menu through mission, what I observed is that the engine steadily builds up charged particles and thermal power from mission start. When reaching orbit, and activating it (either through staging or using the contextual buttons), those resources are nullified istantly, their values going to null and not increasing anymore. Also, pls pardon my ignorance, how do I take a screendump of the vessel?
  6. I am in career. 0.2 kn is quite null, but I believe the value it's extrapolated from when the engine "pulses" for a fraction of second. I tested the engine with a dusty plasma reactor, with a dusty attached to a fusion reactor, and with a dusty, fusion, and particles electric generator attached. No luck, it keeps behaving like described.
  7. ok, here's a pic containing some info: http://imgur.com/31j3Elp I've been testing it a little, tried to attach a particle generator to it but still nothing. When I activate the engine, it basically "pulses", at a rate of maybe 1 pulse per second. At every pulse, it releases a reddish flame. Both in VAB and in flight, I can see that the engine has an ISP (~3000), but no thrust.
  8. the engine contains 1000 units of it. Anyway, I tried adding 6 containers of it just in case, but no luck..
  9. thanks, i'm having trouble uploading a pic, but it consist simply of a pod(with an antenna), a molten salt reactor, two radiators (have green thermal results in vab), and the fusion engine. I'm running KSP 1.12
  10. i have massive problems in making the magneto inertial fusion engine work. Even building a ship similar to the one in the pic, I get an ISP near 3000 in the VAB, but when the ship is in orbit, the engine does not actually produce any thrust. Also, I see the options to start "EMI", start "Pulse", and activate engine - do I need to perform those steps in any particular order? thanks for this guide, and to anybody who could help me.
  11. [QUOTE=Shinji-The-Kerbonaut;2241604 EDIT: [URL]http://i.imgur.com/DHehvpk.png[/URL] I must've messed up on copypasting the code, because now I broke the KSC.[/QUOTE] hello, did anybody find a way to solve this problem? I have this same issue, reinstalle 1.0.5, put up only opm and trans keptunian as mods (besides kopernicus ofc) and this happens if TK is up. I was previously using 1.04 and it worked fine. Also, did not any change to config files.
  12. did anybody else see the new unity engine presentation? if squad will ever do a ksp 2.0 version using that, keeping in mind the enormous amount of possibilities from modders, we gonna be occupied rocketeering til kingdom comes..
  13. Hello. I'm having big trouble using KIS in certain situations. Basically I have this munar base, where I can produce devices (I'm using workshop), and both a wheeled and a flying machine that can carry kerbals, ready at this base. My idea was to have generic rovers/hovercrafts ready at the base, then manufacture science devices and load them in their cargos. My kerbals would then commandeer said vehicles to still unresearched biomes, attach science devices to their craft and perform science. The problem presents once a device has been attached: - The attached device is basically trembling: its contextual menu flickers and it is unusable. - after several secs of trembling, it explodes. Is this a known bug, or i'm doing something wrong? I already used KIS in a variety of situations but this thing never occurred. It makes performing field science basically impossible, at least in the way I had in mind. thanks in advance and kind regards.
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