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Mike Mars

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Everything posted by Mike Mars

  1. Just downloaded Pathfinder v1.3.5. The issue with the Switchback and Switchback 2 base hubs remains. See my previous posts for more details. Angel, why did you get rid of the Stagecoach? It was a very useful part. MM
  2. Read my comments from above. These issues are part specific. There are certain parts that exhibit this behavior and others that do not. I have not yet tested this latest update.
  3. Gianni, Thank you for the response. The issue is actually part specific. There are two base hubs in the Pathfinder mod that have this issue. The others work fine. I have posted this observation on the Pathfinder mod forum. Thus far, there has been no response from the developer. I have redesigned my Duna base and the new version is in transit. Thanks again for your response. MM
  4. You can either do what Angel said, which is what I do, or use Hyperedit to give yourself resources whenever you need them. MM
  5. I have isolated the problem to a specific mod, Pathfinder, and even specific parts in that mod. Have posted data on that mod's forum. MM
  6. After testing various combinations of base hubs, the culprit seems to be the Switchback and Switchback 2 base hubs. The problem does not occur with other base hubs. MM
  7. Have isolated this problem to the Pathfinder mod. Have landed other craft, both stock and modded, and not encountered this problem. Will test other configurations of Pathfinder parts and keep you posted. MM
  8. Tex_NL, I changed terrain detail setting from "High" to "Default" based on your suggestion, but apparently it had no impact. Base still lifted off the surface and slowly descended. Thank you for the suggestion. MM
  9. I just recently upgraded to KSP v1.2.2. I intentionally waited until all my mods had upgraded. I am now encountering a strange problem. If I land a craft on another world, everything works just fine. But when I change focus and then come back, the craft pops up off the surface, then slowly descends and explodes on contact with the surface. On Kerbin, the craft will pop up about a meter or two. On Duna, about 100 meters. On the Mun, about 2,500 meters. Has anybody else run into this issue? Would appreciate any help. MM
  10. Christmas Eve will be my second anniversary and I just passed 2,000 hours. I bought KSP as a gift to myself when I was trapped in the house due to a blizzard. Got hooked immediately. I put in a ton of hours over the winter, and then about 10 hours a week when golf takes over my life in the spring. Welcome to the club and enjoy. MM
  11. The problem seems to be related to the "physics" of the game, IMHO. When I tested the base on Kerbin, it bounces off the surface about a meter. On Duna, the bounce is about a 100 meters. On the Mun, the bounce is about 5,000 meters. On Duna and the Mun, an explosion results on contact. I love the idea of these plug and play small bases that can be dropped with a skycrane where ever needed. MM
  12. Love this mod, but hope someone can help me with the following problem. I've built a simple starter base for testing purposes, comprised of a Switchback 2 base hub, two Chuckwagon IMW's and two Casa IHM's. I managed to place it in the surface of Duna using a skycrane, and inflated the four units successfully. However, when I return to spaceport and then focus back on the base, it lifts off the surface, slowly descends, and then explodes on contact. I downloaded the latest version of Pathfinder from SpaceDock, and am running KSP v1.2.2. Not having any issues with any of my other mods. Tried deleting Pathfinder and downloading again and problem persists. Has anybody else run into this issue? Would appreciate any help. MM
  13. This conflict makes sense because I did not have a problem until I updated my Community Resource Pack mod to the most recent version, just a couple of days ago.
  14. I added one more zero than you did and it seems to pretty closely replicate the performance of the HE engine before the bug. Thanks for your help with this. Love this mod. I doubt I would play KSP nearly enough without it. MM
  15. Terra, Thank you for the explanation. I tested the fix with the HE engine and flew a spaceplane mission to orbit and back. While performance has significantly improved, it seems like I am not getting the efficiency I had before the bug struck. Would adding another set of zeros improve performance even more? Just tested this last question and the answer appears to be yes! To adjust LE and standard fusion engines, would I use the same technique? Simply adding 3 zeros to the two factors? MM
  16. Terra, I did not have this problem until I updated the Community Resource Pack mod. In any case, I have the bug now. Do not understand the fix you are proposing. I found the file you mention, and also the referenced section, but do not understand your instruction "just add zeros". Would appreciate it if you could explain further. Thanks in advance for your help. MM
  17. Thank you JandCandO. Appreciate you taking the time for this upgrade. MM
  18. Jandcando, Your efforts are greatly appreciated. My preference would be to wait until you have redone the converters. It will be awhile before I upgrade to 1.2. I have learned that after new versions are released, it takes several months for all my mods to be compatible, so no hurry. Once again, thank you for a wonderful mod. MM
  19. How about we give Jandcando a break. He doesn't get paid for his work on this mod. It was a gift to the community and we should appreciate it. He has a life beyond Impossible Innovations. Let's assume he is busy with life's demands which are way more important than this mod. He has already said he will update this mod to run on 1.2 when he gets a chance. Hounding him will not speed up the process. In fact, if I were him, your use of larger than normal, bold text, would not encourage me to work on it. You don't need the converters to use the engines. I just completed a mission to Eve using the HE fusion engine and am planning a Duna mission. A little imagination and creativity will get you a long way. MM
  20. I'm so old, I remember when my mom took me to see the parade in New York City for John Glenn after his Mercury orbital flight. MM
  21. I've actually gotten up to 86K DV with the standard fusion engine from Impossible Innovations. The high efficiency engine will give you 48K easy. MM
  22. You can always download Impossible Innovations. It's fusion engines are impossibly powerful. My record trip to Duna was 12 days. MM
  23. Add my vote for Europa Report. Also love Destination Moon, a 1950 classic produced by George Pal. Great story and awesome special effects for it's time. It's available on Youtube. Lastly, The Cold Equations, a 1996 Sci-Fi Channel film based on a 1950's short story. MM
  24. I stand corrected. Hydrogen converter is not working. Hydrogen collector and tank both work. The convertor does not. I can select it in the VAB and assign it to an action group. In flight, when I toggle it on with the action button, it draws electricity, but does not convert hydrogen. Sorry for the confusion. MM
  25. Jandcando, While it's true the engines, especially the HE model, are incredibly efficient, the hydrogen converter allows for much lighter spacecraft. On interplanetary transfers, I can carry much less fuel due to the converters ability to replenish deuterium on the go. I can, of course, live without it, but it is a great feature. Speaking only for myself, I make full use of your engines, the converter and your great batteries. Never use other aspects of your mod. As always, am much appreciative of your efforts. MM
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