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captinjoehenry

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Posts posted by captinjoehenry

  1. 15 minutes ago, Shadowmage said:

    Interesting -- that points towards the problem likely being either a memory issue (running out of ram, or writing to a bad block), a storage issue (log file size, error on drive during write operation), or thermal issues and overheating.  Normally thermal issues will manifest faster than 5 hours of continuous use, but still a possibility.  (of course, computers are insanely complex, and it could be something else entirely... but those are the points I would start on if I had those problems on

    I would guess it probably has to do with the fact that I use the stutter reduction mod and shove another 4 gigs of heap space into KSP.  As it is I do have 32gb of ram but KSP uses like 16 gigs just idle with all the mods I have so I would assume it's a ram issue.  And I can have KSP running all day long as long as I close and relaunch it often enough.

  2. 48 minutes ago, Titan 3001 said:

    I am glad to see this mod is alive again, i thought it was a really cool idea.

    Just a side note, there is some realistic basis for using electricity as a form of heat shield. It is called magnetohydrodynamic aerobraking, which is simply using an electromagnet to repel the mildly ionized gasses that are generated from the shock-wave of the spaceship. Its a pretty neat concept, with quite a few advantages.

    If you want to read more you can here http://selenianboondocks.com/category/mhd-aerobraking-and-tps/.

    So you have scientific basis for a heat shield technology that only uses electricity while at the same time fully based in reality. I would personally (my way) is have the part be a heavy rounded nosecone that has an electric ablator converter and serves as a radiator to nearby parts (to simulate the protection it would give nearby parts).

    Well...  I'm no modeler or anything.  But I could fairly easily make a version of this with any stock part you want having the ablator filler and then just have the MM patch only apply the storage and ablator module to the rest of the parts.

  3. Just now, zer0Kerbal said:

    I believe the shortcut key to turn surface attachment on/off in VAB is 'T'

    Could also use Superfluous Nodes; I believe that adds attachment nodes for SEP parts - still helpful

     

    MM patch to make all SEP parts surface attachable would be something like:

      Hide contents
    
    
    // make all SEP parts surface attachable
    
    @PART[SEP_*]:NEEDS[SurfaceExperimentPackage]
    {
        @attachRules = 1,1,0,0,1
    }
    
    // zer0Kerbal

     

     

    Thanks!  As it is though I need to single stack struts and I have bug where only the top right corner of the items in KIS actually show up making it a massive loveing pain in the butt to work with struts so I'll just stick with tresses

  4. 2 minutes ago, zer0Kerbal said:

    I have been using a rover solar panel from Chopshop (RSP-R) and just attaching everything to that - no pipes, the solar panel acts as a physical connection. I only started doing this because KAS's update.

    one could just use the included truss - just add more and attach the experiments to the truss and the truss(es) to the computer.

    I don't know if the new kas pipes would work (or similar and that would also keep the spirit of the mod). I would think that anything that physically connects the parts together would work.

    Yeah I just ended up using a truss.  As the SEP parts other than the command station I think don't allow surface attachment :(

  5. 2 hours ago, Shadowmage said:

    Those patches have not been maintained in... forever.  Too much flux between all of the mods in the past for me to keep up with all of the changes.

    Perhaps now is a good time to look into cleaning them up though as I don't foresee any large changes for SSTU in the future, and Nertea is actively pushing 'final release' tags to his mods.

    Cool!

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