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Posts posted by captinjoehenry
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One thing to bear in mind is if you are docking two large ships together you need to be docking at super low speed and alignment. Rotation isn't that important but you need to have really low closing speeds and good alignment, other than rotation, to dock the really large ships together.
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Well I have the latest version of my Artemis SSTO science plane. It uses some personally made parts that act as realscale scramjets / closed cycle gas core nuclear rockets.
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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.
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Does this work with GPP?
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Oh just so you know I still have BSOD when using directx 11 even after updating my graphics card driver and clearing out all old drivers I no longer need. As it is the BSOD only happens after having KSP open for I think over 5 or so hours. If I close and relaunch KSP it’s fine but if I have it on continually for over five hours I get a BSOD
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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.
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@JadeOfMaar Is there anyreason the IVA view of the K space plane cockpit is so busted? I'm asking as when I last used OPT when it was fully supported the K class space plane cockpit was fully functional and everything.
Derp I didn't have the IVA mods installed ._.
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Is this still being developed? As I do rather enjoy it
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Oh my this is aweomse! Looking forward to this!
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On 5/14/2019 at 12:14 PM, zer0Kerbal said:
Thank you. That's the one. now to see what needs to be updated to make it work in 1.7. Probably nothing.
Yep it works just fine in 1.7
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@123nick I don't know about the details but the NFT engines seem to have same stats as normal when running with KSPIE. But KSPIE adds such massively strong radiators that it becomes sort of trivial to cool these engines.
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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 helpfulMM patch to make all SEP parts surface attachable would be something like:
// 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
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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
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When I use distant vessel rendering I only get a small white square
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@GregroxMun I would recommend getting KSPI. I don't use much from it other than the radiators and with a good portion of the tech tree done 4 skin 2.5m radaitors can handle the Emancipator no problem
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9 minutes ago, zer0Kerbal said:
I use it with 1.7 and KAS 1.3 - just attach parts to a girder or part - don't need to run wires. - haven't tried, but suspect that an EVA strut could also work.
Ah thanks! Could I set it up using the new KAS pipes? So it still looks somewhat like it used to or do I need a physical part connection?
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@DStaal what version of LAS do I need?
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This is working fine for me in the latest version of KSP.
I do have a small issue though. I can't get the big map view to just display biomes. It used to do that but then I clicked some button and it then displayed an overlay on the big map of resources that I can't get rid of.
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2 minutes ago, DStaal said:
I don't think there's anything technically wrong with it - except that the version if KAS it needs isn't supported under 1.7. (You need KAS for the power connectors, and the method this uses was depreciated.)
Ah ok thanks
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I'm sorry to hear this mod is no longer being supported.
As it is does it still work in 1.7? I have it installed but I can't link the power connectors.
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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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@Shadowmage Hi for some reason the SSTU mod integration patches are not working. I have the mods they are for and SSTU installed but their changes to the at least the fuel tanks do not show up.
Specifcally for Near and Far future mods
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@JadeOfMaar Just so you know the OPT radiators do not work if KSPIE is installed due to the change in the thermal system. A patch should be fairly simple to make and I could see about doing one if you want.
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
in KSP1 Mod Releases
Posted
Are there plans for this mod pack to implement the new features of the Breaking Ground DLC? The surface science stuff?