Jump to content

subyng

Members
  • Posts

    179
  • Joined

  • Last visited

Everything posted by subyng

  1. Since I updated to the latest version my computer runs out of memory very quickly. I have 16gb of RAM and literally 5 minutes after starting the game it become unresponsive. Really frustrating since it takes 20 minutes just to load the game. Did not have this issue before updating to the most recent version.
  2. I have a probe in orbit of the mun in JNSQ and the temperature readout is 300-something degrees. Is that right??
  3. These engines are showing 0/0 ignitions and fail to ignite...even though the same engines on a different rocket show 1/0 ignitions available on the launchpad and ignite as expected. Any ideas why?
  4. How do I enable this option? edit: figured it out, gotta click on the bottom two buttons after right clicking the node How do I get the custom maneuver node menus to come up? Should they automatically appear whenever I click on a maneuver node? I'm on 1.7.3
  5. Ran into the NaN kraken! Here is where it started in the log. Lots of repeats after that. recalculating orbit for bluedog.Vega.Avionics (Scout): Kerbin ( Update mode TRACK_Phys ) rPos: [-1630121.78137583, 951.445196308118, 463325.01558973] rVel: [-1050.74282255729, 3.37440912728259, -3702.10783409636] |3848.33396173855| (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) recalculated orbit for bluedog.Vega.Avionics (Scout): Sun ( UT: 10220609.5316559 ) rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| Delta: [NaN, NaN, NaN] / [NaN, NaN, NaN] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Kerbin (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Look rotation viewing vector is zero (Filename: Line: 92) Look rotation viewing vector is zero (Filename: Line: 92) Look rotation viewing vector is zero (Filename: Line: 92) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "Panel0/bluedog.Pioneer6.BottomAntenna/model/Bluedog_DB/Parts/ProbeExpansion/bluedog_Pioneer6_BottomAntenna(Clone)/Pioneer6_BottomAntenna/null2/pCylinder40" (Filename: Line: 179) This happened after loading my saved game after starting KSP and attempting to move my craft.
  6. An update on this: I was playing with an outdated version of Deadly Reentry. With the latest version, with 100% heating, it is well balanced with JNSQ!
  7. Bug report: there is no comm connection to KSC at Darude launchpad!
  8. So it turns out I just had the staging set up incorrectly so Kerbal Engineer was only showing me the TWR for the middle engine! With all three engines I get a healthy TWR.
  9. Yep. And the fully upgraded engines on the half stage, I only have 0.96 TWR at sea level. edit: with just the first stage!
  10. So it seems like the Fatlas, as built according to the unofficial wiki https://github.com/friznit/Unofficial-BDB-Wiki/wiki/Atlas-Unflown ,just the first stage alone doesn't have enough TWR to get off the launchpad. I've seen other people post their fatlas pics here; how did you make it work?
  11. Are you planning to have a 1.7.3 compatible version as well?
  12. So the relay antenna range on the "Obelix" probe core was increased to 2000000 from 500000 since the previous version. Were antenna ranges increased across the board for various antennas in this update? Because playing with JNSQ, even with the tiniest antenna I can still get a signal at minmus.
  13. So are they separate icons on the tech tree or do they appear *in* the nodes for advanced and heavy rocketry? What I meant is that I didn't see any new icons on my tech tree.
  14. Looking at the config there are specific nodes for the atlas engine upgrades but those nodes dont even appear on my tech tree. I'm not using any tech tree mods.
  15. I'm using the dev build and the latest version of B9 part switch, and the Atlas LR89 engine configs don't seem to be selectable. I have all tech nodes unlocked edit: I can select the variants in sandbox mode, but in my career game, I'm using the "Tree Toppler" mod to unlock the entire tech tree, yet the engine variants aren't available to me. Any idea?
  16. Stock spaceplanes have built in heat shields? How does this work exactly? Also is this mod supposed to have a settings page in the difficulty menu or is it just the menu accessible from the toolbar?
  17. After being unable to return a spaceplane from barely suborbital flight I think I'll keep DRE but reduce heating to 1/4. Given that JNSQ is 2.7 scale, orbital velocity is proportional to the square root of radius and heating is proportional to the cube of velocity, heating in JNSQ is about 4x higher than in stock.
  18. So the internal temperature here is reaching it's max WAY before the skin temperature even approaches its max. What can I do about this? I'm using the same config as posted here by @Starwaster
  19. I haven't had any issues reentering from low orbit with DRE, although almost all of my ablator does get used up. Entering from an elliptical orbit about halfway to the Mun was also doable just by a hair. DRE as far as I know doesn't change amount of heat a part received, but it does make parts heat up faster if they don't have a heatshield.
  20. Does anyone play with JNSQ + Deadly Reentry and has been able to return a spaceplane from orbit?
×
×
  • Create New...