NermNermNerm

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About NermNermNerm

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    Bottle Rocketeer
  1. [1.3] - Modular Kolonization System (MKS)

    This isn't a unique problem to the USI parts - anything that generates its own heat can get wonky in KSP. Case in point, I have a ship that I've used for a long time with no problem, but I brought it out of a timewarp and a Hitchhiker module exploded due to excess heat - nevermind that the ship's (stock) drills had been shut down all night because of lack of solar power. Fortunately, there's F5/F9. The only answer I know of is spamming much more coolant than you should really need. MKS drills make this a bit tough because, if I understand it correctly, heat is proportional to how much it drills, which varies depending on Engineers/Miners onboard and the Kolony's Geology rating, which can go up to 3x. So a drill that posed no problems at the start of a colony is problematic after the colony matures.
  2. [1.3] - Modular Kolonization System (MKS)

    I'm having a problem with Drills with the latest update (USI core 0.4.2.0). The framerate for ships with any of the USI drills drops really badly; the drop seems to be proportional to the number of drills * the number of individual drill heads that the drill supports. Stock drills are not affected by this at all and I have not found any other parts that are either. In response to another post, you suggested a bad interaction with Kopernicus might be at the root of it and that deleting the settings.cfg might jar it loose. I don't have Kopernicus installed and deleting the settings.cfg didn't help. The problem is really easy to reproduce - go to the VAB, create a large fuel tank, then hang 8x Industrial Strip Miners off of the fuel tank and the framerate is crushed.
  3. [1.3] - Modular Kolonization System (MKS)

    No joy for me - I've never installed Kopernicus. I have these: 000_AT_Utils 000_USITools BonVoyage Chatterer CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers Diazo EasyBoard EasyVesselSwitch EnvironmentalVisualEnhancements Firespitter GPOSpeedFuelPump GroundConstruction KAS KerbalEngineer KIS KSP-AVC KSPRescuePodFix LightsOut MechJeb2 NavyFish PlanetaryDomes PreciseManeuver QuickMods REPOSoftTech SCANsat scatterer Squad StockVisualEnhancements SurfaceLights TakeCommand TextureReplacer Trajectories TriggerTech TweakScale UmbraSpaceIndustries UnmannedBeforeManned [x] Science!
  4. [1.3] - Modular Kolonization System (MKS)

    I just observed that adding any of the MKS drills with multiple separators seems to crater the framerate in the VAB and outside. E.g. "Automated Industrial Strip Miner" takes it from 60 to 11. Adding another one takes it to 6. Adding a MEU-500-A takes it from 60 to 23 and another one drops it to 14. A single MEU-100 doesn't do anything to the framerate, but 6 of them drop it to 33. Stock drills don't suffer from this. Anybody else seeing this? I'm running with USI Core 0.4.2.0, and I don't recall seeing this issue before this release.
  5. I just discovered this mod after pining for this functionality for a long time. It's great that I can now turn lights on in the VAB, but I wish the building could be made a lot darker - to more closely match what night looks like when you're actually out there. Is there a config setting I'm not seeing or is this just as good as we can get? If there's no way to make it darker, it's not that huge; I can get things very close with the mod as it is and then use Set-Orbit cheats to see how it looks in actual darkness.
  6. Yeah, but MechJeb Rover Autopilot + 4x acceleration = rover parts scattered over the planet. But even if it worked, 4x time acceleration isn't very fast. True, you can switch to another vehicle, but when you're transiting from Kerbal to Minmus, you often time accelerate that without switching vessels, right? Sometimes I just want that continuous mission experience.
  7. I agree with Maja that it's not all that painful a limitation. If I had to pick something that I really dislike, it'd be having to switch over to the Tracking Station to advance time. It's not technically that much of a hardship, but it breaks up the immersion, yaknow. It's just a bad gameplay. I get it that showing the rover moving rapidly over the terrain just isn't going to happen, but if it could somehow be broken up into a series of scenes (with or without the actual rover), that'd be fine. Still, if you tell me that's really hard to do, I'm ready to believe it.
  8. Thanks Maja for putting this release out. I've been using it for several days now and it's working great!
  9. Yup, that was it, thanks!
  10. When I surface-attach a part in the VAB & SPH, parts don't snap to angles, and they end up not aligned at 90 degrees to the part they attach to. See the below picture; the science instruments I just slapped on aren't pointing directly out and look all ajumble. Surely there's some mode I swapped into or some configuration change I made that got me into this state, but I've now forgotten. Yes, I know how to fix it using offset&rotate tools, but it's a pain to do it for every surface-attached part. Can anybody give me a clue?
  11. [1.3] Freight Transport Technologies [v0.6.0]

    I filed an issue against the GNR-3750's overheating problem: https://github.com/BobPalmer/FTT/issues/177 When I re-engining the overheating GNR-3750-based craft from my last post, it was kinda irksome to discover that switching my craft from the overheating GNR's to the plain-old Rhino didn't change the Delta-V very much. I think it might be worth reconsidering the density of liquid hydrogen or the mass of the GNR engines. Take a look at this table - I created a ship using 500t payload (to diminish the effect of the mass of the engines), a single "Kontainer Tank - Round (15m)" and enough engines to generate ~2k thrust. Wet Mass(t) delta-v(m/s) Rhino (1) 2534 4129 GNR-3750 (1) 1303 4385 LV-N "Nerv" Atomic Rocket Motor(33) 2628 9061 Like probably a lot of people, I'm thinking of the GNR engines for traveling between fuel depots (and not trying to lift it off of Kerban). If you triple the number of fuel tanks on the GNR to bring the wet mass up around where the stock engines are, then you get a more impressive delta-v (7084), but still not better than the Nerv's. I gotta say up until now I just always put Nerv engines on all my interplanetary craft without really giving it much thought. I had wanted to use the GNR's to replace the Nerv's for a long time if only because of the vast numbers of engines you have to use to power large craft (it took me a while to get the refuelling infrastructure up on Jool to do it). I haven't wrapped my head around the above table yet. The one thing I can say for sure is that I want something cool to come of the added difficulty of using the Nuclear engine, and the data shows that if there is such a thing, it's not being able to design ships that are less dominated by fuel tanks.
  12. [1.3] Freight Transport Technologies [v0.6.0]

    I'm trying to build a ship based on the GNR-3750 Nuclear Engine, and I must be holding it wrong or something because the engine overheats on long burns. My latest example includes 16 stock "Radiator Panel (large)" plus 3 "Thermal Control System (large)" plus one "Thermal Control System (medium)" and still a full-thrust burn will cause it to overheat before I can even get to the Mun. Is there a companion part I should be using?
  13. [1.3] Kerbal Attachment System (KAS) v0.6.3

    Hm. Good to know. But in this case, I was intending to attach on the stack node. I was able to use a wrench to attach a Spherical container in the very same spot where I couldn't attach a Flat container.
  14. [1.3] Kerbal Attachment System (KAS) v0.6.3

    Sorry for the confusion - I was using the wrench. Is there a difference?
  15. [1.3] Kerbal Attachment System (KAS) v0.6.3

    I'm sure this has been hit before (I've sure hit it enough). I've got a Kontainer Tank - Flat 1.25m that just won't attach to anything. I know I've got the part hovering over an attachment node, but when I click to attach, it says the part can't be surface attached. No amount of rotating, moving or changing nodes seems to make a difference. I attached a Kontainer Tank - Round in the same spot with no problems. Anybody know what to do about this?