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About siimav

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  1. [1.2] Real Solar System v12.0 Dec 8

    Actually the RCS thrusters are not to blame. There's a bug where the weight of all crew members (100kg each) is added to every part on your ship. It only affects the VAB scene and when you actually launch the ship, it has the correct weight. If you want to see your correct weight or dV in VAB, you can just temporarily remove any crew members from your vessel.
  2. Heat Pumps v1.3.0 for Real Fuels - May 1, 2017

    Thanks for the fix, working nicely in RP-0 now.
  3. Are you sure it's the CPU that's bottlenecking the performance? For me it doesn't really run that much worse than stock game based on CPU usage. The visual mods on the other hand are really bringing my lowly laptop GPU to it's knees. I think scatterer is especially at fault. You could also run for example MSI Afterburner and check what percent of GPU usage you are getting?
  4. Interesting... Are the stock intakes supposed to also supply IntakeAtm resource? For me they apparently aren't working that way. Only parts I could find for for that resource, are the scoops.
  5. I'm having some real issues with keeping the karbonite-atmosphere jet engines fed with enough air. Specifically I'm using the KAE-150S engine with KA-400LA intake. Currently a single engine would require more than 1 intake to not run out of air, or one of those beefier 2.5m intakes. Yea, sure I could slap on more intakes but the added drag makes it almost impossible to get up to speeds where the engines would really kick in. Even at >20km altitude on Eve, I'm unable to reach mach 1. Any thoughts?
  6. For me, 1.3 actually improved FPS for high partcount vessels by about 50%. I noticed it on a 250 part station that went from ~10 FPS to ~15. That's a huge difference in the playability of the game. So personally, I'm definitely looking forward to the 1.3 update for RP-0.
  7. [1.3] - Modular Kolonization System (MKS)

    Maybe the drills/pumps you are using require a minimum resource concentration of at least 2.5% to function at all. At least the small stock drills work that way. Also, how did you manage to get these parts to the surface of Eve? As tons of small shipments inside fairings? The Tundra parts have an abysmal heat tolerance of 1200K and tend to suddenly explode with even small re-entry heating.
  8. As far as I know, KJR does not do any changes to your craft that would persist between reloads. Each time your craft is loaded, the joint strengthening is applied again and only remains so for as long as the craft is in physics range. Also, according to GitHub, Ferram didn't do any functional changes for this release. So it should work exactly the same as my recompile or the previous official release for 1.2.2. Although he did add slightly different version check into the code and hopefully KJR will now also work for people who reported that my recompile did nothing for them.
  9. There can't be any issues if you delete the /GameData/KerbalJointReinforcement folder and then install the official release. Or just overwrite all the contents of that folder. I'm not sure whether CKAN will offer an automatic update. For me it showed that the plugin was autodetected but I can't remember whether I originally had it installed with CKAN or it was just copied there.
  10. No but you can continously adjust the final ascent angle value to keep the time to Ap value whatever you want it to be.
  11. KSP Challenge: Landing on Duna!

    Here's another spaceplane entry for this challenge. It has more than enough delta-v to land on Duna and also get back to Kerbin with fuel to spare. Click here to view the full commented Imgur gallery
  12. KSP Challenge: Landing on Duna!

    I also interpreted the challenge as you did - that oxidizer is allowed for any time else other than the actual deorbit/landing on Duna.
  13. [1.3] - Modular Kolonization System (MKS)

    Did a bit more testing. Previously I had 'Planetary warehouse' enabled only on the storage of my mining base. Now I also checked it in my main base and am no longer getting the previously mentioned issue. So currently planetary logistics looks to be clearly the better-working option. Should probably ship a nuclear reactor in and move my mining base outside of the main base's physics range to also gain a couple of FPS in the process.
  14. [1.3] - Modular Kolonization System (MKS)

    Did some poking around in the code and it looks like the planetary logistics has a 5% penalty for pushing resources to storage. Although that's small enough to not make much difference at all. Edit: it looks like the penalty should also be applied for pulling from planetary. So 10% total for transferring from one base to another.
  15. [1.3] - Modular Kolonization System (MKS)

    The reasoning behind my decision was to have all the power generating done only in my main base. Power can be transmitted wirelessly up to 2km away. Also, nuclear reactors need maintenance once in a while. Although it looks like they can run on the same batch of fuel for more than 10 years.