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Someone2018

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  1. I noticed that the combination of 9 engines (SpaceY M9) that were inspired by falcon 9 (and have 7 MN of thrust at sea level) are on a 5m diameter rocket, which makes building a falcon 9-like rocket (which is 3.7ish meter diameter) hard. This is because the thrust is not high enough for the amount of fuel and payload that you easily end up stacking on top will drop the thrust to weight ratio significantly below 1.5 (this starts to happen above 500.000kg). For a first stage engine (with a landing mode) that strikes me as a bit odd. Is this intended/known/recognized? Also how do you effectively use the single engine landing mode, what kind of vehicle is on top while landing?

  2. 3 hours ago, Gordon Dry said:

    @N70 what happened to
    GameData\Kerbalism\Parts\InlineContainer250\kerbalism-container-inline-375.cfg
    and
    GameData\Kerbalism\Parts\RadialContainer\kerbalism-container-radial-huge.cfg ?

    Inside the latest 1.5.1.105 they're missing.

     

    Looking at https://gitlab.com/N70/Kerbalism/commits/master

    The last commit on master points to https://gitlab.com/N70/Kerbalism/commit/fe9f02f73e6165e1984f222a1f540254c38f7ae3/pipelines via green check mark

    Following pipeline number https://gitlab.com/N70/Kerbalism/pipelines/21154661

    Following jenkins link: https://jenkins.spaceball.cf/job/Kerbalism/104/

    Conclusion: 105 is not master but probably an pull request which does not contain these changes yet, please use a master based build.

  3. 9 hours ago, Nils277 said:

    I don't know what could cause that. Often such lag is caused by a massive spam of error messages in the log. Can you upload the KSP.log file from KSPs main directory after you went into the Editor and added the greenhouse? 

    Strangely, I cannot reproduce it now. Next time it happens I will save the log message. I unfortunately didn't realize that starting KSP again would mean I loose the log. It was some kind of null reference spam from Kerbalism. Thanks for the message anyways.

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