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JanHHH

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  1. I think this is the same issue that I reported in my post on the bottom of p.37 (screenshot included). Even though I mention TweakScale in that post, I did some more experimenting and found that the Ruggedized Vehicular Wheels do not work with Parallax ground collisions as soon as you leave the runway, even with the wheels in their original size. I think it's the wheel root point that is touching the ground, not their wheel surface. Thus they just block everything, even external thrust from jet engines. Hopefully this will be fixed with the coming update, as my Laythe Mining Rover is now basically immobile and it's a bit annoying to drive my Tanker Planes around instead of the rover. As of now I just RP it, but still...
  2. Awesome Mod, great work, this brings so much more joy to exploring ksp! I have noticed some troubles when using TweakScale'd wheels with the Parallax collision. Especially the TR-2L Ruggedized Wheels, when scaled to 200%, somehow clip into the terrain, but at the same time the wheel surface doesn't seem to get any traction. The craft can barely move (not even with engine power) but the wheels spin freely. I have tried other wheels, scaled up or down and got mixed results, some work, some have the same problem, though downscaling usually isn't a problem. Let me know if you think this rather belongs in the TweakScale thread. (Screenshot of a sample craft: https://drive.google.com/file/d/172bpDlVHwkuU77L_uwkSfIrufqm_R3B4/view?usp=sharing)
  3. Thanks a million! For now I used HyperEdit to exchange the broken vessels with new ones but I'm looking forward to fiddle with radiators on EVA! Keep up the great work and thanks again!
  4. So first of all, thanks for all your content! Been playing with the Near Future suit for a while now! I'm having problems with a plane on Laythe, one radiator must've shifted some during touchdown and it made the drag on my craft asymetric, making it impossible to get back up to orbit. Basically what I wanted to ask if it's possible or planned to use these parts together with the new functions from "Some assembly required", like pack them into containers or manipulate them on EVA? I don't have KAS on my current install, would that help here? Would love to be able to do repairs on my craft.. All the best!
  5. I have the same problem, kinda sucks to have to restart the game every time I'm done scanning a body. Let me know if you (or anyone else) find a solution pls :)
  6. The Tug itself has no other reactors, the docked landers has two tiny molten salt reactors. The radiators are shown as working and I have very little wasteheat on the vessel. I'm not using atmosphere but stock LF. Next thing I'm going to try is Hyperedit a tank of H2 over there to check it out. I have mechjeb but currently no modules are active. I never even used the Vector control.. Shouldnt be a problem, as WasteHeat (as shown in the ressources window) is very low Yeah, both those versions check out and I'm using ckan to keep mods up to date. The thing is, I had no problem getting to Jool, had a stop at Vall and then no problems getting to Bop. The problem appeared after the lander did a few mining runs down to Bop. UraniumNitride in the engines is still around 90% and DepletedFuel below 10%. Reactor Embrittlement is below 1% I also just launched an exact copy of the vessel and that worked fine. I'm going to try H2 as a propellant now
  7. Okay, well it keeps getting weirder.. I still have to undock/redock the ships for the timberwinds to start working... But even then, after a couple of seconds the engines start to flame out, but not all at the same time but one by one... They just keep getting hot, but no exhaust, no thrust... I'm at my wits end here, what could be causing this?
  8. Yeah, that's what I thought. The generators are active on all six engines and apparently give me enough juice to run the lab and crystats etc. No thrust though. I just tried it again, with the lander attached, and again not taking any propellant. I had to undock and then redock the lander to make the ship work again. I don't really understand what the problem is, I just hope my workaround doesn't stop working
  9. Doesn't look like it. However, I solved it for now, I redocked my lander and now the Timberwinds produce thrust again. Do they consume MW power in order to run? The tug doesn't have it's own reactor but the lander has a molten salt. I always thought all the fission engines don't need external power supply..?
  10. SO, I have this Tug that brought my Landers to the Jool system and houses the lab. Everything was fine and I refueled it a couple of times with my Bop Miner, but now the Timberwind Engines suddenly don't produce any thrust anymore. They still get hot when I throttle up, but somehow refuse to take any propellant (I only carry stock LF and Mono on this ship, both don't work). Does someone have an idea how to fix this? I tried deactivating in the control window as well as on EVA (though I only have scientists there atm), nothing works..
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