Jump to content

Kirbin Kerman

Members
  • Posts

    12
  • Joined

  • Last visited

Reputation

3 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. As I said, this effect is omitted from KSP2. I was only describing how it works in real life. It's better this way, though, because mostly-translucent hydrogen exhaust would not be very pretty to look at.
  2. The yellow color from plumes comes from leftover fuel continuing to react with the oxygen in the air. As you reach a higher altitude, the plume not only expands in diameter, it also becomes more washed out (and in the case of RP-1, gray and sooty) as there is less oxygen present. As far as I know, this visual effect is omitted from both KSP1 plume mods and from KSP2
  3. Running into a pretty base-breaking glitch with EL. I'm currently running 6.99.0, because someone told me the glitch was exclusive to 6.99.1, but it's present on both versions for me. The bug: It seems to have something to do with workshops created by EPL vs workshops launched from the KSC, but sometimes, a given vessel becomes permanently unable to have productivity. The vessel can be listed as having productivity on the PAW, but it can never build anything, because productivity is set to "----" in the EL interface whenever I try to build anything. Any ideas? EDIT: I've done more experimenting. Using KIS, the "---- productivity" bug can be banished if I take apart the entire structure and re-assemble it in such a way that the root part has changed, but the issue seems to come back on scene change. There are no relevant error in the log file, but I can provide it anyways. EDIT 2: I did some more experimenting and traced down the exact circumstances of the bug: If the root part of the craft is a part that has been spawned in from an EPL site, then whenever the vessel is loaded back in, the productivity is set to ---- until it becomes a new vessel (root part change). However, it works PERFECTLY FINE if the root part of the craft originates from the KSC. No, I don't know either
  4. Just dropping in here to say that there's sodium on Mars. And there's chlorine on Mars. Sure, they're separate, but there is salt on Mars.
  5. Of course! I didn't know it would be so much work. I'm new to module manager patches - do you think you could give me an example on how to do it?
  6. Very good! I normally use ckan for mods but I'll make an exception for this one -- I've been wanting an interstellar destination that doesn't make my game crash like GU does
  7. I can't transfer crew into certain parts of the vessel--parts that don't have built in KIS inventories, it seems, such as the inflatable airlock. What's annoying about this is that I can fix it by having a kerbal go on EVA, then board the exact same pod they just left, THEN THEY CAN TRANSFER! This is obviously a bug or something. I have to do this for each Kerbal, too. It's ridiculous
  8. Whenever crafts (including debris) enter/exit physics range or load/unload range, and that craft has an engine, my game spams "time warp 1x" and prevents me from using any time warp. Is there a fix? I don't have much of a better way to do 17min engine burns with large crafts than this
  9. Commander of my Minmus surface outpost of 5-crew. Soon I'll be rotating the crews and bringing her back
  10. I'm having an issue with time warp. Every time I enter time warp my orbits get shifted around -- tugged on in a radial out direction that's consistent across all crafts. The issue occurs on all craft when I activate time warp Higher multiples of time warp cause the "tug" to be more severe Ksp.log: https://www.dropbox.com/s/4p5zjuwdycvymu1/KSP%20-%20Copy.log?dl=0 modlist: https://ibb.co/H21yMKP
  11. Hello. I'm sorry about not providing you with my ksp/player.log file earlier, but I was doing testing on my own. It appears to not be a Kopernicus issue, as while initially removing/re-installing Kopernicus would cause the orbital shift to occur, it has now started happening without it.
  12. I've had an issue with the last two versions of Kopernicus. Every time I entered time warp (not physwarp), with severity depending on the level of time warp I enter, my orbits shift slightly radial out in a fixed direction. I only noticed this after several voyages missed their destination entirely despite originally matching up This applies to all vessels and I have thoroughly isolated Kopernicus as the issue
×
×
  • Create New...