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arkaik

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Everything posted by arkaik

  1. Persistent Thrust was downloaded through ckan, while Solar Sail Navigator was downloaded through the link provided on the post I originally quoted. Using latest KSP version. I didn't think log files would be necessary since it's just a Mini AVC warning but I can provide them once I get home
  2. Hey! Just downloaded this to test it out but game is complaining about a duplicate PersistentThrust.dll, I have both this mod and Persistent Thrust Extended installed so that seems to be the conflict. Should I ignore this or delete one of the .dll files?
  3. NICE ! I was just checking this thread for this exact same thing, I love the engine included but wasn't a fan of the plumes so this will be great for me. I'm in love with this mod <3 My main method of transportation in my current RSS save, works beautifully as a space shuttle-ish cargo vehicle
  4. Sorry for the late response! I'm glad to see that there is progress in finding out the culprit. I'm linking my KSP log and ModuleManager log, hopefully these help to narrow down the culprit. I cloned an instance of my main game through CKAN to test these. For these I basically did the same thing that I had done before, which was: -Update KSP Recall to 2.2.4 -Launch game, load main save -Click Tracking Station, move to vessel -Click on Menu and click the Space Center/Tracking Station button, which did not work This is the link containing the logs up to the last step previously mentioned, if I have missed anything let me know, this is my first time asking for support in the forums so please bear with me https://drive.google.com/drive/folders/1fnRa0rplB9Cn8uHe6mSya0yVU0abJqi9?usp=sharing
  5. Appreciate the response! I'm currently running a career mode that will largely rely on Nertea's Far Future Tech mod for the end game, and He3 is one of the main fuels for that mod. Due to its cost I figured it would be better to mine it from Moon since that is an option FFT gives you, but like I said I was unable get He3 to show up on Moon. For now I guess I will do without it, or I might have to bite the high He3 cost, thanks very much!
  6. Hey! I just wanted to let you know that I was experiencing the same issue user MgnfcntBstrd was experiencing with their craft where the Pause Menu buttons stopped working due to an Argument out of bounds after upgrading to 2.2.4 on Ckan. Restarting the game multiple times showed no solution. The bug itself appeared after right clicking on the cargo part of the Starship Expansion Project, renaming it and trying to go back to the Tracking Station/Space Center, which I was not able to do. I was also not able to quit to main menu but settings and resume game buttons worked perfectly fine. Other menu buttons or part were not tested. The bug presented itself on a craft with the following mods present: -Starship Expansion Project -Cryogenic Engines -Near Future Solar -Restock I'm running a heavily modded game so there could be something else that is causing the issue. After rolling back to 2.2.3 the bug was fixed. I can provide logs and screenshots if you want to look into it but since rolling back fixed it for me I don't know if that would be necessary.
  7. Hey! How is the compatibility between this mod and RSS? I'm currently getting the resources from community resource pack on Moon but some stuff that should be present like He3 is not, would this mod fix that?
  8. Absolutely stunning, amazing job probably my favorite visual mod ever made. You weren't kidding when you said this is for high-end systems only haha I'm currently running a 3070 and 16 GB of RAM and my system definitely struggles quite a bit after takeoff (I'd say it takes 1-2 minutes for it to stabilize) and the 140km switch (again, another 2-4 minutes for the game to run smoothly). Haven't had the chance to check anything other than Earth but really looking forward to it!
  9. Yes a brachistochrone trajectory would be the best way to use these engines. Scott Manley has a good video on how to set these up, including the math and his "eyeball it" method, which is close to the burn target-flip burn anti target-approach you describe, with a way to measure when to flip. As someone else already said, unless you plan to exclusively use the NSW engines a mod that allows you to burn while warping would be nice, if not mandatory (unless you wanna run your computer for hours or days). BetterTimeWarp is another option to PersistentThrust, this mod allows you to modify the physics/non-physics time warp rate, allowing you to even go to x100 physics time warp (although you would need a very stable ship and a very low twr to prevent a kraken attack with this). As a personal suggestion, I would rescale the kerbol system, look into the RSS pack, or install a planet mod that adds distant planets/other systems to visit, as most of the end game engines of this mod would be great to turn those 6-16 year long missions into something more manageable like a 1-3 year long mission
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