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About nubeees

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  1. Any reason a setup with two stock nuclear engines would result in zero thrust while timewarping? *edit: snips from ksp.log: [ERR 19:02:38.145] Module PersistentEngine threw during OnUpdate: System.InvalidOperationException: Sequence contains no elements at UniLinq.Enumerable.Average[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x0007a] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at PersistentThrust.PersistentEngine.OnUpdate () [0x000ae] in <c21f67e9fc9e4095932061aa47eea29a>:0 at Part.ModulesOnUpdate () [
  2. Anyone else getting an input lock + console flooded with null reference exceptions if you try to construct using a kerbal holding onto a ladder? Just playing around on the launchpad so far and ran into that *Edit Seems to only happen if you build directly after exiting the lander can. Pretty strange bug
  3. I didn't think you'd be able to get collisions working. Awesome!
  4. Is it possible to brighten up direct lighting from sunlight? The textures are wonderful but they seem to show up pretty dark ingame. I've poked around with the configs, but haven't been able to find anything that might help
  5. Oh no, we get to see more Aesthetic™ fusion engines, whatever will we do?
  6. I've noticed similar in the past with PT being temperamental about target SAS. The general trend seemed to be if the target was outside the current parent body's SOI, but that didn't seem very reliable. Haven't been able to play KSP much lately, so can't really confirm this.
  7. Would Mechjeb even be capable of changing the throttle during on-rails timewarp? This is an issue I've run into quite a few times on my KSP-IE career mode save and have always assumed there was just no solution.
  8. I don't know for certain, but I think he's referring to the fact that mechjeb auto-magically turns off timewarp when executing maneuvers. This would be a mechjeb problem, though. Might not be in the scope of PT
  9. Seems a lot more stable now with 1.3! I recreated the setup I was using before with the three plasma engines and it seemed to work just fine. One other bug- I've yet to figure out a way to make it reliably replicatable- which seems worthy of mentioning is an odd one which causes every part on a ship to suddenly overheat and usually explode. It seems to tend to happen either when switching spheres of influence, or when persistent rotation gets too aggressive and tears the ship away from the direction vector PT has it locked to. There's another one, where sometimes PT decides to not func
  10. Fantastic! It might be worth starting a new forum thread, though completely taking over someone's mod without permission is generally considered pretty rude and I don't see any recent activity on mrsolarsail's profile... I don't have a whole lot of spare time recently, else I'd be more actively developing my own addon, Munwalk. Still, excited to see progress on reviving my all-time favorite ksp mod!
  11. I was three of the near future propulsion plasma engines (takes electric charge and argon, I had a constant supply of electric using a fission reactor from near future electric), not certain if its modded engine-specific, but I don't think it is. As far as where it was, I hadn't left kerbin orbit yet. After reducing the three engines down to one, I didn't seem to have any issues other than the one where dropping out of high timewarps instantaneously causes the ship to detonate gloriously.
  12. I'm getting a bug where its triggering the 'propellant depleted' dropout when propellant is most certainly not depleted. Still trying to track down the exact cause but it seems to be related to having multiple persistent engines active during high time warp. Another fun one, is the vessel being pulled out of timewarp from very high timewarp levels seems to smear it across the fabric of spacetime in a spectacular explosion.
  13. 0_0 I'm almost as excited for Waterfall as I am for KSP 2 now Also, I read something about a ISRU overhaul called SpaceDust a few pages back, will we be seeing some more info about that in the near future?
  14. @mrsolarsail Would you mind if I (or anyone else for that matter) recompiled your mod for the latest version of KSP?
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