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pantheis

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Everything posted by pantheis

  1. Unfortunately, this seems to be the new norm. The answer is "add more struts", and one big reason I haven't updated to 0.23.5 yet. My existing ships in space, which are rock solid, become floppy and uncontrollable after updating, even with reenabling the config options that are now disabled by default. If I sound frustrated it's because I am. I'd love to update, but it would mean my existing mission to Moho would be stuck there (can't control the ship well enough to make a return burn) and the ship on its way to Dres would end up who knows where, since again, can't control it enough to do a burn. I realize that game updates bring issues sometimes and sometimes you have to start over, but this is literally just a structural issue, everything else (save Infernal robotics but that's another story) works. My ships just turn into birds.
  2. Now that I've got most of the tech nodes and have deployed multiple upgraded fusion power stations, I thought I'd try out the thermal receivers. Yea, I think this'll work!
  3. I think the meat of his issue is that once he activates the drive, the button does not switch to "Deactivate", but just stays on "Activate", and clicking it again makes his speed jump up again by whatever "c" factor is set on the drive. He literally can't drop out of warp.
  4. I absolutely want to see this for KSPI, Kethane and EL. Will be watching this closely!
  5. I... of course I did! Why would I have even posted if I didn't know this! (I totally didn't know...LOL)
  6. Heh, so I either have an extra button that yells at me to update, or I get one popup at the very start telling me I'm not using the right version of KSP. I'll take the latter!
  7. Maybe it's because I'm still under 0.23, but my Fusion reactor stations still shut down when I enable transmitting and the electric helper panel shows more power used than produced. I have to manually limit the transmission rate on the part down enough to cover the power required to run the fusion plants, then it works fine. I also still have massive lag in the VAB while placing or removing radiators. None of that changed for me.
  8. It does work, but I get a popup warning when KSP finishes loading that says a plugin is incompatible and mentions toolbar.
  9. For those wanting just warp unlocks, this plugin seems perfect. If you want some additional control over which bodies and what altitudes unlock which warp factor, check out http://forum.kerbalspaceprogram.com/threads/69363-0-23-Time-Control-3-29-14-v10-FPS-Keeper! I don't know if that's been updated for 0.23.5 yet or if it already works. I used it to open up much faster warp around Moho for Kethane scanning.
  10. No problem, I love finally having a 3.75m capsule! For now, I'll just edit out the engine using a module manager file. -edit- For anyone having the engine firing on vessel unpack, here's a module manager to remove the engine and associated pieces from the part. TaurusHCV_Fixes.cfg
  11. Is the 1.7.1 version of Toolbar also backwards compatible with KSP 0.23?
  12. I wonder if this can be fixed and still have the LES, since that's a very neat feature.
  13. Here is the list of mods I'm using 000_Toolbar ActiveTextureManagement AIES_Aerospace B9_Aerospace BahaEPL BahaSP blackheart BoJaN BoulderCo CrewManifest CustomBiomes DistantObject DMagic Orbital Science DMTanks EditorExtensions EnhancedNavBall EnvironmentalVisualEnhancements Exosomatic Ontologies ExsurgentEngineering ExtraplanetaryLaunchpads Firespitter Goodspeed HexCans KAS Keramzit KerbalJointReinforcement Kerbaltek Kethane KineTechAnimation KSPTOTConnect KWRocketry MagicSmokeIndustries MechJeb2 ModularFuelTanks ModuleManager_1_5_6.dll NavyFish NearFuture NothkeSerCom OpenResourceSystem PreciseNode R&SCapsuledyne RCSBuildAid RealChute ResGen SCANsat ScienceAlert SelectRoot SH_mods Squad TextureReplacer ThunderAerospace TimeControl toolbar-settings.dat TreeLoader TriggerTech udk_lethal_d0se VNG WarpDrive2 WarpPlugin
  14. So odd problem with this capsule, unzipped it to the gamedata directory, researched it, went to the VAB, added it as the first part and hit launch. The solid rockets built in were already firing, it flung itself a bit up into the air, then came down. Is this mod not fully compatible with KSP 0.23? (Not 0.23.5)
  15. I tried to load up my existing save in 0.23.5, using updated mods and the old config for KJR from 0.23, and ships already on missions (one around Moho, one on its way to Dres), which were straight as an arrow in 0.23, had their side boosters flapping around and some bending in the middle now. This was a mixture of KW and KSPI parts mostly, with a bit of stock parts thrown in. Note the side boosters are not attached with decouplers, but just radially attached. It should be a rock solid weld. For me, I'll pass on 0.23.5 until/unless these things can be fixed. The thing I loved about KJR was it making welds rock solid, and still needing an occasional strut for large heavy decoupler attached parts. That's all missing in 0.23.5.
  16. Awesome! For the life of me I couldn't figure out where the tree changes were stored. I knew about TreeLoader, but just didn't have a clue how it was getting its configuration. Now I know and I've applied the proper changes to my tree.cfg file. Thanks again!
  17. The folding warp drive shows up under the tech node "Experimental Science" instead of under "Ultra-High Energy Physics", although both the official warp drive and the folding one have the same techRequired of "experimentalScience". Is there any way to move the folding warp drive to the correct node? -edit- I can also confirm what Thorbane said. Maybe make the auto-throttling a togglable option?
  18. Is your experimental version also backwards compatible with KSP 0.23?
  19. I didn't copy a vessel, I loaded this one up and it was having this issue, where it had been working before without problems. In trying to figure out what was going on, I launched a new vessel using the same craft file to the launch pad, hyperedited it into orbit around Moho, and tested. That craft worked properly, this one is still bugged. Two separate craft and the problem existed before I hyperedited a new ship into orbit. -edit- Fixed it. In the persistence file, for the bugged ship, I found the MPD part, and right near the top of that part was "state = 0". I noticed that the non-bugged ships all had "state = 1". Changed that, reloaded my save and the ship is working fine. No clue what exactly that is, or what it does, but without it being 1, the waste heat levels and the engine weren't working correctly. Much better max acceleration! 35.79 m/s2.
  20. The 2.5m non-upgraded plasma thruster. I tried editing my waste heat down to zero on my save, reloaded the save, and it's still stuck at zero. This seems to be at least part of the problem.
  21. I'm aware of both facts, this ship made it to Moho on beamed power, and was receiving about 6GW of beamed power before I upgraded my network. Now, it shows it can receive up to 200GW depending on how well I can get the receivers aligned, but the plasma engine won't use the power at all. A duplicate of this ship hyperedited into orbit around Moho works fine. There is something bugged with this ship, and I can't figure out what it could be. Reviewing the persistence file nothing looks wrong, comparing the two ships, but I'm not entirely certain what to be looking for.
  22. Yup. It produces 80kN of thrust, without saying it's using any power at all, both on a right-click on the thruster itself, and on the power management panel KSPI provides. My waste heat seems to be bugged as well, as it's stuck. It won't increase/decrease with turning on/off reception of beamed power, and it should as there's no way that ship can radiate the up to 200GW of beamed power it could receive. I've done a complete reactor shutdown of the onboard tiny reactors, timewarped to let the waste heat dissipate, dumped all of my MJ and electrical charge, then fired everything back up. My thermal power was very very slowly climbing from the four 1.25m onboard fission reactors. I turned on my beamed power receivers and it immediately skyrocketed thermal power up till it was full, along with MJ.
  23. So my station in orbit around Moho has stopped working correctly with beamed power. I can toggle the receivers on and see the power management display show a large increase of power available, but firing up my plasma thruster doesn't use it. In fact, the thruster doesn't even register under the "Component" section. This was working. I've verified my network is on, transmitting, power is being generated (From multiple source, one 2x upgraded fusion station in high orbit around kerbin, a large 20xupgraded fission station on the ground and a 9xupgraded fusion station parked next to the fission one, three relay only satellites in orbit around kerbin spaced exactly 120 degrees apart with another relay satellite exactly over the kerbal space center in geosync orbit. I hyperedited a duplicate of the ship that I am now having issues with (it used the plasma thruster and beamed power to GET to Moho), out to Moho, and it works fine. I'm clueless where to start.
  24. After experiencing much of the same issues as you, I completely agree with your list of proposed power priority changes.
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