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Shogun Gunshow

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  1. I'm getting power from the Ether, apparently. I don't have Infinite Electricity enabled, so I have no idea what's going on there. I guess it's erroneous to say it's behaving 'normally' even in activated flight. Unfortunately it's not solved by restarting, and this is a clean install of KSP with just the latest Interstellar release.
  2. Been continuing to test. So far I've identified a similar problem on the ATTILA thruster. - The engines begin on the pad with their graphics active, exhuming plume graphics on the launchpad before they've been activated. (Screenshot below where one can see the plume) - If one activates the engine in this state by right clicking and selecting 'Activate Engine', it behaves normally (although for some reason still claims zero thrust?) - If instead one activates the engine through staging, the anomalous plume graphic will terminate, and the engine will produce no thrust despite being labeled active. Trying to toggle it off and on in the right click menu in this state no longer functions - the engine is essentially dead. So it appears as if activating these kinds of engines through staging is doing something wonky. Either they're starting in an anomalous state and that's messing things up when staging tries to flip it, or the staging for the parts themselves are borked. Interesting note (maybe?) through testing: while trying to get a better picture of the anomalous plume, I first tried to lift the test article by using a TT18-A Launch Stability Enhancer. However, doing so caused the plume to not display, and the engine begins dead and unable to be activated even through right clicking.
  3. I didn't hand remove them, but to double check things, I backed up my folder, deleted KSP and the mods, did a clean install, just installed Interstellar, went into sandbox, whacked together some test articles. Probecore with xenon canister, two gigantor solar arrays, Dawn ion drive: nothing. Probecore with nuclear power, thermal electric generator, dawn drive: nothing. Just to confirm it wasn't a stock issue, I deleted the folder, reinstalled the game again, went into sandbox in vanilla, and the ion engine worked fine.
  4. Was there a change to Ion engines in the mod at some point recently? After putting the game down for a few weeks, I put in a new patch for Interstellar and now my Ion engines don't seem to be consuming electricity or producing thrust, and they definitely did before (I had a few sats before that were using them).
  5. Appear to be having a strange bug in game related to Insterstellar and Tweakscale. Specifically, the scaling for the LANTR engine seems borked. * It can't be shrunk smaller than its default, 1.25m * When upscaling, it upscales to 1.875 normally. Trying to upscale again, however, results in 2.5m dimensions and stats, but the actual Scale number will continue to display 1.875m. Clicking upscale again doesn't change the stats, but does fix the erroneous scale indicator, setting it to 2.5. * The part cannot be scaled higher than 2.5m * Once upscaled to 1.875m, the part can no longer be downscaled back to 1.25m, requiring a deletion of the engine in order to reset to default size.
  6. I am using mods. Ferram, Firespitter, KAS, Mechjeb, Interstellar, TAC life support, K&K planetary building, Airplane Plus, and Tweakscale. I found the issue. It was KerbalJointReinforcement. Removing that allowed my rover arms to start articulating properly.
  7. When I throw together a bare bones command pod + electric batteries and throw servos onto it, it works. As soon as I attach a hinge or a Modular Girder Segment to it, though, it refuses to transverse. It shudders a little bit when the target angle passes its current angle, but otherwise stays locked in place. I've tried seeing if it's an autostrut issue, but it doesn't seem like it. Tries powering and unpowering motors - nada. Lock and unlock - same deal. I have more than enough power... I don't get it. Is there something obvious I'm missing?
  8. All I know is the second I attach anything to servos they suddenly stop working at all. They'll shudder slightly and change orientation maybe 1 degree when the target angle passes its current angle, but it otherwise stays rigid.
  9. Blessed be the modders. Thank you for this mod.
  10. Yup, Outsourced R&D is currently broken to all Hell. The exchange rate needs to be somewhere between 500-1000 funds per point of science, not 35.
  11. Squad should at the very least do a first pass before throwing it out there. All I had to do was *look* at the exchange rate to guess that it might be broken, and a few seconds of head math to confirm it. 'Oh, but you can make it harder on yourself' is not an excuse for poor design. It's silly this wasn't caught, but I have faith that Squad will correct ... eventually. Until they do, I'm hoping for a mod that un-bungles the rates, or just staying away from the feature.
  12. Outsourced R&D is ridiculously powerful while some other options are ridiculously weak. Using Outsourced R&D, a simple early-game rescue mission (so-and-so stranded around Kerbin) can net me almost a hundred science with an extremely minimal 10% commitment. Compare that to Fundraising Campaign, where a commitment of 50% gets me practically jack-kay-....: a successful Explore Mun mission nets me a grand total of 1152 extra funds. Whoop-de-freakin'-do.
  13. Okay, I just assumed it was the other way since the 62 and 1.25 reactors are 25k and 100k, respectively. So only the 1.25m reactor is appropriately valued, then?
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