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NastyEbilPiwate

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    Curious George

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  1. Not yet - IFS 3.6.12 and KSPIe 1.20.2 are the latest I can see.
  2. I've tried that one too, and some of the fusion reactors and they all do the same thing. Interestingly with one plane design I got it to work (as you say, running it on minimal power in-atmo is the only way to not explode) but then on the next flight attempt it stopped working again.
  3. For some reason when I try and use this ship (it's a test design to demonstrate this issue), the thermal turbojet never produces any thrust. The reactor stays on 0% power and never builds thermalpower or heat. This is done in sandbox mode but the same thing happens in my career mode game.
  4. Nope - the design I'm seeing the issue on is a plane with no heatshields or overlapping parts of any kind.
  5. I've got an interesting problem where some of my crafts don't seem to have correct drag calculations. On re-entry the terminal velocity reported by FAR is way too high, and almost no drag is applied meaning that everything overheats and explodes because the craft isn't slowing down (I have Deadly ReEntry too). For simple designs like a Mk1-2 pod and a heatshield hyperedited into a decaying orbit, drag works fine but when using some parts (not sure which yet), the whole ship's drag calculations seem to be wrong. I'm pretty sure I've used the same mod parts before 0.25/the most recent FAR and they worked fine then. Any ideas what might be wrong? I'm going to keep trying to narrow down what part(s) it could be.
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