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About Torminator

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  1. Getting some odd behavior out of the Z-Pinch Aerospike. If I have it in Atmosphere mode, my log is spammed with NREs NullReferenceException: Object reference not set to an instance of an object at MuMech.VesselState+ResourceInfo.Init (.PartResourceDefinition r, Double req, Double atMax, System.Collections.Generic.List`1 modules, .Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.VesselState+ResourceInfo.Borrow (.PartResourceDefinition r, Double req, Double atMax, System.Collections.Generic.List`1 modules, .Vessel vessel) [0x00000] in <filename unknown>:0 at MuM
  2. Came here wondering why anything I built with OPT parts got really weird with FAR, so thanks!
  3. He's actually working on his own game. Sort of a logical extension of all the weapon mods. http://store.steampowered.com/app/667970/VTOL_VR/
  4. I'm curious of this as well, although for me BOTH are in the billions. This happened after KSP updated to 1.3, and after starting up and crashing I reverted to 1.2.2 via Steam. Possible cause? Just trying to make sure this wasn't a balance change I missed before I go hunting for causes. EDIT- Okay, now the 1.25m tank is normal priced, but the 2.5 is still huge. Quite confused but at least it makes me doubt it's intentional.
  5. What they mean by "Smooth" is what's called smooth shading. This cuts down on the visible edges without adding polygons which aren't going to be much of a concern for non-collider meshes anyway. KSP is CPU(physics)-limited in nearly all cases. Be careful with smooth shading, though. It's easy to make really mushy looking models if you abuse it.
  6. Well, on actual VTOL jets such as the harrier (and maybe the F-35) those ports work by venting air from the main compressor, so it shouldn't consume fuel.
  7. If I can only use ~40% power, because that's how far I had to throttle down to avoid instant boom, that does somewhat defeat the purpose, no? And yeah, automatic switching isn't going to work real well, since the half second between the switch and the explosion isn't enough for the throttle to go down enough. Although if this is an issue other people are having, that at least means it's likely not some arcane mod conflict, so that's good.
  8. Awesome job on the parts, but the turboramjet engines have a habit of... exploding. At about 22,000 meters, they switch to ramjet mode and pretty much immediately overheat and blow up. Anyone have any ideas?
  9. In my experience, KSP is almost always limited by your CPU, because Unity isn't multithreaded and there are a lot of physics calculations. The only way to really improve FPS is to use a part-welding mod or technique to reduce part count, or to get a faster/fewer-core CPU.
  10. Yes. I just resolved this issue by deleting tweakscale. If you have it, try that.
  11. Even better, make a device that takes you to zero mass (like a Bergenholm). You'd be able to flash to Jool in a second, which is good because it's unlikely the game would remain stable that long.
  12. The expanding parts bug usually has to due with duplicate plugins. Module Fixer fixes the symptom, but not the cause.
  13. I was away from KSP when this happened... would anyone care to enlighten me why it was a problem? I mean, I never used spaceport much to begin with, and curse doesn't seem any better, but based on how a lot of people have referred to it, I'm assuming there's more to it than just a name change
  14. Module fixer just covers up the problem. What I find usually causes that is if you have more than one version of the OpenResourceSystem plugin. Go to that folder in game data and make sure you only have ORS 1.2
  15. KAS fits the bill pretty well, the only exception being the rope doesn't physically interact with anything. The connector on the end does, but the rope is always a straight line and doesn't collide.
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