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About ss8913

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    Sr. Spacecraft Engineer

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  1. @FreeThinker I'm going to go out on a limb and say that this issue I'm about to talk about is something broken in the core KSP engine, but just in case it isn't... any time I use physics timewarp when using KSPIE parts, it tanks my framerate.. like it'll be perfectly smooth, then I use 4x physics on a long burn after a warp, and suddenly my framerate is about 33% of what it was. F5/F9 doesn't fix it.. completely reloading the game does. I see nothing relevant in the logs, either. So I'm not really expecting this to be something you can do anything about, but *just in case* I figured I'd bring it up.
  2. in 1.6.1, installing this makes a bunch of my spaceplanes not display more than half their parts... anyone else seeing this? seems specific to my mk2-formfactor planes.. they look fine when first created in SPH, but on the runway only some of the parts display, the rest are absent.. structurally still works. Opening them back up in SPH after, same problem there. Uninstalled texturereplacer and all was fine. Using stock + mk2-stockalike expansion. doesn't seem to affect any other form factor's parts, only mk2...
  3. ah, I didn't notice that had split off.. i was just installing interstellar, which pulls in dependencies.. it used to be that the entire IFS was installed as a dependency, now only core is... ok now all the parts I was expecting are back thanks.
  4. What solid tanks in IFS? My IFS folder has no parts at all...
  5. @FreeThinker - what happened to the large cylindrical containers that could hold solid matter such as LithiumHydride ? I have some older craft designs that won't load due to the lack of, I think, the CDT(?) containers? and I can't find anything except little wedge tanks that can hold LithiumHydride at all now, so it's making me use 5 parts where previously I needed 1, to hold extra fuel for the Kerbstein... was this intentional? will they come back? is something broken in my install and I shouldn't be having this issue?
  6. ss8913

    [1.4.5] Throttle Controlled Avionics

    @linuxgurugamer I've had that RCS problem ever since TCA 2.0 came out - the old version didn't touch the RCS thrust limiters at all, and for me, was more functional than the way it works now. I do not believe the system can be defeated. @allista assuming you're still maintaining this.. hm.. perhaps my issues stem from the fact that this mod is still listed as 1.4.5 max - I'm having issues on older ships in orbit, when refocused, TCA is disabled (the TCA toolbar icon goes to the 'book', and clicking it opens the manual, not the TCA window), and it *destroys* the framerate. Relaunching the same ship works fine, this is only for things that have been up there a while. Using any non-physics timewarp factor fixes the framerate mostly.. hm. didn't see the 1.4.5 limit on the forums/CKAN. Perhaps I will try recompiling TCA against the 1.6.1 DLLs and see if that helps. Hopefull you're still around, this is a great mod and I hope it continues This is the error TCA is throwing: [ERR 21:54:53.161] Exception handling event onVesselWasModified in class ModuleTCA:System.ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,ThrottleControlledAvionics.ModuleTCA].Add (System.String key, ThrottleControlledAvionics.ModuleTCA value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ModuleTCA,String,ModuleTCA] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ModuleTCA,String] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ModuleTCA,String] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.ModuleTCA.set_TCA_Active (IShipconstruct ship) [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.ModuleTCA.check_priority () [0x00000] in <filename unknown>:0 at ThrottleControlledAvionics.ModuleTCA.onVesselModify (.Vessel vsl) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 anyone have any ideas/seen this before? I did do a full recompile of the mod against 1.6.1, it made no difference.
  7. positron reactor with HTP ejection mass and the thermal ramjet works pretty well for spaceplanes.. use the thermal turbojets for your VTOL engines however. If you have room and want better dV in space, use the plasma engines also, but that requires a lot of electrical power. To save weight I usually build an orbital jumpship with an FTL drive, which has docking ports and acts as an FTL carrier craft. Note that hydrazine is no longer possible as a propellant for non-plasma thermal engines. HTP is almost as good, and it's also easier to refine with ISRU units offworld.
  8. In my experience, hydrazine > HTP > LiquidFuel > (everything else) depending on what's available based on which engines you're using and what tech levels you've unlocked.
  9. MJ ascent guidance for spaceplanes is relatively poor... MJ in general is pretty poor in atmosphere, if you have FAR installed (it's maintained again, now), at speeds over about 100-150 KIAS. The advanced fly-by-wire mod and Kramax Autopilot are what you want - you can have all 3 for different situations, but it's generally best to have only one active at a time, as they will fight each other, otherwise
  10. so I take it that none of the B9 pwings forks that are on CKAN are *this one* as I don't see any by Jebman82 on there? This one is manual-install only, but.. actually developed/supported?
  11. However, the good news, @FreeThinker, ships are NOT tearing themselves apart in FTL now... built a starship, docked a spaceplane to it, pointed it at Jool, ran it out there at 10c across multiple SOI changes, nothing weird/dumb/unexpected happened. Seems like you've got it tuned just right now
  12. @FreeThinker a question I've had for a while about the ATILLA arcjet engines... they have actuation toggles for yaw/pitch/roll - are these, or *were these*, ever intended as very-powerful maneuvering/RCS engines? They don't seem to work in that capacity now, but I'm wondering why those toggles are there since they do not...?
  13. that makes sense.. the only 2 sources of electrical power are a 3.75m nuclear reactor from MKS, which MM-patches to behave like a KSPIE reactor... and 4 400% scaled PB-NUK generators on my little science dropship that goes along with the main craft.. it's probably running that 3.75m MKS reactor+generator at full capacity now, which the craft didn't need to do when it was launched. I did manage to undock, flip, and re-dock my lander, so i can use the lander engines to get home - positron reactors + Krusader nozzles, which are thermal, and were unaffected by the change... got everyone back to Kerbin orbit, I'll try to recreate the craft with better electrical capabilities and see if I can't solve the thermal issue; I have some fairly big radiators on this thing already, there may be a scaling problem. will let you know if I can/can't make it run cool enough to be functional.
  14. @FreeThinker I started a non-warp mission to Duna maybe a week or two ago... couple of updates have dropped since then.. this thing is using plasma nozzles on positron antimatter reactors, with hydrazine propellant.. this thing was fast and powerful and could burn all day when it *left*... something seems to have changed... it runs white-hot almost as soon as I hit the throttle, and the heat starves the reactors at different rates, so I have to use differential thrust to even keep it pushing 3/m/s/s in a straight line. this thing was capable of at least 5G sustained when it left Kerbin.. what changed? is this supposed to be how it is or is the heat curve way off?
  15. I have been using these patches, with B9, for as long as I can remember; if there were silent errors, they were not affecting gameplay or impacting me negatively in any way. B9 doesn't seem to support the non-stock fuels, so that's out.. may try a recompile of B9 with that fatal error detuned to a warning, and see if it lets me get away with what I'm trying to do. What's really weird is that the B9 parts *themselves* work just fine with modular fuel tanks. I can put KSPIE fuels in any of the actual B9 parts, just not in the MarkIV parts. update: @Nertea I'm by no means an expert on MM patches.. I have made a few but I'm 100% sure that you and many others know this far better than I do... I tried removing the B9 patches for MarkIV and got a loading error saying that various tank types do not exist; I looked at the MarkIV part configs and they seem to explicitly reference B9 part/mesh switch objects in the part configs themselves - I'm not sure how to divorce MarkIV from B9 without completely rewriting the part configs. Am I incorrect in thinking that? What would you recommend?