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ss8913

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Everything posted by ss8913

  1. @ABZB - I've installed your mod.. it almost seems like the problem is *worse*? I've got thermal turbojet powered spaceplanes that used to get into orbit.. now as soon as I kick them over to anything other than Atmospheric mode, they overheat in a matter of seconds and explode.. not sure what's going on here? I have two large heat radiators (folded, but still there).. they're not getting anywhere close to hot. Tried the inline round radiator too.. never uses any of the liquid nitrogen, just... engine overheats and explodes.
  2. @Profit- I tried the Co2 cleaning... that was.. kind of a disaster. Not only did it throw my craft forward at 12G of acceleration, it barely cleaned the engine at all.. like 0.3% in the 10-20 seconds of burn. Yes I had the engine (thermal turbojet) on "CO2 Cleaning" not "LiquidCO2" mode. Does this technique not work for this engine...? was expecting 0 thrust and a clean engine ... Then later we crashed to desktop with no crash report or log trying to circularize at Duna. strange. Probably unrelated. EDIT: maybe not unrelated. reloading KSP and switching back to that ship in flight caused an instant no-message no-error CTD. output_log shows this right before the crash stacktrace: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) InsterstellarFuelSwitch parseDoubles: invalid float: [len:0] ''] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) InsterstellarFuelSwitch parseDoubles: invalid float: [len:0] ''] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) InsterstellarFuelSwitch parseDoubles: invalid float: [len:0] ''] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) InsterstellarFuelSwitch parseDoubles: invalid float: [len:0] ''] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Crash!!!
  3. So I was thinking last night... I like this mod a lot. It enables me to build big starships and take them places. In a straight line. a 1000t starship does NOT like to turn. Why? Torque. What is torque? Force times distance. Distance isn't a problem - ship is big, I can put RCS ports far from the CoM... force, however... then I thought, "wouldn't it be grand if I could get RCS ports that operate like thermal rockets and can route thermal power from my antimatter reactors to produce RCS thrust? I suppose though I could just clone the RCS stock part and have it consume chargedparticles as well as monopropellant and give it higher ISP and more thrust? But it's still an idea for an official add-on to KSPI-E in the future, since this mod is what makes Kerbal starships possible in the first place.
  4. One other thing about heat - it seems to go up significantly with more *soot*. Is there a way to clean the engines? I think it would be nice to have a way for an Engineer kerbal to, maybe with the help of some supplies of one form or another, get out and clean the thing. Got back from Sarnus with 70-80% soot and barely could make enough thrust to land at Kerbin due to overheating
  5. would I need to know the exact time? I think it'd be nice to have a warp drive helper though that would kick the warp speed down as I got closer and I could set the alcubierre drive to "warp to X meters from target" - seems like if we have the tech to go faster than light, we should have the computer tech to control it thusly?
  6. Something I've wanted since I first started using Interstellar back in 0.22 or so... could there be a way to automatically drop out of warp within X distance of your target? That would be super helpful, but I don't know if it would be difficult to do or not
  7. @Northstar1989 - I'm having an issue specifically with the DT Vista itself overheating. I'll take a look at the NF electricals with the new heat management system that someone linked earlier. For the TTJ, was getting the overheat whilst operating on non-atmospheric fuels in deep space trying to circularize an orbit around Tekto (outer planets mod).
  8. So I did search the thread and didn't find anything relevant - K cargo bays. Trying to attach anything in there, it seems like the attachment points are reversed and I can't attach anything actually *inside* the cargo bay.. what am I doing wrong? Is there a .cfg fix I need to apply?
  9. So I have a few problems that maybe someone can point me in the right direction on - longtime Interstellar user, btw, have used it since 0.22 in one form or another so I *think* I'm at least using the parts correctly.. 1. Using the thermal *rocket* engine causes my framerates to tank *majorly*. Only this one engine. Replace with a thermal turbojet, problem solved - and the thermal rocket only seems to exhibit this problem when I'm using Mechjeb's ascent guidance, which is also very very weird. 2. DT Vista likes to overheat a lot - is there any way to cool it? ie, is there a heatpipe system that will run the engine's heat to my radiators or do you just have to only use the engine for short bursts? 3. Thermal turbojets seem to overheat a LOT when they're in the outer planets area... near Kerbin it's not an issue, but if I get out towards Jool, or Tekto (outer planets mod), they ramp up heat a lot quicker (using upgraded TTJ with Liquidfuel/Oxidizer as the fuel source) - it's attached to a 3.75m antimatter reactor and the TTJ itself is scaled to 3.75m.
  10. Mechjeb's spaceplane function will set a target at a configurable glideslope for ILS guidance.. it's not as good as a real HSI though. It does however do this without engaging the autopilot, which is good because MJ2 is completely incapable of dealing with atmospheres at this point (they're working on it) - true for both stock and FAR.
  11. as a real world pilot, it is one of my favorite mods. I hope it returns soon
  12. @Starwaster - replacing modular flight integrator as you suggested, fixed the framerate problem (yes I had gotten it from CKAN). I'm looking forward to the FAR update, then; right now my spaceplanes are burning up on climb-out at fairly low speeds, including parts inside shielded cargo bays, so... I will wait for the FAR update and will disable DRE in the meantime.
  13. @Starwaster - I have installed 7.0.2. Still having the severe framerate problem. I did as you suggested and tried reverting to launch - this causes a CTD, with the error log saying I'm out of memory - however the ALT-F12 performance window said I was only using 1.2GB ram before the 'revert'. I'm seeing a lot of errors in output_log from ModularFlightIntegrator complaining about heating stuff, which is why I was previously thinking this might be a FAR compatibility thing, since FAR requires MFI. Here's a link to the crash log directory (zip file containing all 4 files including output_log): https://www.dropbox.com/s/qpqacbwfilc2mb2/2015-05-16_211352.zip?dl=0
  14. I have a bug, my KSP will not start with the current version of this mod installed. I get the following in my log, and then KSP just.. hangs until I kill it with the task manager: [LOG 21:05:29.980] PartLoader: Compiling Part 'KWRocketry/Parts/Aero/150mSRBTop/part/KW2mSRBNoseCone' [LOG 21:05:29.984] Added sound_rocket_mini to FXGroup running [EXC 21:05:29.993] FormatException: Unknown char System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) System.Double.Parse (System.String s) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 21:05:30.008] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext () reproducible, happens every time. Using KW 2.7 on KSP 1.0.2 Win32 with ATM Aggressive, OpenGL.
  15. https://www.dropbox.com/s/zuxm8nbt4t7okb7/KSP-DRE-error.log?dl=0 There's the log. It's about 4MB uncompressed. This is after my most recent attempt - I simply started KSP, selected a spaceplane, put it on the runway, saw the FPS be in the toilet (below 10!), and exited KSP. This is the log from that run. Moving DeadlyReentry/ out of my GameData folder and then repeating the process yielded a nice smooth 60FPS. I am using the latest version of FAR and DRE, plus several other mods, which should be apparent from the log
  16. What's the best way to upload one, I'm assuming NOT to just paste it as text here? I have one ready to share with you, though. Never attached a file on these forums before, though.
  17. Are there any current known incompatibilities between this version of DRE and any other mods? I ask because I just installed DRE and it dropped my frame rate to about 3. Going to restart with the new .cfg and see if that helps. I suppose I'm most concerned with compatibility with the current FAR release. Anything known? Getting a lot of: [ERR 18:53:36.377] Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. In my logs, as well, which I *think* is related.
  18. Install the new version of FAR. It will show you all the aero calculations inside the SPH/VAB. - - - Updated - - - The current MJ2 dev build seems to work for me for all functions except for landing accurately on atmospheric bodies, which the Landing Guidance box clearly says is known to not work 100% in the current build. It gets a little ticked off if you try to dock with something that's *rotating*, I found out, but you can't really blame it for that. It integrates at least as well with the new FAR as it did with the old one - in some ways, better - landing autopilot left to its own devices gets me within 10km of my intended target on Kerbin (from a 100km circular orbit) - in 0.90 with that version of FAR it was almost 60km, sometimes more, depending on a few other variables. Current dev build also solves the FAR incompatibility with "Show landing predictions" that was killing framerates... so it seems pretty solid all around, at least for me, using FAR, in 1.0.2.
  19. I had this problem with the stock fairings. Use procedural fairings; it does not have this problem. Solves it 100%.
  20. @Hektos - it'd be more helpful, at that altitude, to say what your max mach is, as opposed to your m/s relative to the ground. Open the FAR gui, it'll tell you. I've been unable to go more than mach 0.90 or so with a basic jet engine with the new FAR - which at least SEEMS realistic to me.
  21. Just a request - please test this mod with the new FAR since it changes transonic drag modeling pretty drastically from previous versions and also pretty drastically compared to stock aero. Area Ruling. It's a thing now, and it makes breaking the sound barrier actually kind of hard, like in RL. If you like I'm happy to test it and report what I find with it.
  22. wow I need to re-learn how to build SSTOs now with the voxel-based modeling and area ruling. At least I'm assuming that's why I can't seem to break mach 1.2 or get sufficient lift above 12000m to maintain a climb. All my old wing designs seem stuck permanently in the transonic sphere and since I can't get high enough or fast enough on air breathing engines, my rockets (or RAPIERs) run out of fuel too soon. Going to have to spend more time with the cross-sectional area window in the SPH. Before it was enough for the stability derivatives to all be in the green (they are), but now there's... more I'm concerned that anything that makes it to orbit is going to be kind of a pain in the butt to land, though.. really high stall speed with the small wings... Going to go look at some of the other designs here on this thread for inspiration.
  23. Will 0.15.1 be available via CKAN soon? It's still showing 0.15 Euler as current, as of right now.
  24. Starwaster did you say *tonight*? Awesome. I was just coming here to check up on this mod since I finally have a working FAR for 1.0.2 (thanks ferram4!) and honestly DRE is my other "must have" mod besides FAR ... it's nice that Squad added re-entry heating in 1.0 but even at maximum, you've got to be *really trying* to burn up anything on re-entry with stock heating. I miss DRE so I'm glad the release is imminent Thanks again for your hard work on this mod. as I said, if I could only have 2 mods, it'd be FAR and DRE.
  25. has anyone tried the current version with 1.0.2? Can anyone confirm/deny that this does/does not work?
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