jmbailey2000
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Quick question........ I've searched the forum and didn't see anything but I've been having terrible problems with excessive heat and the SuperNova engine. No matter how many radiators I put on a ship, everything overheats. The engine seems to overrun the radiators. I had 32 of the 2000kw radiators and while it slowed the heat increase down, I only got about 10 minutes of time before things went bad. Am I missing something or does this engine just crank that much heat? Thanks!
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After 1.3 Upsate KSP keeps crashing
jmbailey2000 replied to a topic in KSP1 Technical Support (PC, modded installs)
FYI......CKAN is showing Mechjeb compatible with KSP 1.3.9 but it isn't 1.3.x compatible yet, so heads up if you are a CKAN and Mechjeb user. There seem to only be about 6 or 7 mods I've found (that I use) that work. -
Crashing During Loading
jmbailey2000 replied to Geredis's topic in KSP1 Technical Support (PC, modded installs)
Couple of suggestions based on what I learned many muns ago..... Always leave Steam as a clean untouched version. Copy the latest Steam version to another drive or folder and use that for your day to day play. Mod it, do whatever. Leave Steam as pristine so that way you won't ever get bitten by the updates. In addition, when new version come out, you can then play around with the Steam version to see what's new without damaging your daily live copy. And, get something like Crashplan. I use it to backup all of my KSP stuff. It backs up to another driver/folder. I have the SAVES folder backing up every 5 minutes (if needed) and then the KSP folders (Steam and any I play) once a day. You can set the parameters however you like and you can control how many versions of a file Crashplan will keep. It has saved my butt countless times when I trashed a save or accidently loaded a mod that was missing a part and wiped out countless ships in flight when the save loaded. With this type of scenario, I literaly have about 2 dozen KSP folders of all the past version. When I'm done with one, I just Zip it up and let it sit. Never know when I need something from an old install (shipwise). -
1.3 crashes on startup
jmbailey2000 replied to Nasyan's topic in KSP1 Technical Support (PC, modded installs)
FYI heavy users of Mechjeb......CKAN is showing Mechjeb compatible with KSP 1.3.9, but it is NOt, so heads up. I've only found about 6 or 7 that really are compatible. Give it a few days and things will start to flow again. -
Few mods - 1.3 crashes
jmbailey2000 replied to Pandemic's topic in KSP1 Technical Support (PC, modded installs)
FYI......CKAN is showing Mechjeb compatible with KSP 1.3.9, so heads up. -
FYI....I ran in to this issue also and that is because CKAN is showing Mechjeb compatible with 1.3.9 KSP so a bunch of people are probably going to get caught by this if using CKAN.
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Awesome!!! Thanks!!! Looks like I have something to do this weekend!!!!- 824 replies
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I must be missing something somewhere because I cannot get a rover to exit the ground hanger properly. It explodes every time. I see the direction indicators but there doesn't seem to be a way to change them. Hanger indicates my rover nose is down and the top is forward, hence the explosions on launch. How do you change the directions of a vessel so it can be launched properly? Thanks!
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
jmbailey2000 replied to NecroBones's topic in KSP1 Mod Releases
Necro (anyone), Has anyone had issues with the RP-400 Radial Tank no longer showing Mono? Not sure of the design expectation, but my older ships that have a RP-400 tank have Mono and LFO. If I create a new ship and add a RP-400, it only has LFO. I'm assuming the RP-400 was changed along the lines? Is there a way to add Mono back to the RP-400? I haven't looked yet but assuming I'll be able to cobble together a MM patch? Just curious. Thanks!- 824 replies
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
Alewx, Odd question......was there any major change between version 2.3.3 and 2.5.0? I ask because under KSP 1.1.3 and the Welding mod 2.3.3, I could weld RCS nozzles and they would work just fine (both functionality and visuals...puffs of mist visible during use). However, under KSP 1.2.2 and Welding 2.5.0 RCS seems to break when welded. You get exactly one action with the welded RCS and then it compeletely stops working and there is no visible puff od mist ever). Only asking because I had a ton of welded modules with RCS and now they no longer work. Just wondering if there was something obvious that you might recall that would have changed to cause this. Thanks! -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
jmbailey2000 replied to JPLRepo's topic in KSP1 Mod Releases
You can use the TAC utility recyclers (included in the TACLS mod) to turn waste products in to oxygen and water. And then there are a couple of mods out there that have greenhouses that let you grow food. The one I use for food is SETI. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
jmbailey2000 replied to JPLRepo's topic in KSP1 Mod Releases
These look awesome!!!! Can't wait!!! -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
jmbailey2000 replied to JPLRepo's topic in KSP1 Mod Releases
You could always swap out the 2.5m LS for fuel of some type and then use the small hex can LS. I use a lot of the hex cans because of where I can attach them. Just food for thought......yes, pun intended.... -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
jmbailey2000 replied to JPLRepo's topic in KSP1 Mod Releases
Don't know about USI, but I've used the SETI Greenhouse in the past very successfully with TAC. Because of the constant changes to KSP with 1.1+, I haven't had a chance to reestablish a base but everything looks like it should work. -
Purely a "out of curiosity" question........are RTGs literally a once fuel inserted they are active or is it they are inactive until activated? Just curious because it would be awesome to have them in storage and activate them in the future for use.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
I haven't tried the Passive Energy yet. Since it worked without putting that in, I stopped there but am planning to look at the PE stuff this weekend. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
Alewx, Welp......that did it!!!! Thanks! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
Alewx, So, I tried your suggestion (just tried CoreTempGoal like this <ModuleAttribute AttributeName="ModuleCoreHeat_CoreTempGoal" />) and nothing changed. Do all the items have to be entered in the config? I'm guessing so? And I'm also guessing I could ignore the PassiveEnergy? MODULE { name = ModuleCoreHeat CoreTempGoal = 350 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.01 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.01 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 0 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 10000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 0 //Maximum amount of radiator capacity we can consume - 2500 = 1 small PassiveEnergy { key = 0 25000 key = 200 10000 key = 250 50 key = 300 25 key = 350 0 } } -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
Well, I THINK I finally figured it out. Was having a similar issue after I converted everything to KSP 1.2.1. Well, it appears to be the stock RTG causing the overheats. The main overheat issue I was experieincing disappeared with 1.2.1 but then if you warped to 1000x or 10000x, the ship would blow up. I finally narrowed it down to the RTGs. If I remove the RTG (which have become standard on all my ships), then everytning is fine and all my welded stations and other ships work just fine. What I have found is that if I have 2 or less RTGs, no issues. But if I have 3 or more, overheating starts impacting the ship, regardless of size. I've had success with 3 and 4 RTGs where the overheat bar comes up but the ship doesn't explode, but not always. I have put the mods (very basic) and the same ships and welded parts in a file if you wish to take a look. Whew....at least I can move forward knowing what the cause was.... https://www.dropbox.com/s/upq2hndshh2nz35/RTGOverheat.zip?dl=0 -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
You have to reload the database either by exiting to the Space Center screen, and hitting Alt-F11 (IF you have Module Manager loaded) and then select Reload Database....or, exit KSP all together and re-run so all the new parts get loaded. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
Alewx......THANK YOU for all the work you are doing on this mod. It is TREMENDOUSLY appreciated!!!!!! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
No. It has been quite a while since I welded a docking port, though. I have a couple of unused weldments that have docking parts. I'll try and remember to load them back in the system tonight and see if anything else comes up. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
jmbailey2000 replied to girka2k's topic in KSP1 Mod Releases
While not a answer for the above, just my $0.0194908484484........Through all my usage of welding, I found it much simpler and much more reliable to leave off any docking ports. I build my weldments with docking ports where they need to be and then remove them just before welding. Resolved a lot of issues for me (including your mentioned issues).. -
All, I was thinking about this the other day while learning about the new CommNet stuff. I realize that the Kerbal system is fixed/finite. But what if it wasn't? What if every new game created, the orbits, the masses, the sizes, atmospheres, etc. were generated from some random generator. I myself have played long enough that I know a lot of the info for the system so it kind of makes it "oh yeah, it is here, at that distance, so I need to do this to get there". But if the newly created game generated a new version of the Kerbal system, then a new learning process is created each time having to reach out and learn and explore the new system again before proceeding. Just some odd ramblings from an insomnia night.......