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jmbailey2000

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Everything posted by jmbailey2000

  1. Is the capability of not leaving pieces behind something that can be used on other radial decouplers (like via MM)?
  2. Instead of creating more parts (and possibly reduce them) what about getting the mod to work with the Tweakscale mod. That might be a little easier and cleaner. Just a thought. Awesome!!!! Thank you so much!!!!!
  3. Alex, Well, I'm having no luck pinning down the issue. It doesn't seem to be a part related issue since I can have it happen right away or barely at all. Maybe it is a memory issue or something. But, I figured I would see if I could turn off heat all together. While researching, I found where turning on the heat/thermal info in the action menus (via Alt-F12) displays seven pieces of info. Except, for a welded part, I'm seeing a LOT more info and the one item that appears to be causing the issue is called CORE->PART. This number skyrockets to massive numbers even when just using the time warp (and stays if I move to another ship and then back, not resetting to 0 which is probably what is causing the explosiveness from heat). When I'm not having issues, the value is 0 and stays at 0 even during time warp. The values circled in the pic below never show up in ships that have no welding to them. Any ideas where they are coming from and what the CORE->PART is and why it increments exponentially when in time warp? I'm going to start messing with smaller welded pieces to see if it is a size issue.
  4. Well, I stripped out a bunch of unused mods and started prepping and when I tested it with the new install, it doesn't seem to happen. I think I'm going to run a few more tests before sending something. Hopefully it will be a "hey I found a mod not playing nice" instead of a bug.
  5. It happens in 1.1.3 and 1.1.2. I have not tried it in 1.2Pre.
  6. So, here's another crazy one and this one has been biting me in the butt for a while and didn't realize what it really was. So, I had this station I had created and welded together. Worked great, HE is into orbit. Was flying a craft to rendezvous with it (actually MJ was doing all the flying) and as it approached the station, the station just disappeared. I was a little awestruck in that I had never seen a ship just completely vanish. Well, go through the motions again and boom. Same thing. Well, that's odd. So I went back to one of my known good, working stations that was welded. Re-welded it under 1.1.3 and 1.1.2 and tested it out. Worked just fine, no matter what I threw at it. So I went back to the new station and boom, vanished again, only this time I saw it explode. Huh? So trying again, I watched as MechJeb made its maneuvers and as the ship approached the station it reached the 2.2k-2.3k distance where apparently it loads the ship physics for the station. I get a huge pause (maybe 30-90 seconds which has been happening a lot with my large welded ships) and BOOM!!!! Explosion and nada. No station. Well, when it happened, I just caught glimpse of a message on the screen that said Overheating - shutting down. So repeat once again and BOOM!! Overheat - kablooey!!! So turned off Max Temp in the Alt-F12 menu and was then able to approach the station and this is what I see: I have noticed on occasion (regardless of size) some welded ships will have the overheat bars but nothing more then about 50%. This is the first time I've had this happen and it is pretty consistent, Has anyone else experienced this and if so, any idea what causes the overheating? I cannot find anything searching the forum that relates to this and welded ships. Thanks!
  7. Out of curiosity, is there any way to use the old textures for the parts? The new textures and look great, but I kind of prefer the old as they has more color to them which allowed better identification of what was what when integrated in to ships and such. Thanks!
  8. Here's just a simple stack. Does the same thing. Thumbnail shows as correct, but when loaded in VAB for use.........
  9. Positive. I rarely, if ever, clip parts. If I use standard Kerbal tanks or tanks with no mesh changing, don't see this issue.
  10. So two things.......I cannot get welding to work/activate if the Cryogenic Tanks mod by Nertea is loaded. The Cryogenic Engines with the LFO patch don't cause an issue, but the Tanks do. Anyone else seen this behavior? And does anyone get really cool LSD psychedelic colored fuel tanks if the tanks have multiple meshes? Doesn't appear to effect the welding or the operation of the craft, just the visual characteristics of the object. All the tanks and caps were all the same dark grey color just like the center tank before welding.
  11. I haven't seen a big difference, but then most of my welds are 10 to 300 in size.
  12. YOU SIR, ARE A GOD!!! I'M NOT WORTHY!!! I'M NOT WORTHY!!!! Well, that did it. Thank you SO much!!!!
  13. Well, well, well.......as a matter a fact I am! Guess I'll give that a try and see what happens!! Back shortly!
  14. I have no issues with docking when welded parts are not involved. As long as one craft has welded parts, the docking issue occurs.
  15. I've got a weird one I wanted to see if anyone has experienced (I've used the welder for a long time and never seen this)........ I have a simple craft welded. Put an engine and a docking port on it AFTER the welding. It works great. Take a second craft (with out without welding) and dock the 2 in space. Works great. Except for some reason, I cannot do anything like change crafts or go to the Space Center. I get a message that says "Warning! You are moving over the surface". Get the same message when trying to switch to another craft in orbit. I can undock them and everything is fine. I haven't really had any issues with the welding until I started testing a couple ships docking. I know there is a docking issue in 1.1.2 or 1.1.3, but I have never experienced it in 1.1.2 and I'm not running 1.1.3 yet. I don't have this issue if I use the exact same parts in the 2 ships with no weldments. Anyone ever experienced this before?
  16. No, checked all that. But, I did figure it out and have absolutely no idea how it happened. I actually run KSP of a 7GB RAM disk that resides on my primary OS SSD boot drive. For some reason, some, and I mean only some" of my KSP installation files reverted back to a 1.05 install from several months ago. No clue how this could of happened as no restore has been attempted and my save files and some ships I had created were current as of 3 days before this happening. The backups of the RAM disk even show the latest install of 1.1.2 so I am totally stumped. But, alas, I copied another 1.1.2 backup install over the top, synched it up (found about 30 files different, including the .exe which explained the 1.05 issue) and all is right with the world again.
  17. I don't see it on here, but is anyone else seeing the latest CKAN reporting the wrong version of KSP? Even though it is residing in a 1.1.2 directory and has always reported the 1.1.2 version, not it reports KSP version as 1.05 and all mods prior to 1.1.2 show as compatible. I didn't see anything in the notes/update about this so curious if there is a file that needs to be deleted (cache was already cleared) that might reset CKAN to only looking at the actual KSP version being used? Thanks! Update: Also just did a clean install of CKAN and it does the same thing as above, for some reason identified KSP as 1.05.
  18. HERE, HERE!!!!! Well done!!! Installing now!!!
  19. As said by many previous to this........THANK YOU!!!!! Yours is one of my absolute favorites and should be STOCK!!!!!! Thanks for all your efforts and hard work on your mods!!!! They are TREMENDOUSLY appreciated!!!
  20. Found it. Took a wild stab (only had to remove 30 mods) and found it to be the Cryogenic Tanks mod by Nertea. Haven't figured out why yet, but I least I know which one is the culprit. Now, back to the research.......
  21. First, I just realized the RP-600 went bye bye. Found it in the Deprecated mod, so thank you!!! Second, the RP-400 for some reason isn't supporting Mono. Short of me having to delete all my mods and adding them back in, you wouldn't happen to know of a specific mod that changes the Radial tanks to LFO, LH2 only and wipes out the Mono would you? Thanks!
  22. I'm using the core Interstellar Fuelswitch, not the Firespitter version if that helps any.
  23. Just FYI......I've had no problems with mono or Xenon. I welded a good size fuel station together over the weekend and it had 48 LFO tanks, 36 mono tanks and 36 Xenon tanks and all worked just fine and held resources as expected. These were all stock tanks.
  24. Love all the mods and appreciate the great benefit and support you provided with wonderful enhancements to KSP. You will be sorely missed. Good luck with your future endeavors and hope you poke your head in once in a while to say hello.
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