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Shively

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Everything posted by Shively

  1. Apologies for the possibly dumb question - been over a year since I played KSP, let alone this mod. Should Thermal Ramjets/rocket engines be requiring IntakeAir to function? I don't recall this in the past except for the turbojet for atmospheric flight, which I'm not using. Can post screenshots/logs of the issue in a couple hours if need be. EDIT - Nevermind, the answer is quite definitely "lolno," fixed it with a simple reinstall of the mod.
  2. I'll give that a shot, then - thanks. Thankful (and a bit surprised) you were able to diagnose the issue with such little to go on from my end. Confirmed: we have thrust! Thanks again for the help, FreeThinker. Will probably use a different fuel in the future (and am running on LF now) to avoid soot buildup, at least, but glad we've got the soot accumulation-power suffocation problem under control - I had checked all the wikis last night trying to figure this thing out to no avail!
  3. This was with 1.5.12 (though it's possible a bad installation may be causing some issues), have since upgraded to yesterday's update, but haven't messed around with the game anymore since. Will keep fiddling with it, may just eventually scrub the mission and mess with it in sandbox until I figure out what's going wrong. Thanks, FT.
  4. - - - Updated - - - So, this is probably not the right place for this, being the development thread, but could I get a little help troubleshooting my ship, here? Built a mission to Duna using a new (fat) orbiter and one of my old landers intended for visiting multiple sites. Got both modules docked, secured, and sent out to Duna's SOI no problem. Propulsion for the mission's being provided by a thermal engine, drawing power from a gas core reactor (which I'm now finding may not have been the wisest choice, but that's what future missions are for) that's been tweakscale'd up to 3.75m. Arrived at Duna, began circularization burn at 60 km above the surface. Apart from the incredibly slow burn, everything went fairly well, until the engine crapped out on me. It's now no longer producing any thrust, and has no fuel flow, despite my ship containing some extra ~5000 m/s delta-v worth of fuel than needed for the mission. Seeing as this is my first attempt taking anything with tech from the mod out of Kerbin's SOI, the error here more than likely lies with the user. Can someone help me spot that error? I've manually pumped fuel toward all the tanks that the engine seems to like to draw its fuel from first, so I'm not fully certain that fuel flow is the actual problem here, as everything's been more or less reverted to the point before "flame-out" so far as I can tell, regardless, it should have been able to automatically draw from forward tanks anyways. Sorry for the huge screenshot, but here's my reactor control panel and my engine highlighted.
  5. Seconding this - the two mods seem to vie for control of the camera, but KerbTrack wins out. I suspect it could be due to the design of KerbQuake - being to actually shake the camera around rather than to simply apply an effect. Of course, I'm no computer scientist, or even that fluent in these things; I'm a social scientist. Unlike our forums' own Mihara, my research isn't based in virtual realms. I'm woefully unqualified to speak here. Can confirm that KerbQuake and KerbTrack aren't speaking to each other on a friendly basis, though. Can provide a log (here: http://www./download/294x7z9bbd7jdqo/output_log.txt ) if needed, though I'm not fully certain of what use it'll be at this point.
  6. Hey, I'm trying to get this mod working (using this 'continued' version), but each time I've installed it, I've noticed essentially 0 shake - going to keep testing under different conditions, then I'll edit this post to include my output_log later tonight. Using this mod alongside KerbTrack - could that be the issue; might the camera being tethered to my head be preventing it from "shaking?" May try temporarily removing it to see. Edit: looks like that's what's happening. Not certain what can actually be done; no big problem for me, as I can just disable KerbTrack as needed. Here's my log, though, if it might be helpful in making the two compatible: http://www./download/294x7z9bbd7jdqo/output_log.txt For now, it may just be best to edit the OP with the note that the two mods don't play nicely together.
  7. Encountered a bit of an environmental issue at Baikonur. Runway desertification!
  8. Sorry if it's been asked a trillion times, but I didn't see a fully clear answer after running a search through the thread (might not include replies to posts containing search terms, I assume), but here goes: I'm interested in playing this mod alongside Real Solar System, and to do so I need some bits of information about how the two might interact with each other, if anyone knows. How do the performance of the thermal/plasma/antimatter propulsion types stack up against the increased scale and delta-v requirements of reaching orbit in RSS? Are they any more or less feasible than in stock KSP? On the topic of antimatter - where would I begin to collect this in RSS, and what of Interstellar's other resources? Are the the resource definitions the same for planets in RSS (i.e., tied to stock-KSP planets, meaning Jool's antimatter reserves would find themseves around Jupiter)? Apologies if these have been answered before, or if this post doesn't belong in this thread - I wasn't exactly certain where to put it.
  9. That would be excellent - I was about to try my hand at doing exactly that, but you're probably far less likely than myself to bungle the math or make some clerical error. I'll wait it out.
  10. Seconding this - metaphor's config seems to result in a standard RSS scaling with the mod's most recent version. Or maybe my wires've gotten crossed somewhere? Edit: After looking at the default config for 7.0 again, I'm a bit surprised that things didn't mess up worse. Would attempt a rescaling of the new config, but I'm absolutely ignorant as to what would need to be done as of 7.0's changes. Maybe someone else can get it working?
  11. Documenting the weird node issues posted earlier, seems I've run into them too. Both the Castor 30 and the XL seem to have some geophysical oddities going on with their nodes. Castor 30XL: http://i.imgur.com/XiJRIHL.png Castor 30 http://i.imgur.com/e8nzJgi.png Radial connection with the Castor 30: http://i.imgur.com/eZVc6hm.png (XL seems to be able to connect radially, but are not flush against other parts). Output_log (x64) if you need it: https://www.dropbox.com/s/pqyw6bilfrvu67f/output_log.txt
  12. Currently having the same issue as described by others - RPM's displays are static and greyed-out. On KSP x64 with fairly extensive list of mods (can be provided if requested) - have Interstellar and RPM - issues with the two are noted, somehow I had them both running together (and functional) yesterday on a configuration that was causing crashes.. nuked offending mods after a reinstall earlier today, have the game running stably, but cannot get RPM displays functional. Here's my output_log: http://s000.tinyupload.com/index.php?file_id=30179993512079820398 Keeping a backup of current gamedata and going to try a fresh reinstall, see what I can work out, but that's about all I know to do off the top of my head. I'm nowhere near competent enough to make proper use of that log, anyways.
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