

Sacnoth
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Rocketeer
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sacnoth replied to Ven's topic in KSP1 Mod Development
I am also encountering strange things in 1.9.3. Most notably the MPL lights toggle doesn't work in VAB. Ships with the MPL attached start having weird zooming problems where the camera seems to lose track of the entire ship. Rolling back to 1.9.2 fixes this. -
BUST: 1.1.X Crashes (Your Help Requested!)
Sacnoth replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
The crashes I've been experiencing in the VAB seem to be exclusively related to deleting parts. I've tried both deleting by dragging them over the leftside bar and by pressing the delete key, and both have caused my game to CTD without generating a crash log in the KSP directory. I've had some other rare crashes I think, but deleting parts is the only reliable way to crash my game. It will happen sooner or later, And it doesn't seem to matter if I use high or low part count ships. My Setup: Windows 7 64-bit Intel 2600K Geforce 970 Gigabyte z68X UD3h 16GB Ram -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Sacnoth replied to NecroBones's topic in KSP1 Mod Releases
Hello Necro, I seem to remember being able to toggle fuel crossfeed for the radially attached fuel tanks. I cant seem to find the option on the 1.1 version. Has this been cut? Or is this not yet working as fuel crossfeed is now stock? -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Sacnoth replied to NecroBones's topic in KSP1 Mod Releases
Thanks for the tips! I tried the other engines you mentioned, and the volume is better, I guess multiple engines playing the same file make it worse. but the sound of even a single engine is still pretty intense, so I'll play without the custom sounds for now. And while we're on the topic of interstages, are you planning to add 1.25m to 2.5m, 2.5m to 3.75 and 3.75 to 5m fuel tanks to fuel tanks plus at any point? -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Sacnoth replied to NecroBones's topic in KSP1 Mod Releases
Necro, Great work on this mod so far. MRS and SpaceY have quickly become a standard in my KSP. I'm really loving it (especially the decoupler seperatrons! Genius!) And its becoming a nice alternative for KWrocketry which seems to have been abandoned by the developers. I just have a small complaint about the SRB's, specifically the larger ones. The sound they make is really loud and grating to me and I have to turn down my audio volume when I launch a craft with them. I hope I'm not the only one experiencing this. Is there any chance of maybe updating them with new and preferably softer audio? Would be much appreciated! -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Sacnoth replied to NecroBones's topic in KSP1 Mod Releases
Hi Necro, Great job on this mod, adds lots of nice variety options There seems to be a typo in the config for the RP-400 tank. When it switches to LF/OX its mass becomes 125 tons instead of 0.125 tons. -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
From the latest changelog: Advanced Fission/Fusion Fuel Modes now require Science Lab Can anyone explain a bit more how this works? which fuel modes are now locked? and do they require the tech node for the science lab to be unlocked? or a science lab on the ship with the reactor? -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
For me, mechjeb seems to have serious issues landing any craft with a thermal nozzle. The landing predictions start jumping around like crazy on the door it burns. I'm guessing it's getting confused by the variable thrust per reactor or something. The delta v and acceleration values seem to work ok. Is anyone else experiencing this? -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
I'm guessing Interstellar fuel switch recognized the 1 unit LH capacity as a fuel tank and because of that gives the option to switch, which is rather odd. Thermal rockets do recognize it as fuel as well, so when you switch propellants during flight you're likely to drain it instantly as well. -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
Hello Freethinker, nice updates so far! It seems to have fixed the problem with the thermal engines draining the fusion reaction. One thing I did notice was that the fusion reactors now have small fuel tanks added to them with the interstellar fuel switch. Is this intentional? And if so, what are they for? I can only select LH2, LH2/OX and I think OX in them, and they are only 1 unit in capacity. -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
So you're saying that you would always need to have kerbals on antimatter producing ships? I'd prefer not to have my kerbals too close to such hazardous materials, besides I like my unmanned antimatter collector ships. So I'd have to vote against it. I'm fine with how antimatter collection works right now. Just my 2 cents. -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
I've had it happen once when i did a rendezvous. As soon as the other craft entered physics range there was an explosion and all the radiators on the other craft were gone. I'm guessing waste heat does weird things in timewarp. -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
It was a non upgraded fusion reactor (5GW), I tried both generator types, both had the same problem. And a thermal rocket nozzle underneath. I only have fusion tech unlocked. -
KSP Interstellar Extended Continued Development Thread
Sacnoth replied to FreeThinker's topic in KSP1 Mod Development
Hello Freethinker, First of all thank you for maintaining this mod, its a must have for KSP as far as I'm concerned. However I did notice something odd on my current science playthrough. I've just unlocked the fusion generator and when I attached a thermal rocket under it, it seemed to quickly drain the reactor at full throttle up to the point where it couldn't maintain fusion and shut down. Is this normal? Other engines I place under it like the attila will drain the thermal power but go no further. Also are there any pans to include a jumpstart option for the larger fusion reactors? I noticed the small ones have one, but the larger ones do not.