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Tarheel1999

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Everything posted by Tarheel1999

  1. I'm pretty sure the vessel de spawning near the runway is a stock KSP thing. It's been like that for me since .90. You have to move the vessel a distance from the runway to avoid de spawning.
  2. To be fair to the OP he acknowledged his mistake and asked a mod to lock the thread. http://forum.kerbalspaceprogram.com/threads/121283-LV-N-vs-LV-909?p=1938849&viewfull=1#post1938849
  3. Is this not answered in the original post? Or do you have a specific question that is not addressed there? Hungry kerbals go on strike and refuse to work until resupplied. Death is or will be an option.
  4. IIRC Ferram has stated in the past that ground effect was computationally intensive and provided a negligible benefit.
  5. Less likely a bug and more likely due to how planets and terrains are created in KSP. Factor in rotation and gravity and you have your answer. http://forum.kerbalspaceprogram.com/threads/120331-Fins-are-counter-productive?p=1922669&viewfull=1#post1922669
  6. in the upper left hand corner, there are a row of icons. They are the gizmos. Select the translate one (I believe it's the second one). Click on the part you want to translate. Click on the arrow pointing the direction you want to move and drag your mouse in the direction you want it to move (it may be click and hold). You can press the shift key while you do this for finer control.
  7. Approaching this from a different angle, why not look in the 1.1 download for a FAR config. Might save you some heartburn. https://github.com/BobPalmer/SoundingRockets/releases
  8. It may be the edge highlighting in the VAB. Try turning off PPFX in the main menu setting. ZAJC3W - sounds like the overheating gauge memory leak. Try hitting F10 to disable the gauges.
  9. Look at the Stock Bug Fixes sticky in Add-On Releases. There is a fix to increase the joint strength between the MK3 parts.
  10. FYI - Disabling edge highlighting (PPFX) in the main menu mostly eliminates this issue. Obviously you will lose some functionality (possibly some of the part highlighting in the editor).
  11. Kerbal Intelligence/stupidity plays a role. So if they are all dumb you will have low productivity. Are the engineers in the workshop or something else?
  12. Stock fairings are a little buggy right now. Are you it wasn't the restart of KSP that fixed the problem as opposed to the removal of FAR and its dependencies? I ask because I have had to restart KSP due to stock fairings being flaky without FAR installed.
  13. Yeah, I don't think Kuu was talking about speed at re-entry which is what the linked page mentions but rather speed in the middle to lower atmosphere.
  14. It would appear so. In the tutorials section there is a post on the mobile lab that might be helpful.
  15. The 500 data limitation applies to the vessel. Two labs on one vessel still have a 500 data cap. This applies to vessels built in the editor with two labs or two vessels with labs docked together (after docking they become one vessel).
  16. It's the opposite for me. They are enabled for every flight and have to be turned off. However I don't bother until they show up.
  17. Okay I tested and the memory increase with PPFX off was only about 100mb. With PPFX on the memory increase was about 1.5Gb+. The main difference between the two appears to be that the overheated parts glow with PPFX on. The memory increase was substantially less with physical time warp set to 4x. It would appear time plays a role in the leak (no real surprise here).
  18. The Minmus thing has existed since at least .90. If you look at the panels they track the sun (even through the surface of the moon) and receive power regardless of the sun's location. The only exception may be either a munar or Kerbin eclipse.
  19. Dude, you drew that comment for two reasons: 1) Ferram has requested that only people who are 100% certain they are using the current version report bugs to prevent wild goose chases. 2) You didn't read the first page before posting. Look up/down and you will see a conversation between Ferram and Dimenius about this precise issue.
  20. If your are able can you try landing without decoupling? I'm pretty sure my crashes were caused by the landing legs overheating and glowing red. If you are able to land without decoupling, it may very well be the PPFX causing the leak. I'll try turning off PPFX to see if that solves the problem for me.
  21. Not necessarily. Memory usage slowly increases the longer you play so if the temp gauged leak got you close enough to the limit the other smaller leaks could have pushed over.
  22. Interesting. How long were the gauges displayed before the parts exploded? I also wonder if the leak is specific to certain parts.
  23. i took about a 2 month break so it's possible I missed something but I think the fix to the Atomic Age issue was to add something similar to (warning MM Kung Fu is rusty): !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} This would remove the "stock" values from the tanks being modified. If you look at mods that use FSfuelswitch they don't also define the resources being handled by FSfuelswitch. Which is what was happening when the MM patch added the FS module to the stock fuel tanks.
  24. I'm not sure that is a firespitter issue. IIRC the atomic age patch is adding FSfuelswitch to stock tanks but is not deleting the default resources. I don't know if Porkjet updated the patch but when it was originally released it did not delete the LF and OX resources which is why the OX reappears on scene changes. This could be fixed by adding lines to the MM patch to delete the LF and OX resources.
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