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Cosmonauth

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Everything posted by Cosmonauth

  1. Well, I have alot of mods, but all those mods were installed before, and there were no such problem. My GameData folder has almost 80 entries, so it would be a big list As it said before, huge FPS drop appears with Reactor+Thermal Generator+Radiator setup. Part count doesn't matter, even 4-5 parts craft causes game to lag When no radiators present, Generator wont start, and FPS is fine, so it hard to assume who's guilty: radiators or generator. And once again: Game runs fine with same mods, same craft in Sandbox, so this is only Career Mode issue. UPDATE: I did some tests in my career, to reproduce FPS drop I made test-rig with probe core and some radiators. When attaching any of available reactors to rig - no lag occurs. But, when attaching Thermal Generator - FPS drops, but only with: DUMBO and Gas Core Reactors, CC Gas Core Engine, Nerva and Candle Engines Large Molten Salt, Pebble Bed and Dusty Plasma doesn't cause FPS drop. Fussion and AM reactors not yet available for me. Actually I was wrong, saying that FPS drops with any reactor, and I hope this information might be useful. I've upgraded Thermal Generator and Radiators, but it didn't help
  2. @Freethinker I don't want to be annoying, but it still no response for career mode problem: Any radiator with Thermal Generator + Reactor combo - causes a huge FPS drop during flight. I've upgraded generator to Solid state one, radiators upgraded too but nothing changed. FPS drops to 1 per 5 sec. So for me, KSPIE is unplayable in career mode at all. In sandbox mode all running smooth and fine. This issue was present in 1.5.7 version, and is present in 1.5.8 as well. If you need more information to reproduce this issue, please let me know. I'm checking this thread few times per day, since I can't play KSP no more
  3. well. I can confirm radiators issue: In career mode, any radiator causes huge FPS drop (tested with foldable, flat and wrap) In case this is upgrades related, my current state of techtree: UPD: No signs of FPS drops in Sandbox mode. Tested both (career, sandbox) on simple craft with Thermal Generator+Reactor
  4. Yesterday i made a craft in career mode, big one, and it was terrible lags when we launched. I was too tired to figure out, what part produces that lag. Actually I did some research, but I didn't think it was radial radiators. If it's radial radiators issue, I guess it somehow related to radiator upgrades in career mode. I should do some tests.
  5. I can't say KSP loaded that time I made screenshot, coz I killed it to remove conflicting mod. Now waiting for update
  6. I got 30 errors related to KSPIE Integration with current version on my loading screen
  7. +1 for procedural interstellar tanks. I'm using Procedural Parts, so it would be sweet)
  8. @FreeThinker That bug was present when I unlocked Nuclear Propulsion, so Nerva wasn't upgraded. Today I've unlocked Nuclear Power, Improved Nuclear Power, Improved Nuclear Propulsion and Nuclear Fuel Systems. Bug is gone, but we got another one =( When craft has Hydrazine tank, and no other suitable propellants, Nerva switches automatically to LqdHydrogen (I tried only Hydrazine due high ISP modifier) In other case, my craft has empty and locked water tank (alkaline fuel cell from Universal Storage mod) - Nerva switched to Water, still ignoring Hydrazine which is present.Switching manually to Hydrazine isn't possible, pressing buttons does nothing in both cases. I have to notice, that in VAB fuel switches fine, MJ calculates dV, which means engine connected to fuel tanks, so it's not craft desighning fail. Here is my current Tech Tree:
  9. Hey, addition to Nerva issue I confirm, this happens in career mode (just started new one) I have TweakScale (cant even imagine KSP without it), Also I have KSPIE-Mk2 Intergration. Actually I have pretty hardmoded install, but I played it before and never got something similar.
  10. I have some issue with NERVA engine in VAB When attaching NERVA to craft - right click menus become unavailable for all parts. No exeptions in log was found.
  11. Fuel tanks in most configurations starts empty, and cant be filled: (Modular Fuel Tanks Installed btw)
  12. Well yeah, ABZB mod is interesting, and will be very useful for spaceplane enthusiasts after some polishing. I've tried it, but for some reason it doesn't work. Reactor+Thermal Turbojet combo gives me 0 thrust, and unfortunately I had no spare time to figure out, what exactly was wrong. Also I don't want to flood this thread, so ABZB should start a thread related to his mod(s).
  13. I can't reproduce engine menu stuck, so forget it, but I've notice something odd, than perhaps explains strange engine behavior. Thermal Turbojet Engine contains Liquid Water resource container, which is not displayed on the resources menu, that's why I didn't notice it earlier ) Seems like you fixed it while I wrote this post, so best thing I can do now, download and test it ))
  14. Hey FreeThinker, nice to see you fix it almost instantly, but problem with switching fuel modes still present. When I hit button to change fuelmode, it attempts to use Liquid Water, despite the fact, that my spacecraft doesn't have that resource at all. It causes Flame Out, and engine literally dies. It stucks on Liquid Water, hitting buttons does nothing, fuelmode does not changes, it's impossible to shutdown engine to ignite it again. I don't use TAC Life Support (USI Life Support instead), and I assume that behavior is the result of recent changes to engines, that prevents sucking out water of Life Support containers.
  15. I got some strange Atmospheric Scoop behavior with 1.3.8 Basically - it doesn't work at all (see screenshot, clickable) Also, there is some odd things with engine, when switching fuelmodes - produces UI glitch. Stock toolbar icons become unclickable, fuel gauge may dissapear sometimes, rightclick on engine does nothing, Jeb very sad
  16. Let me notice, that Gas Core reactor suffers from buoyancy effect, that makes it less useful for spaceplanes. As FreeThinker wrote before: it was designed for orbital operations. It significantly loses thermal power under acceleration. Just so you know) Currently, i'm using Magnetic Confinement Fusion reactor for powering Thermal Turbojet. Despite the fact that it has only 60% of thermal propulsion efficiency, it gives me better output (both thrust and dV) than Magnet Target Fusion. Maybe it's bug though.
  17. This is awesome to see, I tried to build SSTO with Mk-2+KSPIE parts, but nothing happen in case of rescaled to 1.25 Thermaljet + 1.25 Fission reactor gave me too low dV in comparsion with 2.5m parts. I know - bigger is better, so I'm not surprised) For now i'm testing my Mk-3 based SSTO, capable to land on Eve and get back to Kerbin. Maybe today I gonna use it in career, so I'll share some screenshots
  18. There is no actual tutorial, but I can feel your pain man When I started with Interstellar - there was a punch in my face. I felt like I'm retarded. All I can suggest to you, first of all, to play career, not sandbox. New parts will appear "step-by-step", try to build something not too complicated. Starting on thermal rockets, try different fuels, different reactors to figure out how those changes affects your vessel. Once you understand thermal mechanics, It would be easier to go further. For now I cant say I owned KSPIE and understand all of that stuff, but every time I build new vessel - I learn something. I am not physician at all, I'm lazy at math, but now I can build something that flies. One thing you have to have for shure - is patience. Good luck with this awesome mod
  19. I've installed Real Fuels recently, and it's gorgeous. I have no Engine Solver incompatibility problems. Maybe you should specify, what "compatibility" demanded. For me - it would be nice to change techlevel of parts (reactors, engines etc). Engine Solver has dat function for stock engines, that affects cost of the parts and their parameters. It would be nice, but not mandatory, FreeThinker does really awesome job on KSPIE, so I can't ask for more)
  20. Ok, sorry for my inadvertence, thank you for response, and for the great mod as well) I don't want to play KSP without FAR, so I'm gonna keep struggling =)
  21. I removed that module from part.cfg, (MM patches is too complicated to me) but it looks ugly despite the fact it solves the problem. I prefer FAR to ignore throttle animations)
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