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Psycho_zs

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Everything posted by Psycho_zs

  1. Completely forgot that 'Pugs' are not in stock yet. LV-303 from Porkjet's Part Overhauls. Does not really matter, other engines are also affected. I did some testing. It seems that hitting "All normal" or "Deactivate module" or "Center Thrust" with "Off" just locks engines in whatever thrust they are currently in. Here I throttled up a bit right after launch, then opened DTC window and hit "Center Thrust" with "Off" setting and killed the throttle. Engines still firing. Seems to work fine on a clean KSP, so it has to be some mod interference. That would be hard to pinpoint, no other mod specifically deals with engine thrust as far as I can tell... I will try, but not today. Update: It is a conflict with SmokeScreen/RealPlume
  2. Hi. I have some troubles with this mod: It fails to reset engines to the normal state when "all normal" is selected, or when DT module is deactivated after use. Engines do not work except when "center thrust" is on. Also, kerbal EVA thusters seem to be affected. I landed on the Mun in a ship using DT module, and kerbals on EVA now can only barely lift off the ground. I'm flying a ship with 4 'pugs', KSP 1.3.1 (same thing happened in 1.3.0). P.S. it would be a good idea to reset thrust limiters on the engines to their initial values when current thrust is 0%. Otherwise it messes with manuver and TWR calculations. Update: It is a conflict with SmokeScreen/RealPlume
  3. Thanks, I will test it in a day or so. ...yep, the crash is gone.
  4. From my extensive mod list I've isolated three that cause crash: EVAFuel, Action Group Manager, Orbital Survey Plus. I haven't done any extensive testing, but at least NF mods do not cause any trouble on 1.3.1 for me.
  5. Unfortunately, with this mod 1.3.1 silently crashes right before main menu (at least Linux version), without any relevant messages in the log upon crash.
  6. Well, it could be a feature of crew tubes, that sets them apart from structural fuselages: you can stick it in like a straw.
  7. Another idea: make crew tubes surface attach perpendicularly, same as pressurized attachment points. (and with passableWhenSurfaceAttached=true). It will reduce part count and simplify creation of docking hubs. I am unable to remember any occasion of wanting to surface attach a crew tube in parallel.
  8. Yes! Hell yes! Hell F***ing Yes! A humble request: short crew tubes without windows or pipes. Something between current 1x tubes and radial attachment points, or 1/2 of current 1x tubes. It would serve two purposes: a good base for radially sticking docking ports or other parts (hex+ symmetry), and sometimes you need to extend a stack just a little bit less/more than current 1x tube allows.
  9. RQ-5x1 thrusters are just made to be combined with Stratus-V tanks! It's a pity these stock tanks have no surface attachability.
  10. I wonder, what "integrated model" RCS are going to look like?
  11. Cool! Oh, I'm waiting to unlock all this goodness in my semi-recent career...
  12. A couple of observations with dev version on KSP 1.3: Mk12-R drogue is very overpowered, 2xMk12-R slow down Mk1 capsule better than 1xMk16. 1.25m Heat shield handles like a piece of paper: it falls down at the same speed as Mk1 capsule under fully deployed Mk16 cute and starts zipping around in loops if tilted over.
  13. Will LFO patch for orbital engines bring back those 10-20s of Isp?
  14. Re: conical tanks You could base series of tanks on certain angles. Like 0.625-1.25m, 1.25-3.75m, 3.75-5m all with consistent angle, length would vary: straight 5 degree incline straight 10 degree incline (shorter) slanted 5 degree incline (pretty long) slanted 10 degree incline (could correspond in length with straight 5 degree tanks) slanted 20 degree incline (could correspond in length with straight 10 degree tanks)
  15. It is a by eye median between 3 points of reference: actually imagining what those parts would be like IRL, overall weird high density of KSP parts, and weight of Near Future Construction trusses. Those stock trusses are way, way overweight. Just compare them to structural fuselage for example.
  16. LV-601 in compact variant combines perfectly with bottom cap tank from Fuel Tanks Plus My Bumblebee-C2 hauler with passenger+cargo module attached to the front.
  17. Is it possible to scale RCS plume effect using MM? CFG manual says 'size' parameter does not work. And it seems to be correct. So, any workarounds possible?
  18. // More sane weight for structural parts // Author: Psycho_zs @PART[structuralIBeam2|structuralIBeam3] { @mass *= 0.5 } @PART[trussAdapter|trussPiece1x|trussPiece3x] { @mass *= 0.2 }
  19. I wonder if reducing number of portrait slots to 0 actually removes IVA and kerbals from processing. If it is not, it should. I tried it when I was desperate for even a small increase of framerate, but got none whatsoever.
  20. My new and improved launcher script. I've been using this version for a week or so. It can now attempt to recover from some non-lethal resolution jumps like 2048x1 window. If the game itself survives that, loading will continue with proper size.
  21. Tested 1.2.9. Strangely, with all the localization work, decimal delimiter settings resetting bug is still present. So, LC_ALL=C still needed. Bad window size bug is still in place. Fresh version of my launcher script: Note: Geometry guard might eat up some CPU.
  22. Apparently, using stock physics 4x timewarp anywhere for more than several seconds can clear this slowdown. It's just that atmosphere is the only place I had a reason to use it.
  23. I tried it with no mods except for Time control for readout. ...more details: return to proper 100% speed occurs after using stock physics timewarp in the atmosphere after returning from space. I will test more situations later.
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