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Everything posted by CrasHReBooT
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If you were playing on a desktop pc, I would say that given the high environmental temperature of 30+, to install a liquid cooling kit. Since it is a laptop, if you have access to an air conditioned room, try playing in it with the temp set to 20C, it should help. If you don't have access to AC, have a fan blowing on your laptop and ensure air flows by the laptop vent grills, not against it for you don't want to neutralize the fans effects; at best this method will get rid of the excess heat faster, but you will still be operating at the high environmental temp.
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Random Overheating Parts
CrasHReBooT replied to One-Way Films's topic in KSP1 Technical Support (PC, modded installs)
Radiators won't help with this bug, I tried everything. After I left the atmosphere the temperature on some parts shot up in the billions of degrees and spread to the whole ship. Only the cheat to ignore max temp allowed me to observe this. Check out this thread http://forum.kerbalspaceprogram.com/threads/126664-MAJOR-Heating-Bug/page2 -
I had the issue of overheating at the edge of the atmosphere where the overhead came from the vertical decouples. The heat shot up to an gigantic unreadable number and rapidly spread to the whole ship. The only reason my ship did not explode is because I turned on the cheat to ignore max temperature to see what was going on. Mind you, I have a heavily moded KSP, and this post is for the unmoded game. But it seems to me this is not a mod issue. I placed a thermometer on my ship and took this reading. This is no joke. I just want this issue fixed for I really like this game.
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MAJOR Heating Bug
CrasHReBooT replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Look at the temperature reading in the thermometer. See http://forum.kerbalspaceprogram.com/threads/126471-Craft-exploding-(overheat)-1-0-4?p=2044267 The temp on the gauge is no joke, it's a cropped screenshot. I do not have FAR, but I have tons of other mods. To find the one causing the problem will be a lot of work. I reverted to my 1.03 backup. -
Can not resume game.
CrasHReBooT replied to msstdenis's topic in KSP1 Technical Support (PC, modded installs)
There is a problem with overeheating as soon as you leave the atmosphere. I activated the cheat Ignore Max Temperature to see the effect. As soon as I left the atmosphere the decouplers overheated and spread the heat acoss the whole ship, raising the temperature to the gazillion degrees, no joke. See the thread http://forum.kerbalspaceprogram.com/threads/126471-Craft-exploding-(overheat)-1-0-4?p=2044267 . I reverted back to 1.03 for I had the game backed up. You only lose any ships created in 1.04. It will say that the career is not compatible, just reload a new 1.04 saved game and the career file will be brought up to date, if this is what you prefer to do. I found the 1.04 unplayable, for I also have tons of mods installed. -
Craft exploding (overheat) 1.0.4
CrasHReBooT replied to Nigeth's topic in KSP1 Technical Support (PC, modded installs)
Heat sinks do not solve the problem. I Launched my rocket with the cheat Ignore Max Temperature on, added heat sinks, and as soon as I left the atmosphere, my Hydraulic Detachment Manifold overheated and in seconds the overheat spread to the rest of the ship, this with the engine off. When I checked the temperature on the 2Hot thermometer attached to the ship and it registered a number to high to name it, in the gazillions, not joking, my ship must have been as hot as the sun. I believe there is an error or a conflict with one of the mods which throws off the heat model of KSP. Check out the images at different times, one with the temp overlay F11 on. -
I am having the same issue. After I manage to fix it, a few days lat4er it reoccurs. I have installed Astronomer's Visual Pack and followed the instructions to the letter, which instructs in what order to install the mods, including EVE city lights and clouds. I have the aurora working. In the clouds mod I see a second ghosted layer which seems like you are cross-eyed. They are awesome mods when working and I believe I did something wrong. I will reinstall Astronomer's Visual Pack and eve again to see if these items are fixed.
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I am having the same problem. I replace the textures and it works for a while, then all of the sudden his happens again. Don't know why it's a recurring problem. I have Astronomer's Visual Pack - Interstellar V2 installed and followed the instructions on how to install precisely. Not sure if it is a conflict with AVP.
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I have the same issue. I replace the textures as suggested and it is good for a while, then all of the sudden these blobby lights happen again. Seems like the lights multiply through the night side and scale down. Don't know what is causing this, but I hope it is fixed for it is awesome when the city lights work.
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Forgive me if this is a repeat help request, but I have searched the forum and have not found this issue with MechJeb. When I set mechjeb to circularize around the Mun when I have a parabolic orbit, the autopilot will not auto-warp, it will aim in the correct maneuver direction, but when I manually warp to before the maneuver, Mechjeb will not fire the throttle on time, before time or anytime after the 0 countdown. The manual throttle control is also locked; I cannot control the throttle. If I abort the maneuver, I have manual control of the throttle. I do have enough battery charge and all of the limit buttons are off, just in case there is a conflict. Circularize worked around Kerbal before I went to the moon. Landing Guidance also does not work on the Mun but it does work on Dune. The circularize was working on another Mun trip. I have tried relaunching the mission, and the same thing happened. Any ideas how to fix this most excellent mod? It Is like the Mun does a whammy on the Mechjeb.
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Stopped receiving science?
CrasHReBooT replied to CrasHReBooT's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the responses. It is great help. I have tons of questions. I have also tried exiting the capsule when in orbit but right clicking on the capsule does not give the option to open the hatch and exit to space. Is space walking feasible and does it give you extra science points? Here is a random question which have been pestering me, will attaching the thermometer to different parts of the rocket yield extra science points for each location? Does the thermometer have to be attached to the Science Jr. module? -
I am a newbie to this glorious and terribly addicting game. I am playing the career mode. I have not orbited the Mun yet and turned into a tourist ferrying pimp for cash and reputation while trying to steal some science on the side. Building a rocket to carry two more passengers is expensive. I am trying to get more science to reach that next best part in the science tree to be able to reach the Mun, but I don't get science points from the environment any more, only from the amount of money spent due to a strategy I selected in the Admin Building. Is this because I discovered everything there is to discover by flying around Kerbal? Is there a limit to science in each planet? I have hauled that ill smelling jug of goo for free once to many times for my liking just to land and not get any science. I have that mod installed which tells you when you have science available. Does the goo jug have to be attached to the Science Jr to yield more science? Is Science Jr. required to get more science points?