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Profit-

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Everything posted by Profit-

  1. I just checked out on my game and the engine itself appear to be working well. I happened to have a mission to launch some space stations, and these tend to count for them.
  2. I looked back at your image and I just am really stumped.. There is nothing out of sorts... I push mine way harder. are you using version 1.9.1.2788 and 1.25.22.5 respectively?
  3. Do you have any other reactors on the ship producing waste heat? Timberwinds shut down if they get too hot. Are you using atmosphere as a propellant and they are not getting enough of it? do you have mechjeb and using that fancy engine vector control it has? do you have a mod/are you that is disabling their radiators? Timberwinds are my favorite engine by far so I will check my craft to make sure this is not some obvious bug somehow.
  4. I got exactly that from your video. While It did give me concerns for the product as a whole, it gave me far more because if a company is willing to do this, what else would they be willing to do if it suited them?
  5. Nate: I have to admit I was extremely concerned when I heard what had happened, that usually is a very bad sign from a consumer perspective. I always give games a chance but I want you to know, you are saying the same things bethesda did before the launch of fallout 76. I also want you to know I actually kinda liked bethesda's game but there was a huge amount of broken promises with that. I am not saying KSP 2 will be the same, but you will understand why the community at large is worried. We want KSP2 to be great and we are only vocal because we have seen things like this before. Here's to hoping you prove to us all that our fears are completely unfounded.
  6. Sweet. ( it was actually @tomf who said those exact words but thank you )
  7. I do like charged particles. A bit more weirdness.. The tri alpha colliding beam reactor does not seem to want to power electric propulsion like my vasamir drive or arc jet RCS all the time but seems to power things like ISRU just fine. Not sure what that is about. And I am having an issue making uranium nitride ISRU, it says I do not have ammonia. Might be because it is liquid? I dunno... *edit: Yeah it is because it is liquid. It works with gaseous state. However Liquid fluorine works fine for making Uranium Tetrafluoride.
  8. I see. * tries a charged particle converter on each side to see if he can capture all the energy because I have rockets to do my bidding and need the energy more. (Nope the second generator shuts down =( ) Ah well.. thanks for the reply. I will just have to double my reactor size.
  9. I can live with that, but the reactor says it is making 2.967 GW of charged particles, and 583MW of thermal 3.553 GW of power overall, it really seems strange that the generator is not producing 2.521 GW of power instead of 1.419 GW as shown in the screenshot maybe in the reactors description it could say that roughly 40% of the charged particles will disappear unusably?
  10. My dusty particle reactor and a charged particle converter (at 85%) seem to be getting half the power they should be. Eg. 3GW of charged particles goes in 1.4GW of power comes out. Is this intended? https://ibb.co/jycY46g
  11. Do you mean slowdown or stutter and hang for like a half second... if you mean stuttering, it is an issue with the garbage collection in mono and there is not much that be done... I also have severe problems with it but I do not know how to fix it... Memgraph has a way to slightly help but the real issue is something in KSP writes GIGABYTES to the heap memory every second.
  12. I want to point out with pressurized air, a couple ram intakes, some tanks, a group of compressors and timberwinds I have made a vessel which carries 6K delta-V of liquid fuel, some ox/lf for RCS, a Molten salt nuclear reactor, 4 drills,some ore tanks, and a scaled up ISRU for fueling into 500K circular Orbit on nothing but air... With about 150m/sec of compressed air Delta-V left after circularization for around 500,000 kerbal credits. Mass is a little far on the extents, but it allows me to decouple the air gathering and use the docking ports. (I usually lose 2 of the 4 air brakes to heat in the launch... It means you did good if you decide to copy this and have that issue)
  13. Uranium Nitride produces in the ISRU way too fast. It just produced 160,000 in a single frame. It also used up all of my UF4 and I have no idea how much more it could have produced but apparently wasted the extra UF4 since it was all in the same frame.
  14. Well speaking of bugs... for some reason I cannot get my darn molten salt reactors to manually restart... So I would not put it past it to have a bug... Is it possible that you might not have enough energy to sustain the fusion reaction?
  15. log file says your stuff is badly messed up... Did you try to move mods or the KSP install to another drive? All the dll files for all the mods are failing and failing spectacularly. I have to be honest I have never seen KSP in such a bad state from a log file, it is beyond anything I can understand. Maybe a complete uninstall/reinstall might help? Did you try blending unity runtimes in the mix from a different version of unity? Are you a unity developer?
  16. Do you have any other mods installed such as Near Future electrical and the like?
  17. The plasma wakefield engine does not have any thrust for me with mono-prop. It will happily consume 24GW's of power but not produce any thrust.
  18. Those error messages are harmless unless you have either of the mods installed. And to clarify those errors have probably been there for KSPI-E since the patch integration took place, they are only now being displayed so people can see and fix them rather than failing silently. -> Found one of them <- [ERR 05:56:36.452] [ModuleManager] Error - more than one pass specifier on a node: InterstellarFuelSwitch/PatchManager/ActiveMMPatches/CDT7Setups/@PART[CDT????|IfsWrapper*]:HAS[@RESOURCE[LiterVolume]]:AFTER[InterstellarFuelSwitch]:FOR[InterstellarFuelSwitch] -> Found the other! <- [ERR 05:56:36.479] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/RemoteTechFix/@PART[computerCore]:FOR[WarpPlugin]:FINAL (Digging through the log to find the issue, a couple other things popped up) [WRN 05:56:19.758] BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Radiator/LargeReactorRadiator" [WRN 05:56:19.759] BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Radiator/LargeReactorRadiator/LinkNub" [LOG 05:56:15.833] Load(Model): WarpPlugin/Parts/Engines/PlasmaWakefieldAccelerator/qvengine2 [ERR 05:56:15.842] Texture 'WarpPlugin/Parts/Engines/PlasmaWakefieldAccelerator/IXS_ENGINE_emissive' not found! [LOG 05:56:15.845] Load(Model): WarpPlugin/Parts/Engines/RCSTank/model [ERR 05:56:15.909] Texture 'WarpPlugin/Parts/Engines/RCSTank/cstSolar' not found! [LOG 05:56:20.211] Load(Model): WarpPlugin/Parts/Science/InfraredTelescope/model [WRN 05:56:20.225] BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "model/Telescope/Body/MainMirror/Armature/RightArm" [LOG 05:56:20.227] Load(Model): WarpPlugin/Parts/Science/scienceDrill/model [ERR 05:56:20.241] Texture 'WarpPlugin/Parts/Science/scienceDrill/nrm_NRM' not found! [WRN 06:00:06.344] [TweakScale Warning] FURMaCoSt(Stellarator Fusion Reactor) has no valid scale factors. This is probably caused by an invalid TweakScale configuration for the part. TweakScale.Tools:LogWf(String, Object[]) TweakScale.TweakScale:CheckIntegrity() TweakScale.TweakScale:Update() [LOG 06:00:06.346] [TweakScale]TweakScale{ _setupRun = True isFreeScale = True 0 scaleFactors = tweakScale = 5.775 currentScale = 5.775 defaultScale = 3.75 } [LOG 06:00:06.347] [TweakScale]ScaleType { name = stack_interstellar_225 isFreeScale = True 11 scaleFactors = 1.875 2.5 3.75 5 7.5 10 15 20 30 40 40.01 0 scaleNames = 8 incrementSlide = 0.01 0.025 0.025 0.025 0.05 0.05 0.1 0.1 11 TechRequired = exoticReactions advFusionReactions fusionPower fusionPower fusionPower advFusionReactions advFusionReactions advFusionReactions advFusionReactions advFusionReactions advFusionReactions defaultScale = 3.75 } [LOG 07:30:24.669] KSPI - AlcubierreDrive OnStart step C [WRN 07:30:24.670] WARNING: Vector3D entry is not formatted properly! Proper format for Vector3D is x,y,z (Have been having problems with this leaving the warp trail even when not on - maybe it is related to this)
  19. I have kind of a weird bug. I have two Tri Alpha Colliding Beam fusion reactors, One has a proton-Boron11 mode and has space on the reactor for boron, the other one does not. Anyone know what is going on?
  20. There just is not anything exciting inside here... The only real errors I see are the ones from civilian population and it is not at fault (it was one of the mods I could remove without issue) The warnings are also not exciting, just saying that some optional mods are not installed.
  21. Hey there, I am running a modded install that according to Memgraph with 10 flights is pounding the heap with 450,000K/second.(not typo, half a gig heap increase per second) I obviously can only run the game in any fashion using the increased heap sizes as the garbage collection runs constantly, but I was wondering if anyone had an idea how to figure out which mod is generating so much extra data. Can someone give me some pointers or places to look? Removing the mods obviously removes my ships so it makes testing much harder. Is there a debug tool that can look per mod? (probably not but thought I would ask) "name": "UbioWeldContinued" "name": "UniversalStorage" "name": "CommunityCategoryKit" "name": "TimeControl" "name": "PatchManager" "name": "TweakScale" "name": "InterstellarFuelSwitch-Core" "name": "CommunityTechTree" "name": "CommunityResourcePack" "name": "KerbalPlanetaryBaseSystems" "name": "ModuleManager" "name": "KSP-AVC" "name": "HeatControl" "name": "KerbalAlarmClock" "name": "REPOSoftTech-Agencies" "name": "ExtraPlanetaryLaunchpads" "name": "Toolbar" "name": "TriggerAu-Flags" "name": "InterstellarFuelSwitch" "name": "MinAmbience" "name": "KSPInterstellarExtended" "name": "HangerExtenderExtended" "name": "FinalFrontier" "name": "HideEmptyTechNodes" "name": "KAS" "name": "ProgressParser" "name": "InfernalRobotics" "name": "KerbalJointReinforcement" "name": "SCANsat" "name": "KIS" "name": "ModularFlightIntegrator" +Memgraph and mechjeb which are not on this list.
  22. Negative, this program actually really does neither, what it does is create massive piles of data in memory and then destroy them. Unity's heap manager does not compact that data so when a garbage collection routine is run, it clears it the unallocated data, out but the heap remains at the larger size. I really do not know why it does not clear down lower, but I do know the garbage collection in unity is particular garbage,they even state as much in the manual.
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