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pharrell2

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Everything posted by pharrell2

  1. Hi everyone - I've looked around the forum and can't seem to find a mention of this anywhere - if I'm missing something please point me to it, or if there is a more appropriate place for my question let me know. I've been using KW Rocketry since I started playing KSP, and have always used the decouplers since - in my opinion - they look so much better. I must have been especially observant today, because I just noticed the huge mass discrepancy between the KW parts and the equivalent stock parts, especially for the 1.25m parts. 1.25m decoupler: KW - 0.25 t / Stock - 0.05 t (400% increase!) 2.5m decoupler: KW - 0.5 t / Stock - 0.4 t (25% increase) 3.75m decoupler: KW - 2.0 t / Stock - 0.8 t (150% increase) The same seems to be true for the fairings as well. Anyone else noticed this? Normally the stock/KW equivalents seem to be much more balanced. I looked to see if the Squad parts had been changed since the last major release of KW (I'm running it with the 1.0.5 community fixes), but didn't find anything. Thanks for the insights!
  2. That seems to have fixed it for me! I'll check later if adding the mods back in breaks it again. Thanks!
  3. No, should be stock aerodynamics. I made sure to remove all mods to make sure it wasn't a 1.0.4 incompatibility issue (and I've never used FAR or Deadly Reentry). I noticed a similar issue in this thread on Linux after I posted the original message. http://forum.kerbalspaceprogram.com/threads/126332-No-evidence-of-reentry-heating-of-any-kind The consensus seems to be that it depends on how you launch the game, but I make a point to launch from within Steam, as I have a "-force-opengl" flag set. Not sure if there is a "better" way to launch it.
  4. I recently updated to 1.0.4 and began encountering an unusual problem. I loaded into a station I was aerobraking on Kerbin to circularize its orbit. This proceeded without incident (PE was about 45km). I then detached a Mk1-2 pod and reentered way to steep. However I impacted the ground at over 2.4 km/s. The pod was accelerating right up to impact with the ground, though it displayed full aerodynamic visual effects (heating included). I also noticed the heat shield never lost any ablator resource (despite passing through the lower atmosphere at 2000 m/s+). I then loaded a new Mk1 pod and 1.25m heat shield and launched it (thinking the problem may have been due to the original craft being in space during the upgrade). It had exactly the same problems. These two attempts both had several mods installed (KW Rocketry, E.V.E., MechJeb, Kerbal Alarm Clock, Protractor, and a few part packs for science parts). I then removed all of the mods and tried again in a new sandbox save. Again with a Mk1 pod, no heat shield this time, and again no atmospheric drag whatsoever, pod accelerated all the way to impact. Anybody else seen something like this? Any suggestions of things to try would be appreciated. I don't think hardware is an issue, but I've attached DXDIAG output in case. Summary is below: Thanks - Patrick KSP 1.0.4.861 (Steam) Windows 7 64bit Professional AMD Athlon II X4 640 (4 core, 3.0 GHz) 16 GB DDR3-1600 ram (2x8GB) 500 GB Samsung EVO 850 SSD 2X ATI Radeon 5770 (Crossfire)
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