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SpaceK

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Everything posted by SpaceK

  1. Using , I was able to determine the physical timestep of KSP to be in the range of about 1/50 second. Maybe a bit more, but not less. Therefore, hundredths of seconds won't work because they don't exist for the game. Tenths of seconds should be possible, but judging from my everyday experience, that would be kinda odd... usually, whole seconds or hundredths/thousandths are used, not tenths. Still, it would be a useful debug function to solve for the physical timesteps (i.e. in increments of .02 seconds if my assumption is correct)
  2. First ship in 1.0.5? I started a new career, I'm not sure if you're that interested in a Goo Container latched onto a Mk 1 Capsule^^
  3. You are. Fuel, Oxidizer, Electricity, and all the Interstellar ressources that'll probably require the devs of that mod to find an alternative solution if the resource overview should become a thing.
  4. Well, with a Satellite relay network you can get microwave energy at night, try to do that with a solar panel and without the Planet Sized Mirror Mod. Also, you're saving the fusion power planet in your probe. I like fusion power.
  5. Hi everyone, after always having had problems with the astronomer's pack (complete game crash in the main menu), I've solved it today by using the opengl workaround. Everything worked fine, until I noticed that MechJeb didn't show up anymore. Even the MechJeb items in the R&D department are gone now. Kerbal Alarm Clock, on the other hand, works just fine, with or without opengl and astronomer's pack. The other installed mods are Environmental Visual Enhancer and Module Manager, the first one was automatically added by ckan when I installed the astronomer's pack, the latter one was installed when I added MechJeb. Is there any known incompatibility between any combination of MechJeb or Module Manager with opengl, EVE or AP?
  6. When microwaving, don't switch on the grill. No, seriously. Do you have any radiators on the craft at all? Assuming that Interstellar didn't change too much since 0.90, you will inevitably build up waste heat which eventually leads to a shutdown. You need at least some radiators, with a 350 MW station and 1% efficiency it doesn't have to be a large one, especially since radiators' effectiveness scales with waste heat.
  7. Especially after adding contextual contracts, I find it a bit tedious to fully load a spacecraft every time to estimate if it still has enough fuel for a given maneuver. Therefore, I guess it would be useful to show the resources of a given vessel directly in the tracking station, either via mouseover or as a new button under the information and crew buttons on the right hand side. (btw, I've searched for "fuel tracking", "fuel overview", "resources tracking" and "resources overview" - the two final ones also with "ressources" until I found out how to write that word - and didn't find anything similar)
  8. ok, looks like we (ckan and me) overlooked a few outdated mods... after tydiing up the GameData folder, everything works as expected. I suspect ScienceAlert for 1.04, which was the only mod in the folder which was still partially functional, and the only mod there I did not disable via ckan in 1.04.
  9. When trying to transmit Data via [execute favorite experiment] -> Transmit Data (the blue button with the satellite dish, as opposed to "keep Data"), the transmitters fail to transmit. After vanillafying my build, I noticed that it still works via Experiment -> Keep Data -> Right-Click Antenna -> Transmit Data, it still works, but since that requires twice as many clicks (and finding your antenna), it's a bit tedious.
  10. I just encountered something similar. I reentered the atmosphere with my spaceplane at roughly orbital velocity and timewarp. The instance it dropped out of warp at the edge of the atmosphere, a Quad Adapter exploded. Since I considered it a bug rather than incompetence, I reloaded a safe file from when it was in a 100 km orbit. The engines on the adapter heated up, causing the adapter to explode again. I reloaded a few times, always with the same result. I think it that's similar to your problem. There aren't any fairings on the spaceplane, the only new (1.0.3) items are radiators. Also, I don't use any mods except for Kerbal Alarm Clock at the moment. Below is a screenshot of the spaceplane on the night side of Kerbin after I ignored max heating. The left Quad Adapter is the one which exploded. At least I don't need any lights any more now.
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