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Everything posted by sh1pman
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
About to crash: -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
TESTED. The occlusion sphere bug is fixed. However, the cargo bay node occlusion bug still exists. I can't even lift off with my spaceplanes now, crashing right after the runway. -
Yes! That's EXACTLY what I've been seeing in my save. I already have a GitHub issue opened for it: https://github.com/BobPalmer/MKS/issues/1124 There is a save file attached in that issue.
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@RoverDude In my game it flickers all the time as well. No log spam though.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
@Nertea Everything inside the cargo bays (node- or surface-attached) is properly shielded. Haven't tested the Crew Cabin yet. I'm on mobile right now, will run some tests when I get home. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Yep, just as I suspected. I wonder what causes this weird cargo bay behavior. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
So we might be on to something here. It's clearly a problem of cargo bays. It may even be happening in case of large cargo bays as well, but, hilariously, it is remedied by another bug with occlusion spheres. That's my take on what's happening here. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
1500 kN of drag is like having a mainsail pushing you back at full throttle. No wonder it couldn't get supersonic. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
I can confirm that it happens with mk4 dual adapter used as a tailpiece. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
But why did the tailpiece produce so much drag, as if it wasn't occluded at all? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Wow, this is really, really weird. The iguana tail piece seems to be massively bugged. But it's fine if I stuff something between it and the cargo bay. Just tested the Mk4 dual adapter tail piece, same deal. Both seem to be completely not occluded if connected directly to half-length cargo bays. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Here you go @Jarin. I removed the procedural wings, so you don't have to worry about those. First spaceplane (bad, immense drag from cargo bays, can't go supersonic): https://dl.dropboxusercontent.com/u/46597246/Spaceplane-1.craft Second spaceplane (good, little drag, easily breaks sound barrier): https://dl.dropboxusercontent.com/u/46597246/Spaceplane-2.craft -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
I'll upload them tomorrow, ok? It's just too late here already. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Only if you transfer the supplies into these inflatable storage modules. You also need to enable their Warehouse function, but I think that it's enabled by default. I'd use the smaller supplies Redi-Paks for that purpose though, unless you need to store large amounts of mulch and fertilizer alongside the supplies. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Wings are from Procedural Parts, everything else is mark4. Wings barely produce any drag though. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You need an actual warehouse with supplies inside. Kontainers, Redi-Paks, ISMs will work. USI-LS round containers, on the other hand, will not work. Ranger Hab module with supplies inside won't work either, even if it is connected to another warehouse that doesn't have supplies storage. If your Warehouse runs out of supplies, that's it, scavenging stops, even if there are more supplies somewhere else on that vessel. Supplies in warehouses will not be included in the LS window report, it only considers the supplies that are physically on the same vessel where the kerbal is stationed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Skycrane with karborundum torch drives. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yep, I did use Ranger habs. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Well, trial and error approach doesn't really work for remote bases. Imagine deploying a base on Vall and finding out that it has 10x less hab time than what VAB calculator told you. That's what happened in my game. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I didn't know there was this "habitation efficiency". Well, this complicates things. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
So how does this "crew affected" parameter work? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
I have a VERY strange drag problem. I built two almost identical spaceplanes. The first one has two long cargo bays, while the second has four small bays. So you'd think that they fly similarly? Well, no. Not at all. The first one can easily get to LKO with 1000+ dv left, and the second one... can't even break the sound barrier. Something creates a HUGE drag for the second plane. I don't know how to measure the exact numbers, so I took these screenshots with aerodynamic overlay enabled: At transonic speeds this phantom drag becomes so ridiculous that even eight of those 2.5m rapier engines can't break the barrier. I can provide the craft files if needed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Sounds like a good idea. In my save I just added the Warehouse module to the container in question with a MM patch. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Got it. I use OSE Workshop's container, it doesn't have the Warehouse module. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They're on the same vessel.