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Everything posted by markinturamb

  1. Just did some more experiments in minmus (also with rover wheels): It seems to only happen between around 25km and 7km (sea level). When engaging and then disengaging timewarp under 7km, the issue doesn't happen. However, if you are heading to a periapsis below 7km under timewarp, the kick will also happen when you cross the 7km mark (probably the timewarp changes from in-rails to physics?) It is directly related to your velocity: if going under 10m/s, it's just a nudge. I tested with different speeds and calculated that you lose around 20% of your speed pretty much consistently
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: rtx 3060ti | RAM: 32mb Severity: med Frequency: high Description: If I press "." to speed up time twice, and then "," to slow down twice, it all runs as expected. Now for the bug: press "." once, and use the mouse to speed up time once more. When pressing "," to slow down, the first press works, and on the second it goes to "Pause" instead. .ipsImage { width: 900px !important; }
  3. I've been having a similar issue, just tested it on v0.1.5 and it's still here To reproduce: just make a craft with a tuna can, some fuel tank and some engine. Add any rover wheel to it. Send it to the mun, with a periapsis of around 8 ~ 10km. Timewarp until you're getting there, and when you get out of timewarp near periapsis you get a physics kick that potentially dismantle the ship. Is this issue different enough that I should make a separate bug report?
  4. I've noticed a similar problem and found this topic. Seems like the problem only happens when the ship is near a planet. I tested in Kerbin, and it only happens between 70k and 100k, minmus up to 100k, and in Jool it happened between 200k and 220k. So if your ship is in low orbit, or even just passing through a low periapsis, the Ap/Pe fluctuation happens. After it's above that it seems to stop, with a slight jump to the Ap and Pe (a couple of meters) when going through that altitude threshold. If you have Kerbal Engineer, it's easily noticeable both on the Ap/Pe indicators, and to be even more precise you can see that the Arg. of Periapsis keeps moving around as well. Things I tested: Turned "Orbital Drift Compensation" in the main menu options off and on again On my current 1.12.3 heavily modded carrer Same install on a new save New fresh 1.12.4 install With a complex ship With a very simple ship Just a probe core, cheated to orbit The result seemed to be the same in all cases. If the vessel in under timewarp or unloaded, the orbit stays stable. I noticed this bug when trying to create a maneuver node for a planetary transfer, and while fidgeting with it, the encounter kept moving around for no apparent reason. For now seems like the solution is to have my ship parked in a higher orbit and hope for the best
  5. First I want to, as man others here, thank you for this great mod. I've been in a very long break from KSP and seeing it being updated again is bringing me back. Some feedback regarding items 4 and 5 (icons): I think an icon is supposed to pass information in a very simple and minimalist way. We're supposed to quickly glance at the image of the nodes and immediately know what it does. For that, the silhouette of the image must be perfectly clear (ideally, we should be able to tell what that part is just by looking at the silhouette) so if you go down that road, I'd say you'll need to choose carefully the angles of the pictures you want to capture. Also, because all that, I'd advise against using complex parts, like the bottom one with a star in your picture, it's hard for me to tell what it is and what it does, while the one near the "Jet Engines" is easier, since it's more recognizable. Both regarding the silhouette, and the colours, which brings me to the next point: Regarding items 1, 3 and 6 (colours): Like I said, the bottom star is a complex shape, it seems to have too much going on for such a small image. I'd stick to simpler parts to choose as an icon if you want to use pictures instead of flat colours. I like the idea of different colours on the icons according to the function, along with the banners to describe what those colours are. Another idea, but I don't know if it's possible: Change the background colour instead of the icons (maybe make a giant icon, paint it white, give it some transparency, and adjust it behind all the Aviation nodes for example? And put a banner named "Aviation" there somewhere so you'll know immediately that everything white is related to that?) Regarding size: I also like the idea of varying size according to part size, again it makes it easy to understand what that node will do with a glance. It'll be hard to know how the entire tech tree will look like before applying all that I guess, it could end up huge.. but that's what the zoom is for right? Hope I managed to make myself clear on this brainstorming! Thanks again for the great work
  6. Hey guys, I'm playing a RP-1 campaign and I'm not always getting the option to recover the vessel to VAB... Is there any kind of upgrade required for that? I couldn't find anything about it.. When I've just launched a vessel, and it's either on the runway or on the launchpad, I get the option to recover to either VAB and SPH. But after I launched it and it's landed, I only get the option to recover to SPH (both on the altimeter button and on KCT button) I started a new campaign save, and the results were the same. However, I also tried a sandbox save, and there it would allow me to recover to either. That's what made me think it could be something related to campaign upgrades... anyone know what's going on?
  7. @severedsolo I think I might have found an issue using RP-1, as someone said earlier on this thread as well. When trying to build a rocket using inventory parts, the build time on KCT does not change. Can't tell if it's related to this mod, RP1 or KCT. Tried it on a clean install with only KCT and Scrapyard and works fine, with RP1 it doesn't. What I did: Clean 1.8.1 install, used CKAN to install Scrapyard, RP-1 and all it's minimum dependencies. Started a new game, created a ship (KCT said it would take 500 days), launched it and recovered it (NOT using KCT recovery) Back on the VAB, I saw that the parts were on the Scrapyard inventory. But when loading the saved ship with "auto apply" on, KCT would still say that it would take 500 days. Then, reloading the ship with "auto apply" off and applying the parts manually, it would only lower the build time for the Command part and the Fuel tank, lowering it for something like 480 days or so. Log file: https://drive.google.com/open?id=1WGHKICuFTntmkwVkI40N6vYuDOLw37yD Save file: https://drive.google.com/open?id=12z1cYKAUnWZIExoQBbWLNHpXXh9iCz0V Craft file: https://drive.google.com/open?id=15d4f1kZaqMeWKxHclrtBMUNYUmq5VBhd Edit: tested on a 1.7.3 install as well (since RP-1 isn't officially updated yet) and got the same results.
  8. Would it be possible to make an optional patch for WindowShine to work with your mod?
  9. Yeah I suspected my mistake could be just me not knowing the terminology of the texture names hehe Great work anyway! Looking forward to see the finished project, as well the Windowshine, which I noticed the new shader seems to be going forward good luck!!
  10. Cool I got the one from the previous version and seemed to work well though. That is, at least when landed, but not from orbit. Is that intentional or just WIP? for reference, left image is ksprc install and right is spectra with ksprc textures in
  11. Think I found another issue: the mod doesn't work with the external command seat, and once the pilot is seating there the log gets flooded with null refs. And even if I move the pilot from the seat back to the cockpit, the flooding continues. Tested on a clean 1.2.2 install win7 x64
  12. Are Procedural Panels still part of the plan to be included?
  13. Wide version with a few more corrections and specific Electricity info. There might still be mistakes though. For the Thrust/Isp map, I still plan to fill in the details about fuel. If anyone know an easy place to find it, especially info about density that I'd also like to include, would be very helpful Any input is very welcome
  14. Ok, so I'll update the graph according to my tests and split electric power into MJ and EC, and change the resolution as @Eleusis La Arwall mentioned. I can try helping with the reactors if I ever get to them, but I'm still stuck trying to understand the engines I've made this crude sketch using the table in the OP for ISP values, and the ingame info for thrust. If it seems like I'm on the right path, let me know and I'll tidy it up visually and continue for the other engines, and try to test their upgrades to see how it affects them. Edit: One idea, since you're messing with the tables, would be to separate the reactors that just generate power and the ones with built-in nozzles (the ones I called standalone engines) into two different tables for better understanding
  15. That's where my doubt was, because the description says that the molten salt has an "integrated thermal electric generator"..So I expected to see a few MJ even without an external generator attached. Assuming the behaviour of recharging the EletricCharge is correct, I should remake the sheet and separate the Electric node into EC and MJ to avoid confusions like this.
  16. I didn't really do anything, just loaded the ship and checked the MW and EC values Tested on KSP 1.2.1, KSPI 1.11.3, with KER, KAS, KIS, IR, Trajectories, and visual mods. Reactor by itself (like I said, no KSPI window) Reactor+Transmitter Reactor+generator+transmitter
  17. Tests made with a probe (half emptied of EC), radiators, and: Molten salt - KSPI window from tool bar doesn't open, but recharges the probe EC. If I put a gyrotron and a transducer, the window opens but shows 0MW (works ok if with a MHD generator, 780MW) Peeble Bed - same thing (1.24GW with MHD) Dusty Plasma - same thing, except it doesn't recharges the probe (720MW with MHD) Antimatter Initiated (with an antimatter tank) - same thing, doesn't charge probe (15.17GW with MHD) Plasma Beam Core Antimatter (with an antimatter tank) - same thing, doesn't charge probe (37.1GW with MHD) Magnetized Target Fusion (with a capacitor to start it up) - same thing, doesn't charge probe (1.75GW with MHD) Spherical Tokamak - KSPI window opens, with 0MW and doesn't recharge probe (810MW with MHD) Tri-Alpha - 2.16GW by itself Magnetic Confinement Fusion - 8.65GW by itself Quantum singularity (with capacitor and in orbit to start it up) - 266GW by itself Let me know if this is the intended behaviour so I can edit the image or not
  18. @FreeThinker That could help people visualize what engine has best isp, but might not be practical to help building your ship if you have to consider other variables like fuel and power I'm afraid. I'm having a hard time myself to understand what else (if anything) can alter the isp apart from fuel type, upgrades and atmosphere... I noticed the Vista can be manually adjusted, but what about the others? And I'd like to put the MW range in which each engine works as well, even if only as a side note so people know what reactor they need, and how much power they can transmit to or from that ship, for example, without jeopardizing the engine thrust funcionality. Let's say a ship needs 200kN to safely land, how much power that engine need to achieve that? And the change in power affects thrust in a linear way or geometrically? For now, I came up with this: On an unrelated note, I noticed while testing with the reactors that I made some mistakes regarding Electricity generation, with some producing ElectricCharge but not MJ (which could cause confusion), and some not producing neither. Will test more later and update again the connections graph.
  19. Not until now I wasn't However I have no clue on how to do this, but @FreeThinker is free to do whatever he wants with it. I just did it trying to understand this mod myself, and thought I might as well share it. Ok so it turned out to be more complicated that I thought (as anything in this mod ) because the isp and thrust change in a non-linear way according to the power input. I will probably have to make graphs on excel, and get images out of that. So I came up with two possible ideas for us to discuss on: In the first, I'd use whatever formula you use in the mod to make the graph, hoping that only one formula would sort it all out, with me just needing to change fuel and engine variables within it (which I bet it's too much to hope for, I bet it is more complicated than that ) In the second, I'd just get a few sample values from power input and stick with those, I wouldn't even need formulas, I could just look it up ingame I could also make it all an excel file instead of an image, where the player edit variables like fuel and power input, but I don't think it would work ingame as @Eleusis La Arwall suggested ps.: Just noticed that you put the old version of the cheat-sheet in the OP
  20. That's actually what I was planning to do next, for engines and reactors. I assume I need to put in the info regarding isp and thrust (or power output and durability in the case of the reactors) for each fuel type. Is there any other thing that I should also look out for, that influenciates these numbers?
  21. Changes: Moved Plasma Nozzle as Thermal Engine Peeble Bed produces Electricity Dusty Plasma produces Charged Particles Tri Alpha only produces Electricity MHD Generator receives Charged Particles Added more details about Relay Network Will try to keep updated as more detailed guides becomes available
  22. Just as a crazy idea...would it be possible somehow to make tweakscale change the Z, X, Y sizesof the part individually, with one line in the right click menu for each axis? Even if the cost, volume, etc.. calculations could not be done, just for aesthetic purposes?
  23. He seems to be working on a merging between this mod and Procedural Wings, which will have also a Procedural Panel part. It's still under development though
  24. I assumed there would be even more mistakes, and I still need to understand the FTL engine to put it there. I've never unlocked even half of that stuff in my carreer I just started studying it now that I'm starting my beam network, so I needed to understand better the connections. (Speaking of it, was the relay mirrors really not working, or that was just with me?) The Plasma Nozzle I assumed it would be electric and need charged particles because of what it's description said, haven`t really tested it up until now. And I tested it on the molten salt and the Peeble Bed (which don't produce charged particles I suppose) and the engine worked..so maybe it's just the description that's wrong? I also noted while testing that while the Dusty Plasma does not produces electricity, the Peeble Bed does even though it's not specified in the description like the Molten Salt is. Just want to be sure of what's right. Will correct the Dusty Plasma and the MHD Generator, I was probably just too sleepy to notice it. So the Tri Alpha is basically a self-electric generator then? Neither the Thermal or the Charged Particle Generators seemed to have worked with it, so it can basically be only used as a powerful electricity supply? As for the dishes, you mean that if you link two of them in the same ship, you can get a relay without the efficiency loss of converting to energy and to beam again, basically working like the mirrors? And the ship itself would not get any power from it? Is that only for the FELA and the smaller Fela, or can you also link other receiving dishes with, let's say, the laser turret? And how does that direct link works? Another thing I just noticed as well is that the Folding Thermal Dish Receiver and the Microwave Thermal Receivers are set as Electricity producers..is that correct or they only produce thermal power?
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