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Paul_Sawyer

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Everything posted by Paul_Sawyer

  1. Well, I did some testing on clean install, and here's what I've got: In clean stock the numbers in context menu are almost identical for top and bottom ports with bottom ones being just slightly higher. With DRE alone the picture is mostly the same. With FAR alone something strange starts to happen to the last parameter - SkinToInt Flux. Also not shown in the picture, but later on the temperature of the top ports - both skin and internal - start to grow faster than that of the bottom ports. And DRE+FAR is where the show begins and the ports on both sides start to glow, catch fire and explode - I've posted pictures already. Also the sunk level is not the case - I pulled the ports almost entirely out of the parent part and that didn't change anything. So if summarize, it looks like the origin of the problem lies somewhere within FAR and gets exaggerated by Deadly Reentry, but I'm not that good at debugging and can be wrong. Should I post logs, so you can have a look at it? And by the way it is strange, that you haven't got any complaints about RCS ports exploding, because, at list on my side, the conjuction DRE+FAR makes those linear thrusters extremely sensitive to heating, and they do explode quiet often. I was thinking at first, that it was made this way deliberately, so that reentry process gets even more interesting, but turns out without FAR they all survive reentry just fine.
  2. @Starwaster Here: Pulling the nose up Then going straight prograde And here is the data for those thrusters on the wings pointing forward - their coolness doesn't seem right to me as well.
  3. Hello. Is it normal, that leeward thrusters here get heated faster than windward ones? (In case it's necessary - I have latest DRE installed along with FAR 15.5.6)
  4. @sashan, sorry for late response, I missed your post somehow. Here you go, newest modification: https://www.dropbox.com/s/xpcj3dzmrdwr5ke/Eliot%20F-1%20-%20Crusader%20C2.craft?dl=0 It's quiet responsive to controls, so careful on those aerobatics List of mods, just in case: B9 Procedural wings Adjustable gears TweakScale FAR (obviously) P.S. Concerning imgur albums - there is a button on toolbar, black square with letter "i".
  5. That line near the ground, which has indeed been there, and another one going across mountains - I think it wasn't there before, or at least it wasn't that intrusive.
  6. I don't know if it's my computer or what, but in my game on dx9 and with 0.022 the image gets kinda layered Previous version has this effect too, but much less noticeable and I never really noticed it until now.
  7. Today I finally figured out a configuration of Space Shuttle that: 1) Can fly up; 2) can get back down: a) without flipping, b) without burning; 3) can carry some payload (although I'm not sure how heavy this payload can be - most of my missions include no more than 5 tons of it); 4) has a manipulator; 5) looks cool = looks like a real thing. So, here it is: Mississippi and Massachusetts, my two work horses for now
  8. I was going to make a scientific airplane to go to the pole to get some science for my career, but it suddenly turned into some kind of Eurofighter Typhoon, and I had to abandon the pole idea. So, well, no science for today, but at least the KSC is under protection now :).
  9. From what I know it is an EVE issue and it is fixed in the current dev version. Hey, @rbray89, I think I found a way to reproduce that annoying bug when, after reverting a flight, camera is stack below the ground: For aircrafts (launched from SPH) it happens if you revert a flight after flying and getting back to the ground by either smashing into it or landing softly. It never happens if you revert during the flight itself, or if you revert a craft that didn't take off the runway. For rockets (launched from VAB) it happens if you revert a flight that went past 10 km altitude mark. It also sometimes happens if you revert a rocket standing on a launchpad, however I didn't manage to find a sequence for that case - it appears to happen quiet randomly. Here are the logs of my tests, so that you can get a better idea: https://www.dropbox.com/s/wic2twoz28dj3o7/output_log%20EVE-Revert-aircrafts.txt?dl=0 https://www.dropbox.com/s/mqdlmp8obddrufp/output_log%20EVE-Revert-Rockets.txt?dl=0 No mods except for EVE - last dev version from Github. I hope it will be of some help for you.
  10. Just tested it a little more, and turns out it indeed doesn't work :(. What fooled me was that when a vehicle is first loaded in the orbit above 160 km the city lights show up OK, but once you make a full circle around Kerbin, they disappear again. Should have tested more before posting...
  11. I've seen this bug, and I confirm, that with new dll it is fixed. BTW, Another minor glitch related to EVE: Scatterer disables city lights at 160 km: Interesting thing about it is that Dynamic Texture Loader solves the problem. Here are two logs of what's going on, in case you have a possibility to look at it: Without DTL And with it
  12. OK, I'm not sure if it was mentioned somewhere already, but for all those, who can't see city lights because of Scatterer - Dynamic Texture Loader solves the problem. So yeah, thank you for the great job, rbray89 :). EDIT: Sorry, that was wrong, DTL doesn't solve it
  13. I noticed that too, although in my case city lights disappear once I pass 160 km. Tried to play with configs in GUI, but that doesn't help. Here's the log file if needed. https://www.dropbox.com/s/yxjrkotykvhfn9i/output_log%20Scatterer%2BEVE.txt?dl=0
  14. No problem, it's not game braking, so I can wait. Thank you, blackrack, and good luck on repairing the GPU. And Happy New Year!
  15. It seems like nobody has mentioned yet, that newest Scatterer somehow causes transonic effects (including heat flames) not to show up on vehicles:
  16. One looks like this: And another one like this:
  17. Hey guys, what do you think of this design? Been messing around with it for some time now, and I must say it looks really cool to me. Has some problems with maneuverability but all in all it flies straight, and at supersonic speed it's just mother-stability - no wobbles or oscillations at all. Hard to land though, especially with airbrakes deployed.
  18. Hello! I'm having conflicts between HullCam and EVE. Thing is when you activate any HullCam camera on some vessel and press F2, the clouds from EVE start flickering with black dots, like this: I wrote about it in EVE thread and rbray89 stated that: and he can't do anything about it. So I'm writing to this thread - maybe someone can fix it or knows how to fix it? Here is the log file if necessary: https://www.dropbox.com/s/arfq2kmx8sbkaul/output_log%20EVE-Hullcam-flickering.txt?dl=0 (tested with KSP 1.0.5, EVE 1.05-4 and HullCam 0.51)
  19. Well, thank you for the info. I'll go with this to HullCam thread then.
  20. Great, thank you for the quick response! One more question though. I'm getting some odd interaction of EVE with HullCam: Specifically it happens every time when you activate any camera from HullCam mod and press F2 - right after that the clouds start flickering, and the longer the distance of view, the more intensive it gets. Here's the log: https://www.dropbox.com/s/arfq2kmx8sbkaul/output_log%20EVE-Hullcam-flickering.txt?dl=0 KSP 1.0.5, EVE 1.05-4 and HullCam 0.51 - nothing more.
  21. Hello! I've just noticed accidentally the problem with Jool textures that Amazingteknique was talking about: It happens with EVE 1.05-4 (without other mods) on KSP 1.0.5 in both vessel and map view. Here's the log file: https://www.dropbox.com/s/8xxi6v4ec0a2ope/output_log%20Jool-EVE.txt?dl=0
  22. Great! I deleted the line and the NullRef messages are now gone. Thank you so much, NathanKell!
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