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aluc24

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Everything posted by aluc24

  1. I safely de-orbited 3000 tons worth of asteroid 6 km away from KSC. Thought it would be a nice to have it as a decoration in front of the Administration building. But now I realized that I can't move that thing. I tried towing it, I tried making a crane, but nothing can even remotely lift it off the ground. That thing is just huge, and there are 6 km to cover. How would you approach this challenge?
  2. I see... Kerbalism does indeed add a lot of awesome challenges Thank you very much for this explanation.
  3. So... For example, if I wanted to send an unmanned probe to do mining on Minmus, it would be pretty much impossible, because there's no way to make CO2?
  4. One more question... I can't seem to use any of the convert-o-trons to make fuel from ore. Kerbalism turns them into Chemical plants, but although everything is unlocked in R&D, I'm still not seeing how to set them up to process ore. Is this a 1.3.1 thing, or am I missing something?
  5. So that's what it was... And I was sure I messed something up myself. Thank you very much, that fixed it.
  6. Guys, I was messing around with my addons in CKAN, and I probably did something wrong, because Kerbalism food and water containers are gone from VAB/SPH. Already built vessels have them, because Kerbalism is installed, but I can't add these containers to any new vessels. They don't even show up in search or R&D. I checked GameData folder, and all the container parts are in Kerbalism folder where they are supposed to be. Other Kerbalism parts like Radiation Scanner or small antenna are available. It's just the containers that are gone. I tried reinstalling Kerbalism, to no avail. Has this ever happened to anyone? How do I fix it? EDIT: These containers are in R&D after all, and they are unlocked. But they are not available anymore in VAB/SPH.
  7. @ShotgunNinja, I have a problem running Kerbalism with Near Future Electrical, specifically it's nuclear reactors. When a vessel has an active reactor, and I try to warp past x1000, Kerbalism gives a message, "A producer of electric charge has incoherent behavior at high warp speed. Unload the vessel before warping". That is, of course, quite inconvenient, as I have to go to tracking station and warp there. Is there a fix for this?
  8. You were both right: I forgot to update to 1.3.1. Doing that fixed the problem. Sorry for the false alarm! As for the message from Kerbalism, I will report it to Kerbalism thread. Thank you!
  9. I haven't tested it yet. I'm doing career, and MX-0 is perfect for these ion probes. It's likely that the issue persists with other reactors. I will test it in sandbox mode later today. Anyway, none of the addons I use have anything to do with modifying thermal mechanics. At least as far as I know. So I'm not sure what causes this problem, or how to track it down. My game loads 10-15 minutes, and there are 60 of these addons, so, you know
  10. Well, it happens every time, to be exact, when the MX-0 is set to high output, and the time warp is at the max. It is very likely that interaction with Kerbalism or some other mod causes this problem. But I have more than 60 addons running, so testing which one it is would be very tiresome. Likely Kerbalism. I can report this to Kerbalism thread, but I think the author would say that the overheating issue is on NF's end.
  11. @Nertea, I would like to report a bug. Sometimes a Reactor Core from NF Electric overheats during high time warp, although it is perfectly fine in low time warp or real-time. I only noticed it with MX-0 so far. I usually use a single small radiator panel to cool it, and it's enough, even when the reactor is at 100% output. But as soon as I warp, it overheats and shuts down. Also, sometimes when I warp (with reactor output lowered to work around this bug), I get a message saying "A producer of electric charge has incoherent behavior at high warp speed. Unload the vessel before warping". This message comes from Kerbalism addon. It only does this for NF reactors, all other electricity sources work fine. Is this a known bug? Is there a fix?
  12. @Z-Key Aerospace, wonderful addon! But I'm having an issue running X Science in KSP 1.3.1. When the Here & Now window is open in flight, there are severe lag spikes every few seconds. When I turn off the window, lag spikes are gone. I assume something is not right with the code that is looking for biome changes.
  13. @ShotgunNinja , I have a possible bug to report. When a vessel carrying an active Greenhouse runs out of oxygen (meaning the greenhouse can't continue growing crops), the game hangs. It doesn't crash, it doesn't say anything in the log, it just freezes and stays frozen. It happens in KSC, Tracking Station, or with any vessel active, including the one with the greenhouse. The freeze is unavoidable unless the greenhouse is disabled prior to oxygen running out. Since there's nothing in the log, I don't really have much more info to give. But you might want to try and reproduce this. Please let us know.
  14. How would I do that? Besides, isn't it possible to make these addons compatible?
  15. I think you are correct. I removed Tweakscale, and now Kerbal Research works. But Tweakscale is also a must in my gameplay. Is there no way to make these two addons work together?
  16. @ShotgunNinja , I'm having a strange problem. I cannot transfer Water resource between vessels connected via KAS pipe from a Kerbalism food/water container. I can transfer anything - food, oxygen, fuel, but not water. Here's a screenshot: Is this a known issue? Is there any work-around? EDIT: Quicksaving and quickloading fixed it for some reason. Sorry for the false alarm!
  17. @-MM- , I think Kerbal R&D conflicts with RealPlume. With both installed, I can't improve any of the engines, the window says "select a different part to improve". Is this something you can fix, or should I report to RealPlume maintainer?
  18. @Kobymaru, there's an issue of extreme lag spikes when a ship in atmosphere is changing attitude. Apparently, it is some interaction problem with FAR. I posted this in FAR topic, and they said to come here. Here's the log, it's full of errors: https://ufile.io/stgnh
  19. @ferram4, after the last update the FAR is producing extreme lag spikes when making sharp turns with the plane, and the log is full of errors and warnings. Here's the log, maybe you can make some sense of it: https://ufile.io/stgnh
  20. Removing that dll fixed the problem. No idea why it caused the slowdown, though. I also have no idea why there are errors regarding TweakableEverything. I'm not sure if this is related, but I'm getting an awful lot of lag spikes in VAB/SPH lately (definitely not garbage collection, GC spikes are much rarer). I tried removing TweakableEverything and ToadicusTools, but the spikes remained. So maybe it's not related. Anyway, just thought you might want to know.
  21. I removed that MM dll as you said. No idea why Yonge dll didn't showing up in the log. Re-uploading the log file again. This time I'm sure it's there. https://ufile.io/ag02h Please let me know what you see.
  22. No, I'm 100% sure I have it in just one place. I tried re-downloading and installing many times. Here's the log after I load a save into KSC with YongeTech and my other addons: https://ufile.io/mfo3v Before you say it, I'm completely sure that it's the YongeTech, not some other addon that is causing the slowdown.
  23. @ShotgunNinja, could you please tell me if Kerbalism can be used with SETI Rebalance? Do these addons play well together? What about SETI Tech Tree?
  24. That's a really interesting approach to it, I haven't thought about it that way. Makes a lot of sense. Maybe that is what he's actually trying to accomplish here. I just hope this bold strategy won't become the downfall of SpaceX.
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