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Everything posted by dave1904
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Ok thanks. Ive a second issue too. Maybe related. It also happens on certain craft and I dont know how to recreate it. [EXC 18:23:34.934] NullReferenceException SystemHeat.UI.ToolbarIconTag.SetWarningNone () (at <2efe72f4cf3649c9bbc755ab96be8088>:0) SystemHeat.UI.ToolbarIconTag.Update (SystemHeat.SystemHeatSimulator simulator) (at <2efe72f4cf3649c9bbc755ab96be8088>:0) SystemHeat.UI.SystemHeatUI.Update () (at <2efe72f4cf3649c9bbc755ab96be8088>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
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Any Idea what would cause this to spam my log? [LOG 13:28:16.169] [SystemHeat][ModuleSystemHeat] seting module tank system state from True to False [LOG 13:28:16.190] [SystemHeat][ModuleSystemHeat] seting module tank system state from False to True [LOG 13:28:16.190] [SystemHeat][ModuleSystemHeat] seting module tank system state from True to False [LOG 13:28:16.211] [SystemHeat][ModuleSystemHeat] seting module tank system state from False to True [LOG 13:28:16.211] [SystemHeat][ModuleSystemHeat] seting module tank system state from True to False [LOG 13:28:16.232] [SystemHeat][ModuleSystemHeat] seting module tank system state from False to True An important thing to add is that im playing with kerbalismsystem heat too so it might be conflicting with the new version. I cannot really recreate it either because its different for different craft.
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I have a really nice Iva from a different mod too i believe. Cant remember what exactly. Will look into it if you need it.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
Personally I like to set the density multiplier on the mun to 0.1 but its to low for kerbin. What would the simplest config be to simply lower it for the mun?- 3,154 replies
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I've only been scammed once with KSP and it wasn't a modder.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
You know what's funny. I've waited for the new parallax for ages. Guess what happens. My 1200 euro ASUS monitor decides to die just after the warranty expires..... Thankfully my girlfriend repairs those things for a living but now I have to play on 1080p :(((- 3,154 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
Thanks. Will try it out tomorrow and give feedback. I've done 2 mun missions today and performance was so satisfying. My fan speeds on my CPU 12900k seem to be way lower. Not exactly a benchmark but I'm pretty certain I'm not imagining it.- 3,154 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
I didn't even need to change anything in the settings. So far performance is way better. Especially in low orbit and approaching the surface. 10 out of 10 :))- 3,154 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
You don't need to collect data or screenshots. I'm aware of the "risks". I play on 3.5 rescale and wouldn't want you to spend any time on that scale. 2.5 rescale would probably be the best one to test because the major part mods target that scale. I would assume its the most popular. Your time would be better spent on that scale. I'll download it this evening and give it a shot anyway. I've been looking forward to this for to long to wait honestly.- 3,154 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
Before I get this how well does it scale with rescaled systems compared to the previous versions? I'm aware it's not designed for it but neither was the last version. It still did pretty well. I'm assuming old planet config files for modded planets are not compatible either.- 3,154 replies
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@Rodger Did you delete the B9 SAS switch because the SAS upgrades were not being applied? It was the case for me. To bad because it was a really cool idea. Ablestar needs an engine ignitor patch for more ignitions. I've made one myself by copying the agena patch. I wish I knew that earlier that it was possible to do that.
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@Pappystein I'm making a fluorine,lithium Hydrogen tank type and was wondering if you or anyone else here would know the mixture ratios for an engine like that. Roughly at least. Atm I have it at LqHydrogen 3.75 Lithium 0.75 Fluorine 0.25 I've went for a 15:1 hydrogen flurine mixture but have no idea how much lithium is ideal. 15:3:1 was a wild guess haha. My current tank has half the mass of hydrogen/oxygen and it seem quite op. Any recommendations?
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no, ive not uploaded my cofigs anywhere because they are end user patched and would probably cause conflicts with other installs. Ive also changed alot of things to it but if you want to you can have them. That being said I only changed 1 line in the exploration config. Forgot why. You can link me your modlist and I can try it out.
- 470 replies
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- totm jan 2022
- bluedog
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I have the same issue. I could have sworn that it used to work.
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I'm aware that I would be more rigid. My point is that the increased dry mass with a monocoque tank and more powerful engine might have made the S-V pointless because the volume of fuel is no larger than Centaur-D. It might have been able to carry a heavier payload but not have had the energy to do much with it.
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That makes me wonder if the S-V would have any purpose whatsoever. Isn't the high energy of centaur the only reason it exists. Centaur-V is still more centaur than most other rocket stages that carry the names of their successors. It is after all an evolution unlike Delta-IV or Atlas-III that are fundamentally different rockets.