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Pake

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Everything posted by Pake

  1. @FreeThinker Hey, is it normal that the Direct Cycle Nuclear Turbojet says in the description that it has included precooler and intakes but it does not work without external intakes? I tried to run it without any intakes and it goes automatically into liquid fuel mode and does not change if I try to press next propellant. While with external intakes I can set it to Atm mode changing manually since it does not save from SPH. One more thing, how do they cross feed the atmospheric fluid? Sometimes, even when going straight, I don't get enough intake and have one engine almost at full while the other goes to half.
  2. Then probably my understanding of how the ramjet works or how the patch affects KSP-IE is wrong. I thought that ramjet engines got their thrust from thermal power and the patch scaled any kind of power produced by reactors by a factor of 500. So if my ramjet produces 1.33MW insted of 640MW (in game display), then I get less thrust. Where I am wrong?
  3. @FreeThinker Hi there, a while ago someone asked you about the NFE patch and you answered that you will upscale the performance of that mod to KSP-IE but until then, how do I manually disable the downscaling to NFE levels? I want to use both mods but don't want to run 2x8t ramjet engines on a plane to only get 0.5 TWR when with a panther jet engine I can get like 3xTWR. Besides that, kerbal engineer freaks out because the scaling probably happens after it's calculations giving me wrong predictions. Thanks in advance.
  4. @Raphaello Yeah, removed Play Your Way and everything went fine. Ironically the mod removing all contracts was causing the garbage. Thanks!
  5. Hi Galileo, I'm having troubles with your mod, it generates a lot of garbage somehow, like 100MB per second in career mode meaning heavy stuttering like every 10 seconds or so for garbage collection. Tried all the mods in sandbox and all works great. Tried to uninstall PYW and everything worked great in career too. Here are the logs Without Play Your Way With PYW Sorry but pastebin doesn't allow files this fat. Don't know if it's related but with similar playtime, the second one is 3 times fatter too. Thanks for the help, cheers.
  6. @TheRagingIrishman Using custombarnkit for Strategia and PlayYourWay which in theory removes any other contract. Tried to search galileo's config files for the keywords but didn't find anything.
  7. Hi guys, here's the deal as quick as possible: Got incredible stuttering both in frequency and length in career with 75 mods, found this mod and added padding which reduced only the frequency. (I guess obviously, still lots of garbage generated). Ran Vanilla in sandbox, no stutter except sporadic collection happening even if heap not full. Almost flat memory allocation graph. Decided to find the mod-mods that caused problems and here the fun happened: Ended up with all mods enabled and no stutter in sandbox at all like vanilla. Tried career again with mods, uber stutter. Now, why the difference in your opinion? Should I re-test all the mods but in career? Tried to debug using the log file and found 2 different codes perma spammed, fixed one by searching the forum, but the second: Is not to be found. Tried verbose logging hoping that the point of origin of the message would appear nearby but that didn't help. How can I find the origin besides wild guessing? Attaching the career image: Career Thanks for the mod and for the help.
  8. Ok, thanks. Since it was logging kerbals I didn't ever had recruited over & over & over again I assumed it was not intended. Anyway removing the mod really helped with the stuttering. Maybe there were some weird interactions between my other mods.
  9. Hi, I was using Galileo's pack with this mod enabled and started to have huge performance issues. After looking at the LOG file I realized FF was trying every petasecond and probably causing the lag. It looked like this all over the end of the file: [LOG 23:15:59.219] FF: kerbal added: Neya Kerman [WRN 23:15:59.219] FF: no Hall of Fame entry found for kerbal Neya Kerman [LOG 23:15:59.219] FF: creating new hall of fame entry for kerbal Neya Kerman [LOG 23:15:59.278] FF: hall of fame refreshed [LOG 23:15:59.278] FF: kerbal status change: Neya Kerman from Available to Assigned at time 53498.4273986148 [LOG 23:15:59.307] FF: hall of fame refreshed etc etc. Am I correct or it is working as intended?
  10. Yeah, thank you guys, I am already digging in the thread.
  11. Hi, thank you for maintaining this huge mod. I wanted to ask why the magneto plasma dynamic thruster shows a max input of 1250 MW in both the VAB view and launchpad but no matter what power I give it, it caps at 1.975 MW requested even in the vacuum? Sure if I resize it, it handles more but still far from the theoretical cap. Edit: Just found out that the real power cap is shown on right-clicking before placing the part in the VAB but when the part is placed it shows the wrong one. Edit 2: Every part that has a power cap has it shown wrong with a constant formula. For example, it says that a rectenna receiver has the maximum electric power of 8000.00 MW while it caps at 16.00 MW. Real value is always VAB value / 1000 * 2. Same with the plasma thruster that requested 2.5 MW but consumed 1.975 MW with the efficiency in mind (79% hydrogen).
  12. Hi, very silly question here. Since I am manually installing this and not from CKAN like the 2.0 (the update is not yet present), the non LOW RES textures included are HIGH RES? From what I've seen usually you explicitly mark them in the release but this time you didn't (and in CKAN there is an older version which is not LOW neither HIGH res too). Thanks!
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