Rehpic
Members-
Posts
24 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Rehpic
-
Here is a patch that fixes the disappearing Mallet and Survey Stake when running with SetiRebalance, in case anyone else runs into that problem: @PART[ExMallet]:BEFORE[SETIrebalance] { @cost = 2 } @PART[ExSurveyStake]:BEFORE[SETIrebalance] { @cost = 1 }
-
KSP Interstellar Extended Support Thread
Rehpic replied to FreeThinker's topic in KSP1 Mods Discussions
I found a problem where an unfortunately broad patch in the mod UnmannedBeforeMannedChallenge was causing the Alcubierre Drive to appear way too early in the tech tree. Here is a patch that puts it back where it belongs: @PART[*]:HAS[@MODULE[AlcubierreDrive]]:AFTER[ZZZZUNMANNEDBEFOREMANNEDCHALLENGE] { @TechRequired = ultraHighEnergyPhysics } -
That is a good idea I will have to try some time. I did find that if I put the base up on landing legs it would bounce with a lot less force. I suspect that the force is relative to the volume of the vessel that spawns under the ground, so putting it up on legs (or clamps) will result in a lot less force than having the body of the base half sunk into the ground.
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
KSP Interstellar Extended Continued Development Thread
Rehpic replied to FreeThinker's topic in KSP1 Mod Development
Thanks, this fixed the problem I was having with stock overheating. I think there may still be a problem with waste heat, but I didn't have time to dig into it. If I find anything I'll post this evening. -
KSP Interstellar Extended Continued Development Thread
Rehpic replied to FreeThinker's topic in KSP1 Mod Development
I am running with a bunch of mods including SETI, USI, Near Future, and KSPI-E. I believe it is what you would call stock overheating. The reactor core temp rises above its optimal level and eventually goes high enough that the reactor shuts down. I'd tried it in orbit around Kerbin, in orbit around Pol, landed on Pol and landed on Minmus. It happens with stock radiators (which KSPI adds the FNRadiator module to) and with graphene radiators. Here is a shot of the reactor at the KSC launchpad. Note that Core Temp. is steady at 900/900: https://goo.gl/photos/kDJfee9jWJwjKH1q6 Here is the same reactor moved to Kerbin orbit. Core Temp. has started to rise: https://goo.gl/photos/8xmTVDtc4VbAQ7Kz5 If I edit kspstockthermal.cfg to remove the patch that adds the FNRadiator module to stock radiators then they work as expected (capping core temp at 900/900) no matter the location. -
KSP Interstellar Extended Continued Development Thread
Rehpic replied to FreeThinker's topic in KSP1 Mod Development
Lol it is exactly the other way as it supposed to. Thanks now I know how to fix it I noticed there was a radiator fix in 1.12.14, but this problem is still occurring. -
KSP Interstellar Extended Support Thread
Rehpic replied to FreeThinker's topic in KSP1 Mods Discussions
A radial D/T tank wasn't working, but it turned out that I didn't have the staging set up right. -
KSP Interstellar Extended Support Thread
Rehpic replied to FreeThinker's topic in KSP1 Mods Discussions
I thought I did for a problem I was looking at, but it turned out to be user error. -
KSP Interstellar Extended Support Thread
Rehpic replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinkerdid you forget to push the changes for 1.12.14 to github? I'm not seeing them... -
KSP Interstellar Extended Continued Development Thread
Rehpic replied to FreeThinker's topic in KSP1 Mod Development
I replaced the stock radiators with the Large Folding Graphene Radiators and they have the same problem. Reactor is cooled properly on the KSP launch pad, but overheats in orbit. -
KSP Interstellar Extended Continued Development Thread
Rehpic replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker since I updated to 1.12.12 I'm seeing a problem with stock radiator. I have a USI MKS reactor with stock radiators and the cooling works fine in the atmosphere (KSC Launchpad) but in space or landed on an airless moon the radiators don't seem to work and the reactor overheats. I see you made a change to FNRadiator.cs in 1.12.12 which isn't explained in the posted patch notes, but does seem to involve adding atmospheric details to radiators. Can you explain what this change does, and do you think it might be responsible for the symptoms I'm seeing? Thanks. -
When I "launch" a section of my base on some moon, after unpacking it jumps and does a flip. Is there any way to prevent this?
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
KSP Interstellar Extended Continued Development Thread
Rehpic replied to FreeThinker's topic in KSP1 Mod Development
If anyone is having problems using the Vista engine when running with Near Future Electrical also installed, I have found the problem and submitted an issue, along with fix: https://github.com/sswelm/KSP-Interstellar-Extended/issues/54 -
@taniwha, yes, I noticed in the MM cache that entryCost was also a float before applying the fix, and was an integer after I changed cost to be integer. I'm not sure which mod is messing with entryCost.
-
I'm seeing the missing Mallet and Survey Spike bug that @Trigonaut reported and I've found the cause. Both parts have errors like this in output_log.txt: After looking through the configs I found that both parts had non-integer costs. When I changed the costs to be integers the errors went away and the parts appeared.
-
I was just able to install.
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rehpic replied to RoverDude's topic in KSP1 Mod Releases
Is anyone having problems with the new update not showing up in CKAN? -
@rspeedThank you so much! That resolved my problem.
-
I am unable to get the Jaw to stay cool enough to operate efficiently. I have two large radiator panels and two medium thermal control systems which should be massive overkill, but with all of them deployed and enabled the Jaw stays at 820K, which only gives about 1% efficiency. I submitted an Issue on github, but I thought I would post here in case this rings a bell with anyone, or I'm doing something obviously wrong.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rehpic replied to RoverDude's topic in KSP1 Mod Releases
I'm not seeing GroundConstruction in the new version I downloaded via CKAN. Did it get left out? -
No, I'm not running either one.
- 5,671 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rehpic replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the suggestion! I think what I found is proof of a bug. They all look like this: IsGrouchy = False OldTrait = Tourist --Rehpic -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rehpic replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the suggestion, but even a week on orbit with ample supplies did not cure them. --Rehpic -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Rehpic replied to RoverDude's topic in KSP1 Mod Releases
I've recently started playing with MKS, and have run into a problem. I have several kerbals that got turned into tourists due to Habitation/Homesickness. I figured sending them back to Kerbin would reset them, but they seem to be stuck as Tourists. Is the medbay the only way to cure them? Thanks. --Rehpic