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shifty303

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Everything posted by shifty303

  1. Hello, I have found a bug with fuel switching and a specific setup that gives me an insane amount of dV. I've been able to reproduce it multiple times. KSPIE: 1.25.22.5 KSP: 1.9.1.2788 This craft uses the Plasma Nozzle, Beam Core AM Reactor, Charged Particle Generator and HTP as the fuel. I assume the normal dV value is correct and it's very good. However, when I press the next propellant button it switches to the very small amount of monopropellent (120 units) I have on board and gives me about 35k dV which is insane. I also tested burning off all the normal fuel and then switching to mono and I get the same result and can burn off all 35k worth of additional dV. Normal HTP Mode: Very likely glitched monoprop mode: Let me know if you need anything else! EDIT: I don't know if the bug is specific to monopropellant or to switching the fuel type, but am happy to test some additional setups if you want.
  2. @nonono I had to install a handful of other mods to get it close to opening. The only part that's missing now is B9.Structure.HX.HPD3. I installed all of the B9 mods (including the legacy parts pack) in hopes one of them had the part but no luck. One thing I noticed when inspecting the craft file is that almost all parts are set to rigid attachment and almost every part has autostrut set to grandparent. This could have something to do with the explosions upon movement.
  3. Cool, I'll check this out this evening and see if it happens to me also.
  4. Try uploading your craft. I'm no pro but maybe I might see something, or at the very least confirm it does or does not blow up in my game.
  5. Nah I just decided to process hydrates into water. Also, I learned you can still see the missing resources in the stock resource system. It sucks they aren't in scansat but oh well. Once I got more time I was going to try and figure out how to patch them all back into ScanSat.
  6. Sure. I took the old one out of orbit and cheated a new one up just to see if there was some sort of glitch. Same result.
  7. I am trying to figure out beamed power in a copy of my career save. I got a basic (and not very powerful) network up with pebble bed reactors and thermal generators, using the phased array transceiver in X-band microwave mode. It wasn't powerful enough so I am now trying to use the beam core antimatter reactor. It generates WAY less power than the pebble bed. What am I doing wrong (aside from the very bad design - just testing!)?
  8. Hi @FreeThinker, I wanted to say I noticed KSPIE removes water (and Uranite) from the ScanSat resource overlay list. Is this intentional (I know there are hydrates) and can it be reversed? I tested on a fresh install of 1.9.1 KSP with Community resource pack, KSPIE, ScanSat and USI/MKS. Without KSPIE water is in the scansat overlay list. With KSPIE water is not in the overlay list. I only noticed this recently when I went to plan a Duna mining outpost. It's been a year or more since I last set up mining outposts.
  9. Maybe someone here can help. I remember things like water, uranite and other resources being in the overlay list - I have specific locations marked with active mining. When I boot up old saves for instance I can mine uranite and water in a location but it's not on the resource overlay list. I won't add a whole list of mods, but can mods remove resources from ScanSat? Maybe I have to use a different scanner now? All of my scans are at 100% except Jool and Eeloo. EDIT: Narrowed it down to KSPIE No output log attached because I am not experiencing a crash.
  10. I am sure I'm doing something wrong. I can't get any of these antennas to connect or use a reflector, or get them to show a path in the hangar (buttons don't seem to do anything). I am using KSP 1.8.1, with Remote Tech 1.9.5, NFE 1.0.4. In the hangar when I press either render path button I get "Null Reference Exception: Object reference not set to an instance of an object".
  11. Hey, I installed the update of this and KSPIE today from the last versions and am running 1.8.1. All of my crafts will disappear because part "EC2502" is missing according to the game. Was that part of this mod? Edit: Confirmed it was part of this mod. CKAN (for whatever reason) installed an older version and manually changing it to the latest fixed the problem.
  12. First off, thanks for this mod! I am using this with a bunch of other including the MKS-USI mods. I just finished writing some Module Manager patches to add Gold and Gold Ore to some USI Kontainers to take advantage of logistics, which seems to work. However, I'd like the rate of gold made in the Gold Smelter to be even lower for balance (1% gold, 99% ore). If I use .025 for the gold output ratio (plus adjust ore) will it work or do I need to increase the input ratio in order to keep decimal places to two or less? I'm afraid if I increase the input ratio it would process faster but I'm not sure. I'm a MM/modding noob and only just started yesterday.
  13. Hey I just wanted to say I think the Inline Workshop seems to be missing workshop capabilities. I'm using latest version of KSP and Global Construction and it just doesn't have the Workshop Window button. Clicking the mod icon in the toolbar shows my other workshops but not the inline workshop. I haven't used the Inline Workshop before so I could be doing something wrong. Anyone else have this issue?
  14. You should have an "Open" button on the assembly line window where it says occupied. Perhaps walk a kerbal over to it manually to see if they can open it.
  15. I figured it out! Apparently my update didn't download and install correctly. I couldn't launch vanilla either so I verified the game files in steam and it found and fixed one bad file, then launched. I moved the new files to my modded installation and works as it should. Such an odd behavior for a bad file.
  16. I thought that might be the case until started removing the mods it would stop on one by one and went through 4 (different creators) before I decided to stop testing. Every time it crashed while loading it was on an ogg asset. I don't want to name the mods in case it's an issue caused by myself but I figured I'd check to see if anyone else encountered it.
  17. 1.6 seems to crash at startup upon loading any mods that have ogg audio files. If I remove the mod that caused it to fail it will load further until it reaches another mod with ogg files. I know that 1.6 is unlikely to be compatible with some mods but I was bored and wanted to test. I searched the forums but couldn't find this posted elsewhere. Anyone have ideas as to why this happens?
  18. I recently noticed the wiki mentions research multipliers for the science laboratory when landed on various planets that are higher than when in orbit. Are the multipliers calculated before the research starts? I landed an existing lab that was in orbit around Minmus but didn't see an increase in science per day once landed on Minmus.
  19. Maybe that's why... I had yours installed originally so that's why I noticed it first. Then I tried the original and another fork that I thought included your modifications but was compiled for 1.5.
  20. Hey everyone, this mod and the fork from @linuxgurugamer and the fork from @Lisias don't seem to work in 1.5.1. Here's a simple ship that's always worked in previous versions but bends like a noodle in 1.5.1. https://imgur.com/tKh1K54
  21. Oh that's a great idea! I didn't think of using the claws because I never use them, thanks!! I was open to any suggestion, stock or modded but @Aeroboi gave me a very promising solution. Thanks for keeping the forums clean though - I'm mostly a lurker and it is greatly appreciated.
  22. Hello! I need to figure out a way to move big objects (>15tons) produced on other planets. One such object is this highlighted box which will be produced on other planets and be laying on the ground, much like in this screenshot. I've tried multiple grappling hooks and magnetics. Short of having 1 kerbal per ton what methods have you found to pick up and move very heavy objects?
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