Turbo Ben
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Hi all, I'm having a problem with a small lander I'm trying to build to land a single tourist on Moho. I use mods but have uninstalled everything and the bug persists, so thought I'd post here. I'm basicly running through a career game and have a contract to land a tourist on Moho. I've designed a tiny lander with just enough dv to land and launch from low orbit. I basicly designed the craft and then used the alt + f12 cheat menu to set my orbit around Moho to test it. Everything works great on the way down, but when I launch off the surface the lander is still marked as "landed" in the map screen. I can launch and get to orbit fine, but still it's marked as landed. I can't time warp, change vessel, save, or go to the KSC because the game is treating the craft as moving over the surface. In the map view, the usual orbit lines are not present, even when the craft is at 1000Km altitude. I've also done a quick test in the same way with the Mun, and the same thing happens. All my current craft are fine. I'm not sure if it's just affecting new craft or if it's because I used the cheat menu to set the orbit. I'd like to make sure it's because I've used the cheat menu before sending a craft all that way to find it still bugs out and ruins my career game. I've used the cheat menu in the past when designing craft and don't recall ever having this issue before. I'm using v1.8.1 while I wait for kopernicus to update. I've tried restarting everything which doesn't help. Any thoughts on what the problem might be?
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OK, I removed: @PART[restock-battery-375-1] // restock 3.75m Battery { %MODULE[TweakScale] { type = stack defaultScale = 3.75 } } Tweakscale still works on the part and I have no warning message I'm now confused about the fuel tank I added tweakscale to. I don't get the warning message for that, even though I have both parts of the code added. Without both parts of the code, it didn't work. Edit - Never mind, I've figured it out. The problem was I'm an idiot that doesn't really know what I'm doing I'd modded the fuel tank config wrong which is why it didn't work first time. I got the patch right though so it all worked fine. I'd added the tweekscale module between another module and a varient, not realising that the varient was part of the module - need to pay closer attention to the brackets. After fixing that I got the warning message. Then after removing the patch it all worked as intended. Many thanks for your help.
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@Lisias Thanks for the reply. I should have been clearer in my post. The OR in both cases is 2 different attempts I made, first using the stack type (it worked for the fuel tank), the second using the free type (the same as the other batteries in the file). I'm currently using: @PART[restock-battery-375-1] // restock 3.75m Battery { %MODULE[TweakScale] { type = stack defaultScale = 3.75 } } and MODULE { name = TweakScale type = stack defaultScale = 3.75 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5.0, 7.5, 10, 15, 20, 30, 40 } I still get the warning when the game loads, though the battery is scaling as expected. (I'm using a new game so I don't trash my saves).
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HI, I'm trying to add tweakscale properties to a couple of parts in the restock+ mod. I managed to successfully get it working on the tine 3.75m fuel tank, but when I tried to do it on the 3.75m battery, I started getting the "houston we have a problem" message on loading the game. I'm running KSP 1.7.3 with the relevant version of tweakscale installed through CKAN. Two lines from the log confirming it is the battery causing the issue: [TweakScale] ERROR: **FATAL** Part restock-battery-375-1 (Z-10K Rechargeable Battery Bank) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). [TweakScale] INFO: WriteDryCost Concluded : 749 parts found ; 0 checks failed ; 0 parts with hotfixes ; 0 parts with issues overruled ; 1 Show Stoppers found; 0 Sanity Check failed; 136 unscalable parts. Code I added to ...Tweakscale/patches/squad/Squad_Util: @PART[restock-battery-375-1] // restock 3.75m Battery { %MODULE[TweakScale] { type = free } } OR @PART[restock-battery-375-1] // restock 3.75m Battery { %MODULE[TweakScale] { type = stack defaultScale = 3.75 } } Code I added to the battery config: MODULE { name = TweakScale type = free scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5.0, 7.5, 10, 15, 20, 30, 40 } OR MODULE { name = TweakScale type = stack defaultScale = 3.75 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5.0, 7.5, 10, 15, 20, 30, 40 } I'll be honest, I have no idea how this mod works. I may have missed something simple, or might just not have a clue what I'm doing. It's not a big issue, I can just scale up one of the stock batteries if needed, but if I've missed something simple I'd prefer to get this working. Any suggestions?
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Thanks for the reply. I tried forcing d3d9 but it didn't seem to work, so I've gone back to KSP 1.7.3. I'll stick with that for now as I'll need to wait for Kopernicus to update anyway. I can't see why my computer wouldn't support dx11. I'm running a 7700k overclocked to 5GHz with an RTX 2070 and 16Gb RAM. I'm fairly sure it's dx11 causing the problem. I've found a few cases where people have seen screen tearing with other games. Running a full screen window seems to be one cause, which was what I was doing, but changing it didn't help.
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Hi all, I've just updated from 1.7.3 to 1.8.1. The game is suffering with awful screen tearing. I removed all mods and even downloaded a fresh install without any improvement. It even does it on the menu screen and in the VAB, and is very noticeable. I have a very good system and didn't have any trouble with 1.7.3 with quite a few mods installed. The only thing I noticed is the game is now running D3D11 whereas it was running D3D9 before. Could this be the cause of the problem? I don't see any other threads mentioning it so I have no idea where to start looking for the cause. Any help would be much appreciated.
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KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
Hi all, I'm having an odd problem with jet engines overheating. I've heard that this mod affects heat related to jet engines, so thought I'd ask here, but honestly, I don't know where to start. I've had the problem arise in 2 different situations. The easiest to explain is aerobraking an SSTO which has a turbofan engine and 2 reactor fed thermal aerospikes. All is fine while performing the aerobrake, but as soon as I leave the atmosphere at the end of the brake, the turbo fan engine immediately overheats and explodes. I've managed to get around this by simply not aerobraking. The second is much more complicated and can't be avoided. I have a massive craft that I'm taking to Jool. It is made up of about 7 different craft all docked together, with 8 satelites and 5 rovers. I'm taking the SSTO along to explore Laythe. I'm using 3 open cycle gas core engines to get me to Jool (a 2 hour burn lol). Problem is, after the 2 hour burn, the second I shut down the engines, again the turbo fan on my SSTO instantly overheats and explodes. If I go back to a save during the burn, the engine explodes on loading before I can do anything. I've changed the max temp of the engine in the cfg file which stops it exploding, but it still glows bright yellow. Using the heat maps from the console, I can see the engine gets to over 2000 degrees. The heat map shows the entire vessel in red except for the turbo fan engine, which is glowing bright yellow/white. Even with the open cycle engines shut down, the temp keeps on rising. I'm watching it now go to nearly 3000 degrees with no signs of cooling down. It's getting so hot that even the parts around it are getting close to their thermal limit. I've also just noticed if I time warp to a certain level, the engine cools off to about 210 degrees and stays there. As soon as I throttle up the open cycle engines, it jumps up to 800 degrees. The heat map shows it being the only part that does this. If I throttle down the nukes, the temp drops straight back down to 210. I'm running KSP 1.7.3 and KSPIE 1.23.9. I haven't upgraded to KSP 1.8 yet as not all the mods have updates. KSPIE is the only parts mod installed, though I did download some recomendations such as heat control when I installed it. Most of my other mods are visual enhancements and a planet pack. Thanks -
What I'd really like is support for more than 1 monitor. I have 3 and the only way I can use them all is by using Nvidia's span function, which is less than ideal.
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KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker OK, I've made a little progress, but only a little. Been messing about in sandbox mode, so science or crew level shouldn't be a factor. I can refuel my pebblebed reactor simply by transferring some new Uranium Nitride in. Can Uranium Nitride be mined/processed? I can't see any option to change the fuel type of the reactor. I still can't get the science lab to process nuclear fuels. When I click on process nuclear fuels, the context menu changes for a millisecond. I managed to pause the game just as it did, so I could see what it said. At first, I could see I was low on electric charge, so I added a reactor and thermal generator. However, even after this, there is no response from the science lab. The context menu (when paused) showed 5MW of power, and said "reprocessing...", but the time remaining was 0.0 hours. I have an empty UF4 tank, an enriched uranium tank, a uranite tank, and both liquid flourine and flourine tanks. -
Scatterer killing frame rate.
Turbo Ben replied to Turbo Ben's topic in KSP1 Technical Support (PC, modded installs)
I found the problem. A GTX 1050 isn't up to the job of scatterer on 3 screens. An RTX 2070 however is It seems that the physics suffers if the GPU isn't man enough. With the RTX 2070, I get a solid 60FPS (limited in the settings) in most situations, dropping to maybe 40 on re-entry. I only ever get a yellow clock now at 3x or 4x acceleration on re-entry. -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker Thanks for the reply. I'm still really having trouble though... I've used console to dock with a station I have around minmus that has a science lab on board. I have a supply of uranite and liquid flourine and an empty enriched uranium tank. When I click reprocess nuclear fuel, the antenna pops out and then immediately retracts and nothing happens. I hadn't got far enough on the tech tree for nuclear fuel processing, but even after activating the tech tree node, nothing happens. What am I doing wrong? Also, I stuck a half fuelled, half depleted fuel candle engine on the side of my docked ship. I can't seem to do anything with it. I've shut down the reactor and waited for it to cool off (showing offline), I have a kerbal on eva and have options to refuel or switch fuels, but again, nothing seems to happen. I have an empty depleted fuel tank and an enriched uranium and plutonim 238 (candle fuel) supply with me. I love this mod, but it's a steep learning curve! -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
Thanks for the reply. At least I was on the right track, but I'm still a bit confused (it doesn't take much!) I think I have more questions now than I did when I started, so here goes... First, is depleted fuel needed to produce new fuel at the science lab, or is it simply a waste product that needs a place to be stored? Second, I will be taking a reactor, open cycle gas core engines, and candle engines, all using different nuclear fuels. Can the fuels for all 3 be produced in the science lab? Do I need a seperate nuclear storage tank for each type of fuel, or can the fuel type of a tank be changed once out the VAB? Third, if I need raw materials to produce the fuels (you mention enriched Uranium and Thorium), how do I produce these? I've only used the vanilla ISRU because I've only ever needed liquid fuel and oxidiser. Sorry for so many questions but this is going to be a massive mission. I'm looking at taking everything I need in one go and need to get things right. I don't want to get years down the line when my reactors run out of fuel and realise I've forgotten or misunderstood something. I normally don't mind going through the learning process by trial and error, but I don't think that's possible in this case. Thanks again -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
I'm in need of advice again... Is there anything I can look at, or can someone advise where I should start with reprocessing nuclear fuels? I'm looking at setting up some infrastructure around Jool and would like to be able to keep it running indefinately. I am taking a science lab, and see that has the facility for processing nuclear fuels, but have no idea where to start using it. I take it I need depleted fuel to reprocess, and would need storage tanks to store it. Do I need any other raw materials? I have 3 different nuclear fuels that I need to be able to replenish, Uranium Nitride, Uranium-233 and Plutonium-238. Can these all be processed in the science lab? I've also seen mentioned things like reactor embrittlement/actinide build up. Where do I begin dealing with that? Any advice much appreciated! -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
For me, I would prefer a switch in the engine context menu to allow useage of stored EC, or, even better, a slider from 0% - 100% to limit how much of the available stored charge the engine can use i.e. once the engine drains the batteries to 50%, the engines shut off. My main issue is that I'll be out at Jool with my sattelite where the solar energy available is very much reduced. Not being able to use batteries to supplement this means I have to go reactor and generator route, which is overkill for a small survey satellite. -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
Only part mods are KSPIE and anything it recommended when installing with CKAN. Edit - also have KIS and KAS installed. Just built a basic craft. Mk1 command pod, 1000EC battery, large xenon tank, ion engine and 2 gigantor panels. Use console to put it in orbit. Engine lights up blue but no plume and no thrust (battery fully charged and not being drained by engine). Open panels in sunlight and engine plume fires up and thrust. Close panels and engine plume stops, no thrust. For some reason it's not taking any power from the batteries. Also, just tried a reactor version in a new sandbox game and that works fine, but a battery craft still doesn't work. It just seems to be batteries that don't work. -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
Batteries are fully charged. I have both stock EC batteries and IFS Caps (and have tried various combinations of them and lithium batteries). The engine is not using them at all. Engines shut off as soon as I close solar panels. Batteries are fully charged. -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
I did try messing with the slider, it made no difference. I did notice that slider acting odd though. In some positions the figures above the slider would flicker on and off really fast. Made it hard to grab the slider as it kept moving. I had updated to KSP 1.7.1 recently, and KSPIE updated through CKAN. I reverted back to KSP 1.7.0 because Kopernicus is not updated yet. I've manually reverted KSPIE back to 1.21.7.4 which is for KSP 1.7.0. -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
Thanks for the reply. It's the stock dawn ion engine but running on liquid argon instead of xenon. No reactors, it's a small(ish) satellite. Power sources are 2 gigantor solar arrays which work when in sunlight. I'm also loaded up with IFS capacitors (10 of them, scaled down to 1.25m) which have MJ and EC, but the engines are not using them. -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
I'm having trouble again Ion propulsion this time. I can get it to work with solar panels, but the engines stop working when not in direct sunlight. They still glow, but the exhaust stops and there's no thrust. I've tried taking along all sorts of different batteries but nothing seems to work. What am I doing wrong? -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
Thanks for the info guys, much appreciated. Had a bit of time to experiment and run some tests on my craft now, and it's working pretty well. Over 7000dv which should be enough for Tylo and Laythe. Think I'll ditch the generator, it's a bit overkill for what I need and the mass penalty is too much. Was hoping it would soak away some of the heat from the reactor, but I'm getting my head around radiators a bit now. Didn't realise they work better as they get hotter, so I'm levelling off at about 50% overheat on the reactor. Also didn't realise the reactor reduces output if the engines aren't running, so don't need 4.5GW of cooling! With another node on the tech tree I should be good. -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker Me again I'm afraid. I'm just venturing into nuclear reactors. I have a small craft I'm testing for use as a Laythe/Tylo lander. I have a pebble bed reactor with a thermal power generator attached and using four 1.25m aerospikes on radial tanks. This may be my inexperience with these components, but I've noticed a couple of things. First, the aerospikes are producing more thrust when I scale them down from 2.5m (145KN) to 1.25m (581KN). It's not a problem, obviously the engines are lighter at 1.25m, but I was just wondering if this was correct? Is it because there is not enough thermal energy to run all four properly when they are at 2.5m? Second, the mass of the thermal generator is 6t until I connect it to the reactor. It then goes up to 18t which doesn't change if I scale down the thermal generator. If I remove the reactor, or place the generator so it is not directly connected to the reactor, it goes back down to 6t, though obviously it doesn't work then. The craft is 125t fully fueled, so an extra 12t appearing from seemingly nowhere is affecting it's performance quite a lot. I'm still using 1.21.5 so apologies if this has already been fixed. Lastly, can anyone advise on radiators? I used curved graphite radiators which work really well in atmosphere, but are are not good enough in space. Which radiators would work best outside the atmosphere? They need to be fairly compact as this is a small craft. Thanks -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
Hi. I've updated KSPIE again and removed the module as requested. Science transmitted as expected. I didn't realise you had added a science experiment, so before I removed the module, I gave it a go. I got an error message: "Science Lab Experiment requires a scientist but doesn't specify where. This module doesn't seem to be working properly." Could this be because my science lab was launched before the update? -
KSP Interstellar Extended Support Thread
Turbo Ben replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker Hi, I'm having trouble transmitting science from a science lab I have in orbit of Minmus. It's been up there a while and has been working fine until very recently. I tried transmitting 600 science and it goes through the process of transmitting, reaches 100% and says "done", but no science is added. The 600 science remains on the lab. I tried transmitting data, and that works fine. I'm using KSPIE 1.21.6.4 downloaded and installed with Ckan. KSP version 1.7.0.2483 I've also just tried reverting to KSPIE 1.21.5.4, and that seems to work fine, so I'll continue to use that version for now. Is anyone else having this problem or is it just me? -
Thanks. Yes, it's a corsair H100i V2. I built it about 2 years ago and everything was new at the time. It was probably less work than it looks, I got my local wood shop to cut most of the pieces to size The only really difficult bit was the back panel and radiator mount.