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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
miklkit replied to Nertea's topic in KSP1 Mod Releases
It turns out that I built the MK IV badly and that caused the heavy CPU loads and more importantly microstutters. They were so bad that the clouds were jerking. I built a new one and the microstutters are gone and fps is a little better. -
Over 1 1/2 years ago I found this crack and reported it here. I was asked for the location and no longer had it, so someone was going to look into it. Maybe the Community Fixes team? In the 2nd location the crack is taller than a Kerbal so I walked her into it to see what would happen. Would she fall to the center of Bop? Nope. She blew up.
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Was traveling across Bop when I found a crack. Got the location and continued. On the way back came across that crack in another location and got that too.
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deployed science not transmitting
miklkit replied to miklkit's topic in KSP1 Gameplay Questions and Tutorials
Editing? ugh. There is so much science available that I just left it there and never bothered with it again. -
Thanks to your hints I was able to find and disable that IVA.
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Log? Is this it? KSP.log Hmm. That is just dumb. It makes no real difference in a spaceplane except it looks dumb but in a rover it is a killer. How can it be disabled?
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Except that it did explode and it did kill the crew. It does not show in the pics but that IVA (?) sticks outside the hull and extends into the cockpit. It is apparently subjected to the same collision forces as the hull. When the rover rolls over with the interior turned off nothing breaks or explodes.
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I've been using the MK2.5 mod with some success and decided to build a rover using it. It works well enough and can carry a good amount of crew and cargo, but it has a fatal flaw. Somehow the MK2.5 passenger compartment has the MK3 interior now. It did not have this before, but its own interior. What this means is that when it rolls over with the interior view turned on the MK3 interior explodes and kills all the Kerbals. This is not ok. Is there a way to fix this?
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Do you use maneuver nodes for circularization?
miklkit replied to RoninFrog's topic in KSP1 Discussion
I never used to use maneuver nodes for that, but saw some youtubers do it and tried it. Now I always do it because it is more efficient. -
Yes I too learned a lot from VAOS, and spaceplanes are fun.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
miklkit replied to Nertea's topic in KSP1 Mod Releases
Welp, let's see if this works. Documents -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
miklkit replied to Nertea's topic in KSP1 Mod Releases
I have looked into this some more and the MK IV seems to have a 20fps hit when parked at Ike. I tried to post the log here and managed to get it here unzipped, but then it crashed the site with a "bad gateway" error. Nothing happened when I tried to post it 7zipped. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
miklkit replied to Nertea's topic in KSP1 Mod Releases
Not that I know of. When getting into orbit after making the AP and then drifting up to it before burning to lift the PE to circularise the orbit, the numbers on the top left usually flicker orange and maybe some red. With the MK IV they are almost solid red while warping until it hits 70k,and the fps is lower. Currently one is on Ike where I was testing the MK2 based rover it carried up and then getting it refueled and the average fps is 43. I have built rockets up to 4500 tons that did not load my rig this much. I am not complaining but am just commenting in surprise. I just looked in the KSP folder and found a ksp.log of 4109kb. Is that large?