-
Posts
179 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by CDSlice
-
-
6 hours ago, Nertea said:
That's just this bug: https://github.com/post-kerbin-mining-corporation/FarFutureTechnologies/issues/157. It'll be fixed next update.
OK thanks, sorry for the duplicate bug report, didn’t realize it was that issue.
-
OK, so I'm not 100% sure if this is a bug with SystemHeat or FFT but my Fresnel engine isn't getting cooled at all by my radiators. They are both set to the same loop and in the VAB it says I have more than enough heat rejection and in flight the overlay UI says they are on the same loop but when I activate the engine I get 0 heat rejection which makes the engine almost instantly overheat. It also persists through a save/reload although for some reason after reloading my loop ID changes from 1 to 3 for the engine and my radiators.
Here is my KSP.log after I restarted the game and tried it again with the same results as described above. Let me know if there is anything I can do to help troubleshoot.
-
This may be slightly off topic, but would you mind telling me what programs you recomend for creating the various textures and maps Parralax uses? I'm thinking about making a small planet pack that would use Paralax and would like to know what programs I would need to learn to use.
-
7 hours ago, Ollz said:
Also sorry, by 3GHz Quad Core as A Minimum Processor, does that mean All the Cores have to be 3 (so overall a 12GHz Processor) or all the Cores have to equal 4 ( So in Actuality, Each processor is 0.75GHz)?
That's not how processor speed is measured, a 3GHz quad core processor means that each core can run at 3GHz and that you have four such cores. You can't just add up the GHz per core like that, each processor core is independent of the rest so adding them up to say you have a 12GHz processor is wrong because no single core can run at 12GHz.
-
15 minutes ago, qwertyza said:
So, as I understand, Heat Control mod should be also installed (separately) along with Far Future to make the latter one actually playable?
Thing is, I read the system heat wiki, but cannot wrap my head around, how should I counter excessive heat of certain engines. Say pulse fission engine generates around 13000kw, whereas biggest stock radiator dissipates only 200kw. All visible surfaces of my craft currently have to be covered with radiators... Is there anything I miss?
yeah, you really need Heat Control to handle the heat of these engines.
-
1 hour ago, Starhelperdude said:
spacedustbunnies by Jadeofmaar should have configs for spacedust for JNSQ (I think), yes, I believe it should be compatible
Don't use space dust bunnies as it is completly broken in current FFT. You can change the scale parameter in spacedust to around 2.7 to make the resource bands scale up around some of the planets.
-
3 hours ago, Angel-125 said:
Can you provide the exact steps to reproduce this issue? I don't see it on my end. I'm able to use the cheat menu to fill the Blueshift tanks with Graviolium. Only the tanks from Kerbal Flying Saucers presently remove all Graviolium before launch.
Just to be clear I am not the one with the issue, that would be @kenneyc222.
-
1 hour ago, JadeOfMaar said:
That's not a bug. That's a feature. It is as @Angel-125 intended.
When you launch a ship that holds Graviolium, you're forced to launch empty and to buy it separately (from the underground particle accelerator and its finite storage) afterward. Your bank is likely empty since you're new to how Graviolium works.
Wouldn't the cheat option bypass this though? That is the part that sounds like it could be a potential bug.
-
On 12/22/2020 at 11:24 PM, KSPrynk said:
@FreeThinker, I think I've found a problem that may be related to some issues reported in September. In base KSP 1.11, no expansions or other mods, and with Persistent Thrust Defaults all set to Disabled in Settings (be sure to confirm still disabled on craft in VAB). When launching a craft, PAW click on the engines before activation and you'll see Specific Impulse is reading as 0 sec, and Prop Requirement Met prop at 0%. Activate the engines and throttle up and you'll see the engines stuttering, with Isp, thrust, and Prop Reqts also fluttering. It doesn't get resolved until the Persistent Thrust button is set to enable. Which becomes problematic if engines weren't cloned together as a group at assembly.
This has also worked just manually resetting everything to Disabled in the VAB before launch. The easy answer is probably just keep everything at Enabled, but I'm concerned about leaving an engine running when jumping to warp (a cheaty way to stabilize a tumbling craft), so I make a point of only enabling it on specific craft, like those with ion engines.
I don't know if this is related to KSP 1.11's dv calculations, which are currently causing havoc with MJ and KER, but it happens with both manned and probe core-only craft (I don't have an instance of 1.10.1 anymore to test).
I can confirm that this same issue happens in KSP 1.10.1
-
35 minutes ago, mistergoblin said:
Excitedly digging into this, as my current career save is getting to where I'm using NTRs and VASIMRs and want the next steps on deck.
I need to get some better radiators, and need your recommendations. Is Nertea's Heat Control the best thing going? Adequate for torch ships?
Heat Control is a useful mod but those radiators won't come close to cooling the crazier engines in this mod. Luckily FFT/HeatControl comes with really advanced radiators so you shouldn't need to worry about having the right parts for cooling these monsters.
-
@Pappystein have you thought about setting up a blog or something? These articles you’ve been posting are really good and it would be a shame for them to get lost in the BDB dev thread.
-
28 minutes ago, Nertea said:
The key new feature you will need to really learn is SystemHeat, which has a small tutorial here. https://github.com/post-kerbin-mining-corporation/SystemHeat/wiki. For atmospheric harvesting, SpaceDust has some additional things to learn as well, but that's not really a key feature.
I actually find SystemHeat to be way more intuitive than Stock's heating system since SystemHeat provides a really nice GUI that lets you see what is producing heat, what is rejecting heat, and what the equilibrium temperature is. This makes it so much easier to plan how many radiators I need and what kind than what I was used to with the stock heating system.
Really the only thing that could be a bit easier is knowing how much LH2 to pack for some of the after burning engines, it would be nice if there was something telling you how close to an optimal ratio of fuel types you are. It is isn't hard to just keep slapping on LH2 tanks though until the dV starts to drop so it isn't a big deal at all.
-
2 hours ago, Cataclysmm said:
How do I remove system heat dependency so I can use the mod? Or can I just not install that and the worthless spacedust.
Both of those are hard dependencies so this mod isn't functional without them. I'm not sure why you don't want them, System Heat makes it much easier to plan out your cooling systems and make sure they work in the VAB and Space Dust doesn't really impact you if you don't do ISRU.
-
17 minutes ago, CobaltWolf said:
And yeah, I totally can see how the other menus are useful. I usually don't have to use them since I know what 'simple' tab to look for everything in But that also means I wasn't looking in there to notice the old parts still showing up.
KSP's UI is just really bad once you got a large number of parts, heck even with just Nertea's mods it gets pretty crazy trying to find things and then with how many (incredibly high quality) parts BDB adds the problem gets even worse. I'm hoping that this is something that can be fixed in KSP 2.
-
1 minute ago, RyGuy_McFly said:
Ahh ok, well that's quite unfortunate that so many great and useful parts are being removed. I've launched a few different missions now using these apparently deprecated engines and fuel tanks now... So I really shouldn't be using most of the Belle 0.935m parts (Belle-70, Belle-70B, Belle-140B, Belle-200, Belle-200D, Belle TRU, Belle BFB, Belle fairings, etc), since they're not listed under their functions? Will there ever be replacements for all these parts being removed?
There should already be replacements, there might be something wrong with your install if they aren't showing up. Can you provide some screenshots of what you see when you search for "agena engine" in the VAB?
-
I recently sent a crew of 8 to Duna and Ike using the X-20 Verne. I figured that y'all might be interested in my mission report and screenshots.
It was really enjoyable to build and fly these parts, however the engine sounds for the X-20 are awful. It sounds like a really repetative popping noise, not pleasent at all to hear. Is this a bug?
-
Using the Far Future Technologies mod I decided it was finally time to send Kerbals beyond Kerbin's SOI in my JNSQ TAC life support save. The obvoius choice was Duna as it is closer than Edna or Dres along with more science. Eve was also ruled out since I don't have the technology for a Eve surface return (yet! The Nuclear Salt Water engine might change that...)
Blasting off with the core of the habbitable section of the K.E.V. Curiosity. Thanks to Waterfall for the beautiful plumes.
Adding the lab and greenhouse modules that were launched seperately. The crew have also arrived in a Salya class LKO crew transport vehicle docked to the front of the Curiosity.
Bringing the massive X-20 Pulsed Fission Engine to the Curiosity.
The K.E.V. Curiosity completed in LKO. With a habbitation ring for 8 kerbals, two labs, two greenhouses for experiments in growing food in situ, around 3 years of life support, and a lander designed to carry 4 kerbals to Duna and Ike's surface with a wide selection of experiments. The X-20 engine and two fission pellet tanks give the Curiosity over 20k of dV with a TWR of around 0.4 or so. This is slightly overkill for a simple Duna expedition but this served as a good testing ground for the new technologies and made the mission shorter since the excess dV lets us force a transfer back to Kerbin whenever we want instead of waiting over a year for a Duna to Kerbin transfer window. We will still head from Kerbin to Duna at a transfer window in order save on dV and more importantly lower the escape burn time.
Firing the X-20 to transfer to Duna.
Making a deep space correction burn.
Arriving at Duna. We have a fairly high PE since it will take a while to burn into a capture orbit and we don't want to dip into the atmosphere.
Performing our capture burn.
The D.E.V (Duna Exploration Vehicle) begining its descent to the surface.
My TUFX configs might be a bit too bright for Duna.
Duna's atmosphere is the worst, it is thick enough to make take off annoying but too thin to land with parachutes.
Running some experiments on EVA.
Photo with the crew. I really like this lander design and have been using variations of it for almost half a year now.
Heading back to the K.E.V. Curiosity.
Which then burns for Ike.
Ike's cool grays are a welcome change from the red of Duna.
The Ike landing crew decided to be more playful with their photo.
With the return of the lander it was time to head back to Duna to prepare to return to Kerbin.
Thanks to the massive amount of dV we can force a transfer back to Kerbin ASAP without needing to wait over a year for a transfer window. This lets us save on life support and bring our Kerbals back home sooner.
Arriving back at the beautiful blue ball we call home.
Sending another Salya class craft to take the crew back to the surface. However, after this point when the Salya had re-entered the atmosphere it was realized that the craft never had parachutes installed! Luckily all of our brave explorers were able to bail out and parachute to safety with the precious data.
The mission was a resounding success, with over 6000 science brought back in experiments and nearly as much transmitted back home from in situ lab analysis. With the magic of pulsed fission, nearly everywhere in the Kerbal system has been unlocked for crewed missions instead of just probes.
-
Just an FYI, apparently this mod is pretty broken with the current Space Dust release.
-
1 hour ago, SpaceFace545 said:
I was kinda thinking about ditching the fairings and opting for a puller rocket that has engines on the top, I'm thinking this could counteract the wobble associated with absurdly long and narrow rockets.
Alas, this will not help
-
On 12/12/2020 at 3:18 PM, Nertea said:
Also, stuff won't really work in JNSQ - the altitudes of the band's won't adjust to the new planetary scales correctly
Are there any plans to add support for JNSQ? Since stock has such a laughably small scale these engines would be so much more useful in a larger scale system.
I wouldn't mind doing it myself but I don't know how to place the bands and other resources realistically to try and keep the balance you have with the stock configs.
-
2 minutes ago, Russekof71 said:
hello, I wanted to know if you are going to put the SLS in your next update?
SLS is a future rocket and out of scope for this mod, however there are other great SLS mods if you search for SLS in the add on forum.
-
Pretty! Does it come with built in radiators like the Frisbee?
-
11 minutes ago, Gordon Fecyk said:
Looking at a streamed do-over
Since I'm looking at a likely do-over of my JNSQ Exploration saved game to work around surface issues, would anyone be interested in watching a live stream of the do-overs? It's one thing to see the edited versions and it's another to see the multiple Krakenite-initiated reloads. (Thanks @Matt Lowne for canonizing the stuff that lets people revert to the past! Our very own Omega-13 device.)
Is there a good Discord server dedicated to JNSQ aside from the old Space Race server that recently was decommissioned?
I for one would be interested in watching you stream. The only Discord server I know of that is dedicated to JNSQ is the Team Galileo discord server (https://discord.gg/wzjMXRh) but it is pretty empty right now.
-
2 hours ago, Nertea said:
@CDSlice Thank you for the detailed analysis, regardless of how I proceed it is really great to get people's thoughts. Much appreciated.
Thank you for responding to my feedback. I do think I was a bit too harsh on the Hammertong. I probably won't use it very much but it does seem to have its niche.
Also, I forgot to mention it in my previous post, but your models and textures are just gorgeous, thank you so much for doing all of this incredible work and giving it away to the community! Between you, CobaltWolf, and Beale, y'all have pretty much transformed KSP with your amazing parts.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
At this point since the RemoteTech configs aren't supported by the main BDB team and people haven't been contributing patches to keep the support up to date would it be worth spinning out these patches into a seperate mod that only serves to collect these patches submitted by community members? That way people will more easily realize that the patches aren't officially supported and the BDB team won't have to deal with as many support questions for them.