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JanHHH

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Posts posted by JanHHH

  1. 9 hours ago, Spaceman.Spiff said:

    I think a screenshot of this happening would be helpful. 

    I think this is the same issue that I reported in my post on the bottom of p.37 (screenshot included). Even though I mention TweakScale in that post, I did some more experimenting and found that the Ruggedized Vehicular Wheels do not work with Parallax ground collisions as soon as you leave the runway, even with the wheels in their original size. I think it's the wheel root point that is touching the ground, not their wheel surface. Thus they just block everything, even external thrust from jet engines. Hopefully this will be fixed with the coming update, as my Laythe Mining Rover is now basically immobile and it's a bit annoying to drive my Tanker Planes around instead of the rover. As of now I just RP it, but still...

     

  2. Awesome Mod, great work, this brings so much more joy to exploring ksp!
    I have noticed some troubles when using TweakScale'd wheels with the Parallax collision. Especially the TR-2L Ruggedized Wheels, when scaled to 200%, somehow clip into the terrain, but at the same time the wheel surface doesn't seem to get any traction. The craft can barely move (not even with engine power) but the wheels spin freely. I have tried other wheels, scaled up or down and got mixed results, some work, some have the same problem, though downscaling usually isn't a problem.

    Let me know if you think this rather belongs in the TweakScale thread.

    (Screenshot of a sample craft: https://drive.google.com/file/d/172bpDlVHwkuU77L_uwkSfIrufqm_R3B4/view?usp=sharing)

  3. So first of all, thanks for all your content! Been playing with the Near Future suit for a while now!
    I'm having problems with a plane on Laythe, one radiator must've shifted some during touchdown and it made the drag on my craft asymetric, making it impossible to get back up to orbit. 
    Basically what I wanted to ask if it's possible or planned to use these parts together with the new functions from "Some assembly required", like pack them into containers or manipulate them on EVA? I don't have KAS on my current install, would that help here? Would love to be able to do repairs on my craft..

    All the best!

  4. On 7/26/2020 at 9:13 PM, [email protected] said:

    Only the standard vessel map is updating, showing new scans, the big map and the zoom map act as there is no scanning process until I restart the game.

    KSP version: 1.8.1

    Scansat version: 20.2

    I only have scansat and Breaking Ground expansion installed 

    I have the same problem, kinda sucks to have to restart the game every time I'm done scanning a body. 

    Let me know if you (or anyone else) find a solution pls :)

  5. 17 hours ago, Profit- said:

    Do you have any other reactors on the ship producing waste heat? Timberwinds shut down if they get too hot. 
    Are you using atmosphere as a propellant and they are not getting enough of it?
    do you have mechjeb and using that fancy engine vector control it has?
    do you have a mod/are you that is disabling their radiators?

    Timberwinds are my favorite engine by far so I will check my craft to make sure this is not some obvious bug somehow. 

     

    The Tug itself has no other reactors, the docked landers has two tiny molten salt reactors. The radiators are shown as working and I have very little wasteheat on the vessel. 

    I'm not using atmosphere but stock LF. Next thing I'm going to try is Hyperedit a tank of H2 over there to check it out.

    I have mechjeb but currently no modules are active. I never even used the Vector control..

    13 hours ago, AntaresMC said:

    It doest seem to be a lot of heat radiation, mabe are they overheating? Keep in ming the generator gives a tiny amount of WasteHeat 

    Shouldnt be a problem, as WasteHeat (as shown in the ressources window) is very low

    10 hours ago, Profit- said:

    I looked back at your image and I just am really stumped..   There is nothing out of sorts... I push mine way harder.       are you using version 1.9.1.2788 and 1.25.22.5 respectively? 

     

    Yeah, both those versions check out and I'm using ckan to keep mods up to date.

    The thing is, I had no problem getting to Jool, had a stop at Vall and then no problems getting to Bop. The problem appeared after the lander did a few mining runs down to Bop. UraniumNitride in the engines is still around 90% and DepletedFuel below 10%. Reactor Embrittlement is below 1%

    I also just launched an exact copy of the vessel and that worked fine.

    I'm going to try H2 as a propellant now

  6. 6 hours ago, JanHHH said:

    Yeah, that's what I thought. The generators are active on all six engines and apparently give me enough juice to run the lab and crystats etc. No thrust though. I just tried it again, with the lander attached, and again not taking any propellant. I had to undock and then redock the lander to make the ship work again. I don't really understand what the problem is, I just hope my workaround doesn't stop working

    Okay, well it keeps getting weirder.. I still have to undock/redock the ships for the timberwinds to start working... But even then, after a couple of seconds the engines start to flame out, but not all at the same time but one by one... They just keep getting hot, but no exhaust, no thrust... I'm at my wits end here, what could be causing this?

     

  7. 5 hours ago, AntaresMC said:

    They dont. In fact they produce electricity. There should be an "activate generator" somewherere.

    Yeah, that's what I thought. The generators are active on all six engines and apparently give me enough juice to run the lab and crystats etc. No thrust though. I just tried it again, with the lander attached, and again not taking any propellant. I had to undock and then redock the lander to make the ship work again. I don't really understand what the problem is, I just hope my workaround doesn't stop working

  8. SO, I have this Tug that brought my Landers to the Jool system and houses the lab. Everything was fine and I refueled it a couple of times with my Bop Miner, but now the Timberwind Engines suddenly don't produce any thrust anymore. They still get hot when I throttle up, but somehow refuse to take any propellant (I only carry stock LF and Mono on this ship, both don't work). Does someone have an idea how to fix this? I tried deactivating in the control window as well as on EVA (though I only have scientists there atm), nothing works..
     
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