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herman

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Everything posted by herman

  1. Can confirm it's career mode. Note I have some other mods (also installed via CKAN). But I could do a clean install and use hyperedit to go back to iota and see what happens there. If there's any specific logs or details I could send you that would help, let me know and I can try to pull those together. I tried looking at the "player" text document from the time of the crash and checked for references to "iota". Mostly just looked like normal loading stuff, but found a couple exceptions that seemed like they could be relevant. Cannot find preset 'Default' for pqs 'Iota' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [OD] ERROR: getting pixelFloatD with unloaded map GPP/GPP_Textures/PluginData/Iota_heightmap.dds of path GPP/GPP_Textures/PluginData/Iota_heightmap.dds, autoload = True (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
  2. I'm having exactly the same issue here. No idea what the fix is, and I also don't know which logs would be helpful to upload. Installed via CKAN if that makes a difference.
  3. Thanks for the reply! 1. If i stay in the atmosphere around that altitude, I still lose output steadily 2. I can't test the Turboject in orbit because right now my only available propellant is atmosphere. But the reactor power continues to drop the longer I sit in orbit. (measured by the reactor control window).
  4. Pebble Bed Question: When I use the Pebble Bed reactor in an SSTO, it starts at full power, and then loses power as I fly until it is at less than 50% of the original power. I have enough radiators according to the thermal manager. Career mode. What am I doing wrong? Images of the thermal manager and the SSTO: https://imgur.com/a/nf1u6Dp
  5. I'd rather not spend all the time probing for Karborundum myself. Is there a way to check for it in the files/defines?
  6. @DewarLooks like a really interesting and unique mod! Are you planning to update it for 1.3.1? I'd like to install it but I don't want to screw up my existing save!
  7. Looks like the stock surface scanner no longer works when connected to an asteroid (I'm looking for karborundum). Has this been changed, or am I doing something wrong?
  8. ... now I am. Thanks! Looks like it's working as expected now!
  9. I have a vessel with 2 kerbals, 2 PDD-12 Cupolas, and 3 PDD-10 Hitchhiker Storage containers. In the VAB the calculator says I have 10Y:184D of habitation time, but when I launch the vessel the time instantly goes down to 86D when the launchpad loads. What am I doing wrong?
  10. Shielding is a resource on habitable pods, so you need to right click on them in the VAB and then set the shielding level like you would the fuel level. Playing within the solar system I can't really figure out what shielding does though, it certainly hasn't been necessary for my mun/minmus missions. Maybe you need it for interplanetary stuff.
  11. Anyone have some example ships they'd like to share? I'm working on a Duna mission and it's looking like I'm going to need about 20 tons of life support and habitation to last the 3 years.
  12. I redownloaded KSP and installed a clean copy of the mod via CKAN. Your mod is fine alone. Looking closer, it turns out that the same antenna shows up multiple times in my modded tech tree. One unlock doesn't unlock the antenna and the other does. This is strange, but playable, and I have no reason to think your mod is the issue. Thanks for taking the time to develop this great mod, and respond to my weird questions!
  13. Thanks for the input, I'll give it a go.
  14. I might not have been clear enough. I'm not expecting new antennas from the mod, I'm expecting the antennas that would normally be unlocked at different tech levels (e.g. Communotron DTS M-1 at tech "Basic Science"). Right now the only antenna I have in the VAB is the "Communotron B8", despite unlocking "Basic Science".
  15. I installed the mod via CKAN, along with the default config from CKAN. I can't get any new antennas though. The only antenna I have access to is the "Communotron 8". I am playing career, and have unlocked the techs for better antennas (Basic science), but they still don't show up. In Sandbox mode I have all the antennas visible. Any idea what's going on?
  16. I'll give it a go! As always, thank you for all your hard work. You make a great mod set.
  17. Anyone ever actually gotten K+ off of eve? I've never been able to build a lifter that can get off eve, much less with a meaningful amount of K+.
  18. Hahaha. I'd be willing to just accept the idea that in the future actinide removal is possible, and enable actinide reprocessing a few steps down the tech tree. That, or just eliminate the ISRU option, drop the reactor fuel down to 1/10 what it is now, and add a text blurb noting the irreversible reactor decay. As someone who plays for fun (I'm an engineer IRL), I'm a big fan of things that self-document, so at very least there shouldn't be a button that doesn't do anything, modelling a process that is impossible in reality. As always, great mod Freethinker, keep it up!
  19. The actinides make the reactor basically useless after 10 years, so why reduce the maximum fuel the reactor can hold to about 10 years worth? It's confusing seeing that you have tons of fuel, but your reactor has seized up way earlier than you thought.
  20. I have a ship with two reactors (Gas core), two thermal generators, and one 2.5m ISRU Refinery. I turned one reactor off and waited for the status to read "offline". However, when I open the refinery window, there are no options and the refinery says "Status: Offline". At one point I got the refinery window, but, like the other guy I'm quoting, the buttons do nothing. Specifically, I'm trying to reprocess/remove the actinides that clog the gas core reactors.
  21. I have the same problem, and discussed it earlier in the thread. I recommend landing your reactors to get the money back until Fractal fixes reprocessing. Any ideas if the other ISRU modes work? I have my KSPI-E save on hold for the moment.
  22. I'm not sure that's the same thing, I have no problem launching, its when I try to change ships or go back to the space center that my game gets broken.
  23. KSP: 1.04 Windows 32bit Problem: Changing scenes either freezes the tracking window (so no craft are visible), or crashes the game. This problem happens intermittently Mods installed: http://imgur.com/a/1Zzph Reproduction steps: Change scenes, either by a quicksave/quickload, or by opening the menu and going back to the space center overview Log: https://drive.google.com/file/d/0B58_NsfDEebxZHZRM0ExempBa0k/view?usp=sharing
  24. Is this app better than the calculator here?: http://alexmoon.github.io/ksp/#/Kerbin/777/Moho/500/false/ballistic/false/17/68 I've been having trouble getting transfers to high-inclination bodies right, and I'm looking for a better tool than the online calcs/mechjeb. Thanks!
  25. This is a great idea. I had performance issues with the bases needed to make a UKS/EPL base work, so I dropped UKS a while back. A slimmer UKS will be perfect, especially if 1.1 does not add substantial improvements to memory use.
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