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Tormy45

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  1. Early in my Career save I had left three Kerbonauts on Eve but due to a physics bug my base was in danger from the Kraken at any time I loaded the base. Therefore I mounted a rescue operation to Eve to bring back my three little green fellows. I build an Eve lander capable of returning 9 kerbals back to Eve orbit, the aptly named "Escape Artist".
  2. Good to know but still not updating. I like the Space X stuff, its the whole reason I even have the Tundra mod to begin with. I find this whole thing very unfortunate and unnecessary. Though, I admit I find it a bit funny now that I think about it. Modern rocketry and programs like Apollo were basically build off the technology, blueprints, and scientists taken from the (salute party), and lets not even get started on Wernher von Braun. The dude was literally in the (Salute party) at one time. Anyway, back to enjoying my space X engines, laters.
  3. [snip] Lol, ok. Thanks for the answer, won't be updating this mod then. I'm currently using some of those engines and pods in my career and wouldn't want to break anything.
  4. Perhaps this a dumb question, but its not evident to me why these parts were removed. What was wrong with them, are they outdated?
  5. After completing my Jool mission and landing on every one of its moons, it was time to move onto Sarnus. Equipped with my latest ship, the Discovery 2 and four docked landing vehicles I finally set sail towards that tiny orange light in the distance. After a six year journey, Sarnus is finally in sight and Discovery 2 begins its orbital insertion. First up on the list is Sarnus's largest moon, Slate. After entering Slate orbit, I undocked from Discovery 2 and began the landing phase of the mission. I will be landing in an area surrounded by a few large craters. Landing went surprisingly well considering how rocky the landing area was. One of my kerbonauts is thinking real hard on what her first words will be before stepping off the ladder. Oh yeah, I got real lucky with the landing site. Any one of those large rocks could have brought forth the KRAKEN! Or just cause my lander to tip over..... Anyway, takeoff and docking was uneventful and it was time to head in the direction of my most anticipated moon of Sarnus, Tekto! Arriving there brought with it an amazing sight of endless clouds covering the mysterious moon. Landing was easier than expected due to Tekto's low gravity and thick atmosphere. My chosen landing location was the Pozine region right by the icy coast line. My exiting Kerbonaut was met with large rocky pillars around the same height as the vehicle. Some of the rock formations were even taller than the lander. Sunsets on Tekto are quite spectacular in my opinion. The night on Tekto lasted almost a month due to its orbit around Sarnus. Upon Sunrise, it was time to leave the icy moon and head back to the Discovery 2. Take a look at the liftoff.
  6. Using Linx's Old Config file for OPM gave me the same results. Its not just Slate by the way, Priax and Wal had the same texture issue from orbit. I opened up the Debug toolbar and saw that I was getting the error, "cannot find preset "high" for pqs "slate" as I entered the orbit of Slate. Not sure if its an issue with Parallax Continued or perhaps something going on with Kopernicus, I left a comment describing the issue on Linx's Parallax thread but haven't gotten any replies yet.
  7. I've been using Linx's Config file for OPM parallax continued and I get a strange terrain bug on some of the surfaces from Orbit. Specifically Slate, Priax and Wal. When I enter their orbit above 100km the surface terrain shifts and moves in a strange manner, it looks like the terrain acts like a cloud and moves along with your orbit. I'm not sure if its an issue with the OPM parallax config file or perhaps an issue with Kopernicus. I also get the warning "cannot find preset "high" for pqs "slate". Below is my KSP log file. https://mega.nz/file/SJEU2C7K#m2cR5i-8wzT1fKUoOyw5VqaqiaYyu6HMFDPpJ7GiPto
  8. The Two engines are the X-2 Heinlein Nuclear Saltwater Engines from Nertea's Far Future Technology. I'm not 100% on the radiators but i'm guessing they came from Nertea's Heat Control mod. I'm pretty happy with my current mothership, its has about 31,000m/s of Delta V, about an hour of burn time. More than enough to visit Jool and all its moons. For my next generation mothership I'll be using the big brother to the Heinleins. Its gonna be a monster of a ship, lol.
  9. Ooh boy, got quite a few things done in KSP today. Finally arrived at Jool for the first time. Preparing to enter Lythe orbit Undocked from Discovery One and beginning Lythe retroburn Great landing site if you ask me Successful landing! Found a geyser, oh yeah. Run away, Run away!! Enjoying the amazing view one last time on Lythe A successful ascent back to Lythe orbit. On to the next Joolian moon!!
  10. Same here, my lander's docking port was bugged and couldn't undock from my mothership and complete a 2.5 mil payout contract. This tool is a godsend.
  11. sure, here you go. https://mega.nz/file/OEEjQKDC#CcSNfNLl0cY4UOwZAyFEb9Bi1HMVfyP4bmN4PkiaIxY
  12. Not sure if this is a Waterfall issue but when I use the Gemini Mini Orbital Bertha engine its plume looks hilariously huge.
  13. Yes I did. I removed it just to see what would happen and my framerate no longer tanks to 3fps during a launch! Seems that cleared the issue, thanks a ton for the help! Glad you're back by the way, all your mods are top notch.
  14. I seem to be having an issue with a specific part, that being the Falcon 9/Heavy Full Thrust Second Stage Tank from the Tundra Exploration Mod. Every time I use this part it absolutely murders my frame-rate down to 3fps on the launchpad. I soon as I remove and replace it with other tanks my FPS settles back to normal. I was told on the Tundra Exploration thread that my log files contain a lot of exceptions from DynamicBatteryStorage.ModuleCryoTankPowerHandler. If those are happening after a scene change to Flight then those are probably what's killing my performance by causing the log file to be spammed continuously. Is there any way to fix this without having to uninstall Dynamic battery storage? Some of Nertea's other mods require Dynamic battery storage and I wouldn't want to uninstall any if possible. If anybody wants to take a look at my log file I would be very grateful. Here is my full log file: https://mega.nz/file/6UFGWbZA#W99nyhKb6vRF_-8hyWzERSvlpgEbZXWJUB8u9qiHpOo Exception handling event onEditorShipModified in class EditorVesselDataManager:System.NullReferenceException: Object reference not set to an instance of an object at DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () [0x00008] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) [0x00009] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) [0x0008f] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) [0x001db] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.EditorVesselDataManager.InitializeEditorConstruct (ShipConstruct ship, System.Boolean forceReset) [0x00043] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.EditorVesselDataManager.onEditorVesselModified (ShipConstruct ship) [0x00024] in <ce8c094d51db45938ad65ca113e0ce60>:0 at EventData`1[T].Fire (T data) [0x000b0] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
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