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Inglonias

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Everything posted by Inglonias

  1. I know. What I meant was that all other things being equal, a larger nozzle gets you a higher exhaust velocity, which gets you a higher ISP. So the afterburner mode would (in real life, anyway) be more efficient in vacuum if the nozzle were extended than if it were not. That said, it is a game. They can make the part's stats whatever they want.
  2. Wouldn't it be advantageous to let us run the afterburner with the nozzle in vacuum mode as well to increase efficiency when firing high-thrust in a vacuum (IE something like Tylo)? Something like an in-beween?
  3. There has been a major update to the Stockalike Station Parts Redux mod. The new parts don't function with USI life support. This is obviously not a major or urgent problem for anyone not immediately making 5m or 1.875m stations/ships. Just thought I would provide a heads-up for RoverDude or whoever would like to submit a PR for this. Heck, I'm not 100% sure USI is responsible for that functionality with the new parts or not.
  4. Attempting to download the NFLV update through CKAN is failing. I suspect this is not a problem on your end, but rather an issue with SpaceDock, given the error message. The other NearFuture mod updates were successful. For all I know, this error will resolve itself when SpaceDock performs whatever cron jobs it needs to to host mods. One or more downloads were unsuccessful: Error downloading NearFutureLaunchVehicles 2.2.0: Unable to read data from the transport connection: The connection was closed. EDIT: As suspected, the error seems to have resolved itself.
  5. I can't use the Nuclear Lightbulb engine. It's throwing errors whenever I try. This is from version 1.26.20 EDIT: I found a workaround, I think - Put the engine into a subassembly, or make it the first part in your craft. I have also updated to 1.26.21 and will report if the bug continues to occur. EDIT2: Still happens in 1.26.21
  6. 1. Thank you. An ID10T error, indeed. (A relic from when I calculated the dV myself.) dV readouts now working just fine. 2. I MAKE MY SPACESHIPS HOWEVER I WANT RAAR (and also I tested it and it doesn't break)
  7. Sorry for the double post, but it appears this issue has not yet been completely fixed. I've got a screenshot below, and the craft file is here: https://dl.dropboxusercontent.com/u/88592594/SciProbe MK VI.craft?dl=1 As you correctly guessed last time, I am using KSP 1.2, specifically the Win64 build.
  8. Right. Sorry about that. You were correct about the version number of both KSP and the mod. You also hit the nail on the head for what actually happened. I had a small ion probe, and didn't have dV calculations for it. It did get me to calculate dV myself, though, so thank you for educating me!
  9. Just wanted to bring this up in case you didn't know already. Ion engines don't seem to work with KER's dV calculations. It won't say I have any delta-V with Ion engines, even as they're firing. If you knew about this already, have a good day. If you didn't, now you do, and can fix it at your leisure.
  10. I've come across a reproducible blue screen of death in Kerbal Space Program. The issue persists after I uninstall all my mods. It's also a very odd issue. I understand that if a workaround exists (as it does here) then I should use it, and I will, but I also figure that a 100% reproducible BSoD is kind of a big deal, regardless of cause. Step 1: Launch KSP Step 2: Plug in a Logitech HD C310 Webcam. Step 3: Bluescreen! Yaaaaaay! Here's the bluescreen information I pulled from BlueScreenView: ================================================== Dump File : 081015-9250-01.dmp Crash Time : 8/10/2015 3:40:17 PM Bug Check String : SYSTEM_SERVICE_EXCEPTION Bug Check Code : 0x0000003b Parameter 1 : 00000000`c0000005 Parameter 2 : fffff880`0481a7b3 Parameter 3 : fffff880`0dfea250 Parameter 4 : 00000000`00000000 Caused By Driver : ks.sys Caused By Address : ks.sys+1a7b3 File Description : Product Name : Company : File Version : Processor : x64 Crash Address : ntoskrnl.exe+748c0 Stack Address 1 : Stack Address 2 : Stack Address 3 : Computer Name : Full Path : C:\Windows\Minidump\081015-9250-01.dmp Processors Count : 4 Major Version : 15 Minor Version : 7601 Dump File Size : 372,776 Dump File Time : 8/10/2015 3:41:03 PM ================================================== ...Yeah. This probably isn't your fault, but it does only occur with KSP loaded. Trying it with Cities: Skylines does not produce a blue screen. Now, the game starts up just fine with the webcam plugged in, but the issue is that it's plugged into my monitor's USB hub. When I turn the screen off and then on again, the computer bluescreens. Here's a link to my DxDiag information. http://pastebin.com/u1N93ZQ1 And here's a link to the minidump. https://dl.dropboxusercontent.com/u/88592594/081015-10654-01.dmp Since I can just unplug my webcam, this isn't as big an issue as it might be. However, I don't want to do that because I'm lazy. Aside from unplugging the webcam, do you have any idea what I can do about this issue?
  11. CKAN never installed ModuleManager's DLL when I installed CollisionFX. Not sure if this is a bug with CKAN itself or CollisionFX never listed it properly as a dependency, but I thought I would put it here that this happened.
  12. EDIT: Never mind. CKAN didn't give me the ModuleManager DLL. It's working now. You need to list the Module Manager as a dependency in CKAN for your mod. I think you might have forgotten to do that. I'm having some issues with this mod. Specifically, it doesn't do anything for me. At all. No sparks, no screeches, no nothing. I suspect either an old version of the mod or a conflict of some kind. I installed the mod using CKAN. I don't have many mods, but here's my list: KSP 1.0.2 Astronomer's Pack PlanetShine configuration Chatterer 0.9.1 CollisionFX 3.0.2 Editor Extensions 2.7 Heat Management 0.21a HyperEdit 1.4 Kerbal Engineer Redux 1.0.16.6 PlanetShine 0.2.3.1
  13. I just thought I'd pop in to say that I've tried KSP 1.0.2 on my desktop and I am still not having this issue. There's a small memory leak, but nothing serious. Computer stats: CPU: Intel i5 3570K GPU: GeForce GTX 670 RAM: 16 GB
  14. Odds are pretty good this is a file permissions issue. Try editing settings.cfg with a text editor, and if the settings still reset, then come back.
  15. Oddly enough, I couldn't reproduce this bug with the following steps: 1. Load up a craft. 2. HyperEdit it into orbit 3. HyperEdit the large fuel tank to its maximum temperature 4. Watch as everything attached to it starts to overheat (but doesn't explode, because not enough heat) 5. Wait, watching the debug menu's memory allocation stats It stays stable at around 680 MB allocated. I'm not having this issue. What's going on here? As for specs, this is my computer. Yeah, it's technically below minimum specs.
  16. I thought as much. Whoopsie I guess I will just have to resist the temptation to use 1000x warp to save my doomed craft from overheating.
  17. Disable the reaction wheels on the rover by right clicking them. There should be a toggle.
  18. I think this is because timewarps past 1000x are handled differently than other timewarps, but the temperatures on everything on my ship resets after I go past 1000x warp. Not a major bug, more like an exploit.
  19. I have never needed this mod before now. Why didn't I install it sooner? I now need it to play KSP on my laptop, as it keeps running out of memory otherwise. I dunno what the heck it was doing during that first load, but whatever it was... It was working.
  20. While this will cease to be an issue later today as I move back home to my gaming rig, my laptop at school is almost completely failing to run KSP .90, whereas it was only sort of failing to run 0.25. This is the computer I'm using: http://www.newegg.com/Product/Product.aspx?Item=N82E16834312933
  21. This is probably a problem with my computer (I have an Intelgrated Video Card) but when I tried flying around in Sandbox when I forced OpenGL, things looked like this: Here's the output log link, for your convenience http://pastebin.com/UfVa9Wn9
  22. I seem to have semi-solved this by using -popupwindow, but it's not quite what I want. I want it to look like it does with -popupwindow, except the rest of the screen is black. Any ideas?
  23. I'm seeing Z-fighting with parts in the spaceplane hangar. The reason for this is likely because we can clip parts through each other and we couldn't earlier. I thought this was an issue with the low graphics settings I was playing the game at, but maybe it isn't?
  24. This is probably a dumb question, but have you tried a completely fresh clean install of KSP?
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