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Inglonias

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Posts posted by Inglonias

  1. 5 minutes ago, TheOrbitalMechanic said:

    I think you can still run either mode anywhere; high-thrust mode is just more tailored to atmospheric flight, so the nozzle shortens.

    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. 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.

  3. 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.

  4. I can't use the Nuclear Lightbulb engine. It's throwing errors whenever I try. This is from version 1.26.20

    ZHhf9B9.png

    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

  5. 24 minutes ago, Padishar said:

    You are decoupling the engine from the root part in the same stage that you light the engine, hence 0 dV...

    Edit: Actually, it isn't that.  Your Xenon tanks are empty (look at the Resources panel at the bottom of the screenshot)... :wink:

    Edit 2: Also, your fairing is quite tight around your payload.  I would recommend testing that it doesn't break your payload when you jettison it...

    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)

  6. 16 hours ago, Padishar said:

    First, it would be helpful if you actually stated the versions of KSP and KER you are using.  I'll assume you are using KSP 1.2 and KER 1.1.2.2p, in which case, this is a bit strange as the first commits in my pull request that this version is built from are specifically to fix an issue with Xenon/Monoprop flow in complex, drop-tank configs.  However, a simple test shows you are correct and it turns out that my changes are causing any tanks that are never decoupled from the root part to be ignored by the calculations.  I have fixed this and both simple and complex ion craft now appear to work correctly.

    Unfortunately, despite my suggestion to @TriggerAu helping him to fix the crash on vessel switch issue in KAC, I've not yet been able to fix it in KER.  Well, this isn't strictly true, I believe that I have probably got a fix for the crash but I am now seeing an issue where having the KER rendezvous panel open when switching vessel (by any method, even the stock map-view switching) will occasionally result in a total hang of KSP after the switch.  I've not yet managed to track this down so it may not be much of an improvement but I've included the fix anyway...

    There are also a few other fixes and garbage improvements that I had hanging about in another branch, so, without further ado, here is test version 1.1.2.3p...

    https://www.dropbox.com/s/rda6frbmf2kzg6e/KerbalEngineer-1.1.2.3p.zip?dl=1

    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!

  7. 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?

  8. 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

  9. 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.

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