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TomatoSoup

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Everything posted by TomatoSoup

  1. Damn. I have a great grandfather with the last name Knudsen who was an engineer so I was like "Whoa, is he famous? I have a famous engineer's sliderule framed on my wall?"
  2. The effects were that acceleration would lower performance, due to the fuel bubble reaching the reactor walls. However, this problem persisted into orbit.
  3. I have a Thermal Electric Generator attached to the top of a Gas Core Reactor, and the generator instantly shuts down saying that it doesn't have an attached reactor. However, I am able to shutdown the reactor. The exact same set up works just fine if I swap the gas core for a molten salt reactor. What am I doing wrong?
  4. I am confused by the SCANSat integration for parts such as the Soil Moisture Sensor and Magnetometer. Their descriptions in the VAB list the SCANresource Scanner, but I do not have any option to use them as a resource scanner while in flight. I can see % concentrations when I activate them, but nothing is updated on the SCANSat maps. Have I misunderstood the purpose of the SCANsat integration? Is there some unlock required before I can use it?
  5. Is there anything preventing you from enabling docking ports to be the origins of missions? Also, what's stopping this from working with spaceplanes?
  6. Bug report. Experimental Nuclear Propulsion and Fusion Rockets are overlapping on my install. For your consideration: https://dl.dropboxusercontent.com/u/6121926/CTTbug.mp4
  7. Why is the interstage config automatically included with the main community fixes when there's a separate download in CKAN for just the interstage config? There's craft-breaking stuff in the main pack with no mention and then it's all duplicated again in the interstage config.
  8. I'm not able to change the propellant on my thermal rocket nozzle. Is there a higher tech required or a menu that I'm missing? EDIT: I dug into the cfg files and found that the other propellants require improved nuclear propulsion and advanced nuclear propulsion. That's what I get for not reading those first.
  9. I was going to do that at first but the issue tracker seemed to be more for critical bugs or glitches than just "hey, you guys missed an engine!"
  10. I've experienced some incompatibilities with this and Tweak Scale. If I rescale an engine and then use it in a different scene (ie: I rescale it in the VAB and try to fly it or leave and re-enter the VAB), the fuel type is reset to the default. More importantly, the options to change fuels disappears and placing new copies of that part actually result in a totally empty box when I try to edit the engine (neither fuel change nor tech-level adjustment or any text at all). I've experienced this with the stock-alike pack. I haven't tested it with other Real Fuels packs but I feel like it's likely to not be a config issue. Is there a compatibility pack for TweakScale or Real Fuels or some other workaround known?
  11. I've noticed that Atomic Age has the LANTRN and the Nuclear Lightbulb but does not have configs for the little Candle engine, nor does it appear to have configs for the nuclear turbojet.
  12. I love your mod and I think that it gives the Mk2 system some much deserved love. The Mk2 profile engines make some really nifty designs possible, like this one of mine. https://imgur.com/a/TgvIr It needs the next tier of research so that I can put the gimballing engines on it. As is, once it gets too empty it pivots due to the center of mass moving up. Handles like a dream, though. Although I've gotta ask! Why did you remove the lower hatch on the dropship cockpit instead of making that the primary hatch? It could have been so handy!
  13. KCT recently told me that it had encountered an error that I should report to the forums. It occurred while I was trying to launch a vehicle. It requested that I include my KSP.log, so here it is. Furthermore, restarting the game didn't fix it. EDIT: It turned out that the KW Community Fixes patch that I installed broke anything that used KW Engines with default fairings. So removing that fixed it. False alarm!
  14. Fixed. See link for details. http://forum.kerbalspaceprogram.com/threads/121224-1-02-Mk2-Expansion-v1-4-1-UPDATE-6-17-2015?p=2025608&viewfull=1#post2025608
  15. http://i.imgur.com/cMKsCcz.png Retroactively, every agency has been replaced by the one included with RasterPropMonitor. This includes contracts already completed under other agencies. This problem did not actually start when I installed RPM.
  16. Why does this design, http://i.imgur.com/5kwiFP1.png, have such poor roll-right stability? At Mach 0.26 it's -45.1, but at mach 0.27 it becomes 10.6 and gets worse from there.
  17. Yeah, I figured as much, as it's two improvedNuclearPropulsion MM's right in the middle of a pile of subsonicFlight ones.
  18. I really appreciate the support for Community Tech Tree, but, uh, is this intentional? http://i.imgur.com/dVw36CL.png
  19. I think it should be a moral responsibility for the first post on each page to contain info about the ETA.
  20. Three things that are strange enough that I half think they're bugs. First, my ablator is being depleted even when falling at very slow speeds. Notice the 0.02 drain and 31.1m/s velocity. http://i.imgur.com/nN7Wzvl.png Second, my parachute has been heating up despite being angled directly against prograde. Third, the natural resting position without SAS, during reentry, is about 45 degrees off of retrograde, tilted counter-clockwise (when facing the hatch). Are these intended behaviors? Is anybody else experiencing these?
  21. I'm experiencing crashes with this on 64-bit. I quickly searched the thread and saw that there used to be problems with KAC and 64-bit. Is this still a known problem or are my crashes unexpected (and thus you want logs)?
  22. Crash report here on 0.24 64-bit. I installed a number of mods updated for 0.24.2 and confirmed that it worked (didn't do anything besides let the KSC load). Then I installed this, started Kerbal, loaded the existing save, and got a crash before the KSC even appeared. This poisoned the save file and it crashes even after removing KCT. However! Deleting that save, reinstalling KCT, and making a new save lets the KSC load correctly! Looks like a little error checking is in need or else you always have to make a new save. I get the impression that the 64-bit version is more ready to crash on errors than trying to keep on truckin'. If you need any logs, give a shout.
  23. What about the power generating units themselves? Make them cheaper as well. It doesn't make sense to have them contain the plasma-control equipment as well if the reactors already contain it. Plus, if you make both nozzle and generator cheaper, while only increasing the reactor's price for one of them, then you make the situation where making a dual-mode reactor (both power and thrust) is more economical! I'm not arguing that! I just think you shouldn't be able to heave them on one-way journeys six times a week.
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