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cvl4317

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Posts posted by cvl4317

  1. WORKAROUND FOUND.

    Problem is not with the air-breathing engines, but on the air intake components do not provide "AIR" to engines other than the "first" air breathing engines.
    Temporary work around is toggling the air input components to disable/enable air intake. 

  2. On separate test repeating the procedure:
    1 of the 2 engines "turn on" but the status still showing nominal at 0.00kN. No real thrust affecting the craft. 

    Manual deactivate/activate doesn't change anything,

    and re-staging activate the thrust animation of 1 out of 2 engines.

    Problems also perceived on J-404 "Panther"

    QItdEgz.png

  3. KSP Version 0.1.1.0 
    Build ID:  10752762
    OS: Windows 11
    CPU/GPU shouldn't matter: i7-10700K /  RTX3090
    Description: 
    J-X4 Whiplash  , air breathing , methane engine (bug might persist on similar engine) do not restart after air deprivation. Still consume fuels. 
    update edit: any air breathing engines.
    Steps to Replicate:
    1.  Make craft that has methane only, no oxygen.
    2. Use only J-X4 engines (more than one air breathing engines)
    3. Climb up at maximum speed until high enough for not enough air (engine status will say methane air deprive?) 
    4. Throttle at 0%
    5. Dive back to low altitude (showing "air" resources half way, throttle to 100% 
    6. Engine status "nominal" , but no thrust. methane is drained.

    Can't find workaround yet. manually "deactivate/reactivate" doesn't work. restage the engine and trigger stage doesn't work. 
    EDIT, workaround found: Problem is not with the air-breathing engines, but on the air intake components do not provide "AIR" to engines other than the "first" air breathing engines.
    Temporary work around is toggling the air input components to disable/enable air intake. 

    NO MOD, 100% unmodified
    Screenshot showing the engine not producing power , throttle at 82% (tested repeatedly from 0% to 100%) 

     

     

    mhqI6YA.png

  4. 3 hours ago, Jebman82 said:

    Hi All,

    Just dropping in to mention I haven't forgotten this mod.

    In short, I got diagnosed with an Auto Immune Condition, right around when I released the first port. It's been a crappy few months of tiredness, fatigue and pain. However, while what I have is progressive, cumulative and chronic, I am feeling much better and I am nearly in remission.

    This means I will be picking this mod back up. First step will be to read all comments and reply in kind to questions and suggestions.

    Thanks for all your patience and look for an update over the next few weeks!

    I hope things will only get better for you, and thank you for giving this mod another life. 

    3 hours ago, blowfish said:

    Yeah.  That surprises me since there's really nothing but parts in that pack.  Are you sure the only difference was that, and not some dependencies as well?

    This is Log with just the b9 procedural wing mod  https://drive.google.com/file/d/1QC-GksiwBQLjVrAVIWsf53oVBTIfYrdj/view?usp=sharing

    This is Log with the  b9 Legacy Part , and props. added.  https://drive.google.com/file/d/1QiX5Hr8fJREUqt6KM8txRpmQiIOKNX4G/view?usp=sharing   (Break B9 Procedural wing)

  5. Testing with b9 Part Switch 

    https://www.dropbox.com/preview/Public/KSP with b9.zip

    Testing without b9 part switch (also minus Near Future , all other b9 and OPT due to dependencies)

    https://www.dropbox.com/preview/Public/KSP without b9.zip

    Bug occurrence is repeatable. It comes down to just having these mods or not to trigger the bug.  

  6. I just test v 0.60 for 1.4.3 and it works normally until I also install b9partswitch 2.3.3 which then prevent the use of J or show wing data to function at all.  Game version is 1.4.5 . also tested with no other mods presence. b9partswitch also require near future and cyroengine, so things might be related to the b9partswitch dependencies. Any quick fix to this?

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