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Iasus
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Posts posted by Iasus
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Is it possible to update to the latest version of the pack without overwriting the current kethane distribution map for my game? I am having the OCD-like craving to update but I am mid way though a Duna base mission and don't want the kethane under it to suddenly not be there any more!
Ias
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Are there any known issues with this mod and Mechjeb? I'm wondering how Mechjeb's landing autopilot copes with it.
Ias
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Iasus : open the custom window editor for the Delta-V window, go to the thrust category and add the last one "dV include cosine losses".
This option change the way MJ compute dV when engine don't point back.
Sorted. Thanks.
Ias
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Has anyone experienced mechjeb throwing negative delta-v reading for stages? Seems to have started happening to-day.
Ias
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Has anyone else had a problem with the Large Drill Unit? I'm finding it plays the animation on repeat in flight regardless of whether the drill is deployed or not. The small drill doesn't do this.
Ias
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It was trying to load but seeming to hang - perhaps this was just taking *ages*. However, I just tried to switch to the munbase vessel from a vessel in munar orbit and the game crashed.
Ias
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KSP is still 32 bit. You are in facet reaching the RAM limit or at least getting close.
1) part count of all crafts within loading range?
2) You may also be experiencing general lag with loading lots of parts within physics range. This causes pretty good lag spikes and general slowness when loading.
Counted parts now - I reckon it's 141. Screenshot attached. Could there also be lag assosciated with the fact that using KAS to link them I selected "link docked" so they all count as 1 huge vessel?
That's (clockwise from top) a lander, a hab module, a power plant and a kethane mining and converter rig.
Ias
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I didn't upgrade KAS, but thanks for the suggestion.
Sierra: Just running a part count now.
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Hi guys - I've got an issue with a craft causing my game to hang during loading it from the tracking station. The craft in question is a composite munbase, made of 4 smaller craft linked using Kerbal Attachment System. I wonder if the issue is a RAM shortage, but task manager tells me it's only using 3.7 Gb of RAM, when I have 8 available it seems unlikely this is the problem. The problem I'm having is the game nearly loads - I get the "1x time warp" message up, but then no more loading than that. I end up having to kill KSP using the task manager.
Has anyone else had problems with large part number or composite/docked craft not loading and/or know of any solutions? I'd like to load it so I can get my kerbals home if possible.
Thanks
Ias
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You can limit the amount of thrust MechJeb uses. I think it's called "throttle limit" under the "Utility" window. You might also try turning on "limit to terminal velocity" in the ascent autopilot, although I don't know how that will interact with FAR.
Ias
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Sorry for possible double-post:
Has anyone had any problems with the fairings falling off in flight before they are jettisoned? I have a problem with my Apollo-11 style craft where the fairings around the lander fall off pretty reliably when the circularisation burn begins. They detatch without being triggered (they don't jettison) and clip through the payload, then intersect the rest of the rocket and explode....
I'm running the 1.3 version of Procedural fairings. Mechjeb is doing my ascent and the rocket is mostly made from KW rocketry and AIES parts, if there are any known conflicts.
Ias
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[double post]
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
in KSP1 Mod Releases
Posted
Does anyone know if Mechjeb recognises Realchutes' 'chutes as such? For example, will it use them in the landing autopilot if you tell it to use parachutes?
Thanks
Ias