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ss8913

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Everything posted by ss8913

  1. KSP Interstellar Extended has been on 1.19.2 for a couple weeks(?) now, and CKAN still only shows 1.19.1.1 ... this mod typically has not had issues with CKAN metadata in the past, any idea what's going on?
  2. I do not have either of those mods installed. I did update yours and all other mods via CKAN. cryotanks folder is n/a since I don't have that installed.
  3. as of the latest update, B9 Part Switch incurs a fatal error and causes KSP to close, claiming "no tank type OPTOX exists" - this seems like it comes from this mod, since this was the only one updated for me since yesterday, and everything was fine yesterday. Plus "OPTOX" sounds like OPT + Oxidizer...
  4. yeah, just noticed it myself.. seems the bug only happens with the default DirectX 9 mode.
  5. That's a problem with rpm. Add -force-opengl to your KSP commandline to fix. So does anyone still maintain the HX parts? I've always thought that they need internal attachment points so I dont have to place one of those radial attachment things in them... and replaceable or closable hangar doors would be awesome..
  6. speaking of plumes... @FreeThinker ever since KSP 1.4.0 came out, the plumes for the ResistoJet RCS are .. reversed. the plumes will even blow back into the ship (visually) although functionally they're ok. Is this an artifact of some other module like RCSFX or is this something that's on the list for KSPIE?
  7. Odd. In general I find that the thermal window is a bit .. aggressive. Most of my ships show red on the numbers in that window, and it still works OK. Are you using thermal propulsion or electric? Which specific reactors, generators, and engines?
  8. Some of the radiators, ie the smaller ones, are only appropriate for the earlier-tech reactors. If you're using the end-game reactors like the QSR or the plasma beam core antimatter, you need to use the end-game reactors: the folding rectangular ones or the large winged edge radiators, or the umbrella radiators. All of which can, and probably need to be, tweakscaled up. Your ship may end up looking like a porcupine, with all the radiators deployed, especially if you're using non-thermal propulsion.
  9. depends on how much draw you're pulling from them. At max draw... you're going to need a LOT of radiators. If you want to do that while keeping your part count low, look into the B9 HX parts. They're enormous, so you can put a lot of radiators on them. And you have access to KSPIE engines, so building a 35,000t SSTO isn't out of the question
  10. the weird thing is it's only the ramjets that do it. the turbojets still run out of air as you'd expect, at altitude.
  11. @FreeThinker all of my previous issues are fixed in this release, however there seems to be a problem with the thermal ramjet nozzle now - it keeps increasing in power as speed and altitude increases, until you get to 70km and it instantly hits 0 thrust... isn't it supposed to drop off in power as the atmosphere gets thinner? It used to... now it just seems to keep getting faster and faster all the way to the edge of atmo. The thermal *turbojet* doesn't do this, it retains the previous behavior. I'm using the 'heavy ram intakes' with a 1.6 intakeAir rating... 2 of them tweakscaled to 200% ... same as per usual for my stuff, but.. figured I'd report this.
  12. You have to modify compatibilitychecker.cs and then recompile. Else it will still actively disable itself.
  13. It's a brand new pc.. i7 8700K, 1080ti with 11gb vram, 32gb ddr4 main memory, and ksp is installed on a Samsung evo ssd.. I was hoping the new rig would fix the problem. But no. Framerates and such are of course much faster than the old box, but the stutter persists.
  14. I have tried memgraph, turning off AA, setting max prerendered frames to 1 in the nvidia control panel... DirectX, OpenGL... everything everyone on every forum I can find, has suggested, and this is still happening. Seems to sometimes not happen, sometimes only a little, sometimes *a lot*.. cannot figure out what's affecting the rate, but.. if anyone has any suggestions other than what I just mentinoed.. please let me know Note - only happens in flight to me, not in VAB/SPH.
  15. Are you referring to the one I posted, or someone else? Or did I even post one? Not sure if this is the one I was waiting on permission for... I've reconciled several to make them work in 1.4.x.. several mods, that is.
  16. Did you open the references dropdown on the right side, and add all the ones that have the yellow ! Icon on them? They're available in your ksp folder... down a few levels. Make sure you use the x64 versions.
  17. Just updated to latest Interstellar Fuel Switch, and I'm getting 30 errors thrown back by ModuleManager, which has never happened before... new fix in the works already or do you need the log details? @FreeThinker not sure it's related, but... thermal propulsion wasteheat is off the charts again. A craft that used to launch and get to orbit no problem (ok, granted, launch weight is 33,000t and it's powered by 4 7.5m thermal turbojets attached to positron antimatter reactors of the same size, using hydrazine as fuel, so.. somewhat extreme) - but this used to work. I have one in orbit right now. As of today... anything more than 1/3 throttle causes wasteheat to peg to max instantly causing all 4 reactors to shut down. KSPIE 1.18.5 IFS 3.0.1
  18. huh. Your new version is completely unindexed on CPAN to this day; that may be due to the fact that you didn't change the name at all...? not sure but it's been a month and DaMichel's version is still the latest available on CKAN.
  19. I can live with that. As I said, it *does* still honor the "use MKS resources for construction" and that's the main integration point.
  20. that's because the current release of FAR specifically disables all of its functions on 1.4.x. You can get around that by loading the source code into visual studio 2017 community edition (free), editing CompatibilityChecker.cs, and recompiling against the latest KSP libraries which are part of the standard KSP install. I posted details on how to do this a few pages ago.
  21. It seems to mostly work in 1.4.3, with the following exceptions: 1. The UKS Orbital Shipyard, which looks really cool, and I've loved using it in the past, no longer seems to register as an EPL construction part. 2. USI MKS workshops no longer contribute to productivity; have to use the weird blue EPL-specific workshop again (like before the EPL-USI integration happened) - note that the "use MKS resources for EPL" does still work, so at least there's that. 3. Cancelling a build caused my orbital construction yard to instantly disintegrate and send the one remaining part spinning off into deep space at high speed. F3 menu said that one of the parts "splashed down" (this was instantaneous, from a 500km orbit). When I pushed cancel, the windows 'wait' cursor appeared for about 5 seconds, and then the catastrophic disintegration. I haven't actually built anything to completion yet, however. That may or may not work.
  22. PSA: Astronomer's Visual Pack for some reason uses Kopernicus, and requires it. If you want good/better FPS in the meantime while the Kopernicus issue is being looked into, SVE and base-level EVE do not import Kopernicus, and thus avoid the FPS issue. Doesn't look as good, but it's a way to fix the FPS until Kopernicus is updated.
  23. I've narrowed the FPS problem down to Kopernicus. I uninstalled all 128 of my mods and re-added them one-by-one, and it's 100% for sure Kopernicus doing it, not scatterer. My symptoms are identical to Sunesha's report. I'm using a brand-new Intel core i7-8700K and a 1080ti, so .. it's not your CPU, Sunesha, it's something in this mod that's causing the issue, but I do not know what.
  24. I'll check. I'm not a big fan of sunflare in general; I may have turned it off. I'll report back tomorrow if it still works. If I have to choose between the sky issue and a working sunflare though, I'll take a fixed sky Now I have to see why my framerates, even in the VAB/SPH, got suddenly so much worse; that may be AVP, though. going back to standard EVE/etc and will see if that makes a difference.
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