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ss8913

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Everything posted by ss8913

  1. seems like we're having the exact opposite experience of one another... mine was working fine before (using B9partswitch + whatever else) and now the sky is black (except for the clouds) ... and you're saying it was broken before and now it's fixed... hm.
  2. so.. using the latest 1.4.x, but.. ever since the most recent update, my sky is black (regardless of time of day) and in orbit, all of the planets are completely black.. doesn't matter what other visual mods I use in conjunction with it, either. previous versions did not have this issue.
  3. It is in this context. There are certain features of this model that do not work at all in opengl... this has been a problem for a long time.
  4. maybe in tweakscale? I'm not sure what else would govern mass scaling of parts? I haven't *noticed* any other parts (even within this mod) exhibiting this behavior though. (which doesn't mean it's not happening; I just haven't noticed) ... maybe I should grab the tweakscale source and see what it's doing...
  5. the kerbsteins seem to be behaving a lot better in the update, @FreeThinker something's still weird with the scaling though.. for a given ship X, a 20m kerbstein produces better acceleration than a 30m kerbstein, all other factors being equal. Going from 20m to 30m seems to add around *five thousand metric tons* to the weight of the craft, and that might be the problem right there.
  6. I'm using 2.3.3.4 .. it's .. completely broken. If set action groups in VAB/SPH, then launch, all the assignments disappear. Reverting to VAB/SPH, they're gone there too... so... my AGX assignments are being actively corrupted and/or deleted by this new version please advise. EDIT: Last version and all previous versions, which I've used for years, have all worked fine and not done this.
  7. A few posts up someone said that 'flipped' issue was fixed for them; how'd you do that?
  8. @FreeThinker - that looks better. What are you powering it with? picture is a bit dark.. I see a tri-alpha reactor, what else is on that thing?
  9. I use MJ2, it tells you the current/max acceleration to %4.2f precision.
  10. anyone using this with FAR btw? I'm still having a really tough time being able to get the CoL behind the CoM with these parts due to the super high amount of body lift... I know the OPT wings won't provide any lift with FAR, so I'm not using those but.. OPT is unique amongst part packs in this regard.. can't get it to balance out. I'm guessing it must be a difference in the way FAR calculates aero vs how stock is doing it(?) .. and I remember it not being much of an issue in 1.3.1 (even though the balls in SPH were reversed for col/com still, it seemed to fly ok ... now it flies like the balls are correct.. completely aerodynamically unstable ><)
  11. this means that your CKAN thinks that one of the dependencies is not updated for 1.4.2.
  12. In addition to the everything-flipped issue, I installed NavUtiltiies Continued or whatever it's called now, and while that mod works outside of IVA, I can't get it to come up with the NAV button in IVA either.... I also remember there used to be a Mk3 cockpit IVA upgrade that made it useful/usable, but I'll be darned if I can find it anywhere anymore...
  13. @FreeThinker I just noticed something else... I have a craft with a 10m kerbstein and enough power to drive it at X m/s/s of acceleration. If I replace the 10m kerbstein with a 7.5m kerbstein, and making no other changes, I get acceleration greater than X. This leads me to believe that something is wrong with how this part scales, ie, the mass goes up too much for the increase in thrust when the engine is scaled up.
  14. Another problem is the Kerbstein wasteheat generation. Almost any amount of throttle is enough to go from 0 to full wasteheat near-instantaneously and that's with 4 extremely large folding radiators on it... I don't think the KSP physics engine will even allow me to build a craft that has room for enough radiators to drive a single Kerbstein at 30m much less the 20 of them that's required for sufficient acceleration... I don't know what to say, this engine is no longer usable for me... this test craft is basically an enormous 30m kerbstein, the fuel for it, a command pod, and little else.. it weighs like 8000t now (I only had a 20m on there before, the 30m scales up in weight in a serious way!)... EDIT: Since the positron antimatter reactor doesn't generate power with a charged particle generator, and since I need a charged particle generator to power the warp drive, I have a plasma beam core reactor with a charged particle generator powering this ship... 7.50m radius on both. I use detachable positron-antimatter boosters to get it to space. Once in space, the hyperdrive is usable, but the sublight kerbstein engine has a max thrust of < 1.0 m/s/s and overheats as soon as I put power to it, even though this thing is covered with enormous radiators. EDIT: So I tried going back to Plasma Nozzles, which is what I used before the kerbstein was released. These have the same wasteheat problem... in order to get enough thrust, it's physically impossible to put enough radiators on the craft to keep them cool enough to operate. EDIT: If I use a fusion reactor instead of the plasma beam core, the heating problem isn't really an issue... maybe something's just wrong with the plasma beam core heat generation(?) ... Kerbstein thrust is still an issue, though.. Even with a fusion (tri-alpha) reactor, if I can get theoretical max accel over 1G, the reactors aren't powerful enough to drive it at that speed. Increasing the reactor size would of course increase the mass, and... yeah. They just don't seem to make the thrust that they used to, for one reason or another.
  15. see above, I wrote up how to disable it in the code and recompile, if you want to do that. Without doing that, it won't work on 1.4.x, period.
  16. possibly quite good, but not nearly as good as it *was* ... 5500t pushing at 4G would be, what, around 220000kN of force. If the nerf is intentional, that's fine, I'll figure out a new design, I'm just thinking that from what you said, the nerf wasn't intentional and may be a bug somewhere. Please advise
  17. hm. did something change from the previous release (the one where my kerbsteins were giving me 4G accel) though? ie, is the thrust lower or the weight perhaps higher? a 30m tweakscaled kerbstein weighs something like 1100t just by itself, I don't remember what it was before.. all I know is the TWR is far, far lower now, even on the same exact craft. I haven't tried with the one you JUST released; will do that and report back.
  18. let me check if i screwed something up on the craft design, I may have used the wrong radiators or something. the positron reactors are better anyway though.. lol. At this point I'm mainly waiting for the kerbstein fix/update. I will check the heatproduction on my test rocket however. EDIT: Please also try that same rocket, but add a few air intakes and use a thermal turbojet in atmospheric mode. that seems to have bigger problems than the launch nozzle. Using the positron reactor seems to solve it 100% though. EDIT: One other thing I just noticed, the positron reactor, can it not generate power with a charged particle electric generator?
  19. One other thing I just noticed.. the retractable resistojet RCS... they used to have a button for "show actuation toggles" (in the SPH/VAB) which let me limit individual thrusters to pitch, roll, yaw, fore, aft, etc... this set of controls now seems to be absent. However, craft that I made in the previous version still honor the settings that were set at the time.. I just can't make any new craft with them. Is this a bug or did I miss something?
  20. OK, further testing... removed the launch nozzle, put on a thermal turbojet and air intakes (this is on my simple test rocket). Put it in air breathing mode, apply any amount of throttle, the engine (not the reactor) instantly explodes. That *has* to be a bug, yeah? Also, confirmed I am using plasma beam core reactors, not the positron one. Will try with that reactor instead. EDIT: found the positron AM reactor. The thermal turbojet problem doesn't exist with that one, although I don't think even with the other one that an instant explosion is desirable or intended in any way (?) ... I'll convert my craft to using the positron reactor. Looking forward to the Kerbstein fix as well; TBH I thought it was balanced and pretty useful in the last version, hopefully it's not difficult to fix EDIT: side note, those positron reactors are SUPER powerful... wow...
  21. not sure what you mean by that... as far as I know it's OPT causing the problem since only OPT parts *have* the problem... I guess it could be a mod conflict but.. what does OPT do differently from all the other parts packs out there that don't have collider issues?
  22. which is the right one? the one in the top middle is the one I've been using for years. fully upgraded of course. Are you saying this will fix the fact that wasteheat goes from 0 to maximum in literally seconds after applying throttle? It seems.. I don't know, this still sounds like a bug in the heat mechanic to me, not a "this reactor is supposed to do that" thing.
  23. there seems to be some weird collider issue with OPT and 1.4.x... I wonder if it's the same problem that Kerbal Konstructs had.. maybe I'll try recompiling OPT. Don't think it'll help much for a mod that's only parts, but.. can't hurt to try.
  24. just the reactors tab under KSPIE... there's only one antimatter reactor there. either way this is getting into the weeds, this is something that worked in the previous release, and the behavior *drastically* changed from one version to the next; that usually indicates something is broken when behavior of something in a mod as mature as this changes that much in a micro point-release update...? I'll see about getting a screen capture later tonight if you're interested in what the reactor list looks like for me, though.
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