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ss8913
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Everything posted by ss8913
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
ss8913 replied to ferram4's topic in KSP1 Mod Releases
yeah, that did in fact work- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
ss8913 replied to ferram4's topic in KSP1 Mod Releases
no I did not... now I did... going to try it again.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
ss8913 replied to ferram4's topic in KSP1 Mod Releases
so I made a recompile of this with visual studio... it built just fine against 1.4, but... sadly still doesn't work. Things still fall apart. So, unfortunately, no fast easy recompile-fix for this one for 1.4- 2,647 replies
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KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
so.. it seems that KSPIE is updated for 1.4 but IFS isn't? or am I missing something? So far things seem to work correctly except for some visuals on the RCS blocks and the thermal turbojets... just minor visual problems with the plumes. Functionally things seem solid, although I haven't tested everything yet. -
I've seen this happen before... I believe this is a symptom of the craft not having enough control authority to kill horizontal velocity so it's throttling up to provide more aggregate thrust and thus more horizontal control, but causing altitude gain as a side effect. May need to move your vtol engines further apart or add maneuver engines to increase authority. At least that's what it looks like... I too have had tca do some bizarre things that I have no explanation for.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
ss8913 replied to K.Yeon's topic in KSP1 Mod Releases
Using FAR or no? With far, these parts work well although the com/col display balls in the sph should not be trusted.... the balls seem to follow the stock aero model or... something... and they will continually show col in front of com even though it isn't really. However your control issues, I dont have them, so not sure if using far would help or not in that specific case. It generally makes the spaceplane experience better, however. The current version of it says 1.3.0 but it works in 1.3.1 and 1.4.x per my testing. You're also using the words bank and yaw interchangeably and they are not the same thing. Which is it? At what speed? You said 350 m/s but a ground speed without an altitude isn't useful for answering aerodynamics questions sadly. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
so does the current version of FAR work in 1.4.0? anyone tried it yet? I know the current version still says 1.3.0, but I used it in 1.3.1 just fine.. haven't tried it in 1.4.0 yet though. EDIT: I tried the current version flagged for 1.3.0, in 1.4.0, and it seems to work exactly as it did in 1.3.0 and 1.3.1; that is to say, you can install the current version and it works. There may be things that are broken that I haven't found yet, but I made a mk2 jet and flew it in a standard traffic pattern and all the FAR windows and everything behaved as expected.- 14,073 replies
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
ss8913 replied to politas's topic in KSP1 Mod Releases
One thing I noticed since the last CKAN update, and before 1.4 dropped... the mechjeb dev build repo doesn't work. it shows an update, but if i tell it to install it, it gives a kraken error and crashes ckan completely.. any fix for this? -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
ss8913 replied to politas's topic in KSP1 Mod Releases
thanks! -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
ss8913 replied to politas's topic in KSP1 Mod Releases
so.. new install of KSP 1.4, new install of CKAN.exe from here, all CKAN folders deleted, etc... I get a crash every time I try to open settings. I'm not sure if there's a file leftover that governs CKAN's settings that lives outside of the CKAN folder..? is there? I can't edit anything due to this constant crash. exception: System.NullReferenceException: Object reference not set to an instance of an object. at CKAN.SettingsDialog.RefreshAuthTokensListBox() at CKAN.SettingsDialog.UpdateDialog() -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker do you have any thoughts on my reported issue with thrust balancing in the case of thermal power reception? ie, it works fine when I generate thermal power locally but when it's beamed in, it causes issues with both thrust balancing mods, to the point of destabilizing and crashing KSP entirely. I suspect some engine parameters are reported differently in the received-power case? I can ask on their forums too but it seems like the only delta here is in the way the engines receive power, so I figured I'd ask if you had suggestions here. Or is this not worth dealing with until everything's updated to 1.4? I still have 1.3.1 for now, but.. let me know if there's any tests/etc you want me to run. -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
No, the engines spool when they have reactors attached, same as when I'm receiving transmitted thermal power. Everything is fine when the plane is self powered, it's only a problem when receiving beamed thermal power, and only when thrust balancing is used, as noted above. -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
I like the changes, although it cost me 30-40k science to unlock everything, whereas my tree was fully unlocked previously. Not really an issue for me, others might have a problem with the additional cost(?) not sure. The placement of the parts in the new nodes does make sense to me, however. -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
The last update changed the tech tree requirements a bit, go into the research lab and you may have to unlock/re-unlock things. Did some tests with the thermal transmission... @FreeThinker I'm not sure where the problem lies, but.. something is weird here. 1. put a power transmitter on the launchpad. clamps failed. CKAN doesn't have 1.17.1 yet, ok, well, the transmitter didn't tip over so left that there, and turned it on. 2. built a mk2 spaceplane using the mk2 receiver and some thermal ramjet engines. worked great. flew it around for a while. 3. tried to make a VTOL version... and here's where everything went sideways. I use TCA to balance thrust for VTOL... normally this works fine with KSPIE's engines. In this setup however... it won't .. balance anything. If I turn on its auto-throttle, it starts showing the spark FX out of the engines, and destabilizes the entire game, sometimes crashing it. I tried Davon throttle control systems mod as well, it refuses to put any power to either of the VTOL engines. 4. So I thought hm, let me double check.. loaded up a normal spaceplane that carries its own power, not beamed. everything works with both of those throttle balancing mods just fine. Since it's happening with BOTH of those mods, I'm SUSPECTING that there's something about the way the thermal turbojets are reporting parameters when not connected to a *reactor* but instead to a *receiver* that is confusing other mods that want to interact with them. I don't know this for sure, but I figured I'd start here and see if you or anyone had any insight. -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
I like your antimatter factory you should consider the HangarExtender mod which removes the building graphics and lets you scroll around with a lot more freedom.. great for building things that technically don't fit in the VAB Seems like you could also return all that antimatter to Kerbin for a profit, too, if you are playing in career mode -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
so, not having used beamed power in quite a while.. simple question.. if I receive beamed power on a ship and use it to power a Kerbstein... do I still need a ton of radiators on the ship *being powered* or is wasteheat not generated in this case since I'm not doing any energy conversion to power the drive? Little unclear on that, help appreciated. You're trying to produce CompressedAir? I believe you need to move the Air <-> CompressedAir slider all the way towards compressedair for that. as far as power,.. you have a reactor connected to the generator, and the reactor is online? also, the reactor and generator match? ie, a charged particle generator will only generate power when directly attached to a charged particle reactor such as the antimatter reactor. -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
It's mostly self-documenting. Place an ISRU, right click, there's a button to open another window.. it shows all of the processes available, what they need and what they produce. If a button is grayed out, then your craft is missing one or more resources. I think there's a doc out there *somewhere* but I don't remember where. What are you trying to make, I might be able to just answer your specific question(s) here, too. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
ss8913 replied to politas's topic in KSP1 Mod Releases
Hopefully I'm just doing something wrong, but.. I downloaded the latest ckan.exe for windows, from the first page of this thread. Confirmed it's 1.24.0. Clicked on the .NET 4.5 link and microsoft said it's already installed (Windows 10 here if that helps). Ran ckan.exe ... still getting the same exception: CKAN.ModuleNotFoundKraken, which is what I got with the previous version as well. However if I run 'ckan update' from my game dir, it appears to work.. says downloading updates, returns successfully.. what am I doing wrong? huh, well nevermind; after running that "ckan update" the GUI version now also works. I guess that's what I was doing wrong. -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
i remember that this behavior was intentional in a recent update... the issue I'm seeing is that 0.100c should take more power, not less, than 1.00c, and I'm guessing that the fact that I have 2 different sizes of warp ring on the craft may be the culprit - it's the first time I've ever used such a design, and I'm not seeing this behavior in my other craft that do not have this configuration... -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
not using near future, no. 3.75m antimatter reactor, 3.75m charged particle generator (as it turns out, 3.75m, not 5.00m - it works a LOT better with the 5.0m parts) - the weird thing is that it won't go 1.0c, but it will go 0.1c .. unfortunately pics are difficult since everything's inside B9-HX hangar modules and are completely enclosed... but I guess the one weird thing about this craft is it has 2 alcubierre heavy rings, inline.. one 3.75m and one 5.00m... smaller one at the front, larger at the back. Other than that it's really pretty standard, just antimatter (electrostatic, plenty of antimatter and hydrogen in it), antimatter reactor, electric generator. Running in science mode with all nodes unlocked. Wasteheat (total) sits at about 70% with the drive fully charged. -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
OK.. @FreeThinker I believe one of two things has happened.. either a bug has been introduced, or you've intentionally changed some behavior that I missed, within the last update or two. A while back I designed a starship. Launched a couple of them, had them parked in orbit (see my previous post). Back then, they'd hit anywhere from 0.001c to 100.000c no problem. Now,, their speed range is 0.032c - 0.100c. It used to be that 1.000c had the lowest power requirement of any warp speed.. that seems to not be empirically true anymore. If I push the speed up to 1.000c, I get "critical power shortage at 47%" and it drops out of warp. 0.100 should require more power, though, yes? I'm using 5.00m antimatter + charged particle generators, if that helps at all. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ss8913 replied to RoverDude's topic in KSP1 Mod Releases
I think there's an "attach ground tether" option in the right-click menu on most of these parts now... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
unless they're wings. wings need a module manager patch to interact properly with FAR, last I checked.- 14,073 replies
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