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ss8913
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Everything posted by ss8913
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KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
but the ISRU refrigerator doesn't convert water.. only the cryo tanks do that, as far as I can tell... and it creates a bottleneck making hydrazine production unusable. 3000 units *per year* doesn't do anyone any favors EDIT: Seems the part config files don't control these rates..was hoping to tweak it (for now) but it appears this isn't a thing that can be done without recompiling from source(?) EDIT: tried using hydrates => lqdwater with the all-in-one ISRU hydrates processor too... also painfully slow, even with 4 of those things and powered by an antimatter reactor... tagging @FreeThinker -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker regarding my LqdWater conversion issue... I've created a screenshot illustrating the problem - shows the configuration of my cryogenic tank and in the upper right you can see the conversion rate. the other tank is full of "Water' whereas the KSPIE cryo tank starts off empty of LqdWater, with the conversion slider all the way towards LqdWater... it's painfully slow. Am I doing something wrong? -
So, I've rebuilt a few KSP modules in my day.. I'm a relatively experienced programmer but not with mono, C#, or visual studio in general... tried to rebuild AT_Utils and CC in VS2017, I get a lot of undefined references... I've included references to everything in KSP_x64_Data/Managed/ like usual, but.. no dice. If anyone knows the secret to getting the build to work, I'm happy to run one and post the results, but I'm kind of puzzled by some of these object dereferencing errors... Allista seems to use a .csproj instead of a 'solution' file which is a bit different from the others I've built.
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correct me if I'm wrong but this mod is currently not working with 1.3.1 and causing crashes, yes? It seems to be, but just wanted to confirm.. will wait for your rebuild against 1.3.1 assuming that's the case...?
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KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
Water to LqdWater is excessively slow, at least for me. It may be a bug? as I said it's far, far slower than Nitrogen conversion. It should be fairly simple to reproduce... tank of water, cryo tank to convert.. etc..? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ss8913 replied to sirkut's topic in KSP1 Mod Releases
so I'm confused.. 2.0.14 is the plugin/core.. where are the parts? -
possibly.. I have it set to indicated airspeed, not ground speed, so I wouldn't think so...? This mod is just a UI to enable FAR's wind system anyway, so I'd think FAR would be in control of it end to end.. I'll ask on that forum.
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KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
So.. I've re-figured-out how to use ISRU to create hydrazine, but... it takes over a year to make 3000 units of it; that's.. uselessly inefficient, unfortunately. The bottleneck seems to be in the conversion of 'water' to 'lqdwater' - i'm not sure what form it's coming out of the ground in, but.. first of all I don't understand why it needs to be converted at all, and secondly, why is it so slow? it's like 2 orders of magnitude slower than converting nitrogen to lqdnitrogen(or the other way around), and it doesn't make sense as to why this is. Is this a bug? am I doing something wrong? why can't water electrolysis work on water in any material state? These are the questions I'm faced with -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
Trajectories never seems to calculate things right with FAR anyway, at least for me. Side note - does the current version of FAR work with 1.3.1 or no?- 14,073 replies
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KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
While I haven't received official word from freethinker yet, I believe this is an unintentional bug introduced in the most recent version of the mod. Roll back to one version prior and it should solve it, until freethinker either fixes this or states that the new behavior is correct. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ss8913 replied to RoverDude's topic in KSP1 Mod Releases
it seems like the problem is the default deploy limit is 100 for each leg. if you change that, the legs extend. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ss8913 replied to RoverDude's topic in KSP1 Mod Releases
can't get the legs to extend at all.. the animation starts, then abruptly stops and resets. In VAB/SPH too even, as it turns out. Should be noted that I'm still using 1.3.0, not 1.3.1. -
on the navball.. I have FAR set to display surface velocity in knots IAS (KIAS) like a real [human] aircraft does.
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I'm honestly not sure this mod is working at all... I have it, plus FAR of course, installed.. no matter how I set the wind, my indicated airspeed (IAS) always shows 0 on the ground, which shouldn't be true in a headwind.
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KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
go to the betas thing for the game.. you can roll back to 1.3.0 or even earlier now.. they have multiple versions you can pick from. I locked mine at 1.3.0 until things settle out on 1.3.1. Right now I just need to rollback KSPIE itself to the previous version to fix the thermal propulsion issue.. still trying to find that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ss8913 replied to RoverDude's topic in KSP1 Mod Releases
so I tried using the 3.75m cradle on some of the round base components (as pictured above).. when I launched it on the launchpad it started.. sliding all over the place, even with the ground tether attached. what did I do wrong there, is there a secret to attaching those things properly...? -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
So... @FreeThinker in addition to my previous query about the gravity drag issue from a few pages back.. since the latest update, I've observed the following changes: 1. Any thermal turbojet or thermal ramjet attached directly to an antimatter reactor will overheat in seconds, whereas heat management was fine prior to the patch (exact same craft). This is literally a 2 or 3 order-of-magnitude increase in wasteheat generation for thermal propulsion. 2. Any such engine attached to a reactor indirectly (ie, Mk4 spaceplane, reactor inside a cargo bay, one tail structural piece separating reactor and engine) barely generates any wasteheat, but produces less thrust than before the patch. However the wasteheat generation is a tiny fraction of what I get when the engine is attached directly to the reactor. How much of this is intentional and how much of it is a bug? I can reproduce this on multiple different craft, as most of my designs are somewhat similar. The changes have, however, rendered most of them useless/unflyable due to the extreme wasteheat production, so I await your verdict on this before I go try and redesign everything... EDIT: in the meantime, where are previous KSPIE builds archived? I may roll back to the previous version until this is addressed one way or the other. My entire space program is based around thermal antimatter propulsion, so I'm kinda stuck at the moment -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
I'm sorry to keep coming back to this, but the whole gravity drag thing doesn't make any empirical sense to me.. sometimes it works exactly as I'd want, as I get closer to the target, my dV-to-circularize gets smaller the closer I get to a gravity well... but just now, for example, i was trying to fly to Duna.. no matter which approach vector I took to the planet, my dV-to-circularize keeps going UP as I get deeper into the gravity well... every once in a while it'd go down a tiny bit but then start going back up again... was skirting as close to the atmosphere at low warp as I could get without touching atmosphere and just... no luck, couldn't get the dV below 16900 to circularize (approximately)... what's the secret here? It seems I don't even have the tools to calculate an exact vector, but before that I'd need to know how to calculate the vector, and it is completely escaping me... if it were possible to set a fake 'target' at 2 points forming a line along which the proper approach to a given celestial body is defined, that'd certainly help, but for now I'd just like to know which way i'm supposed to arrive at a planet so that the dV goes down and not up... thanks in advance. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ss8913 replied to RoverDude's topic in KSP1 Mod Releases
ok found it, got it, it works... only thing is.. dropping one of these kit things near my base on Mun tanks the frame rate, worse than anything else I have ever done in KSP. Is this normal/expected? get rid of that box, and the frame rate goes back up by a factor of 3-4x. If I drop a box somewhere new, ie, away from other existing structures, I don't seem to have this problem, but I thought I'd add some extra hab space to the mining base, and ... this happens. I can get some log info, didn't do that last night, but wanted to see if this was anyone else's experience as well or just me? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ss8913 replied to RoverDude's topic in KSP1 Mod Releases
Is there a tutorial on how to use the mks version? The wiki page thats supposed to have that, does not. I dont see some of the parts from the original gc mod, like the diy kit, so im unsure how to proceed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ss8913 replied to RoverDude's topic in KSP1 Mod Releases
Quick question; if I want to use ground construction with MKS, do I need to install the ground construction mod in its entirety, or just "ground construction core" ? -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
ss8913 replied to robertlong13's topic in KSP1 Mod Releases
Forum is complaining about the age of this thread; is there a new one somewhere or is this mod abandoned? -
KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
earth to moon? do you mean literally, as in RSS, or do you mean Kerbin to Mun? RSS is one thing I haven't tried playing with... but Kerbin to Mun, yeah, I've done the roundtrip in a non-antimatter non-warp SSTO. -
So, a potential pitfall for building things on these planets... I built a very nice base on Thallo.. started the reactor up, everything was good.. fortunately I didn't have any staff in it though because when the construction ship left... as soon as I got about 4km from the base, the entire thing explodes. I push F3 and it says "<part> "splashed down hard" and was destroyed" ... so while it was built on solid land, it seems that after you get outside of physics range, it uses the biome map to calculate where the thing is, and suddenly, "oh you're over water at <x> km above the surface, where x is the altitude of the hill on the island that the base was built on" and .. sploosh... entire base destroyed. I will look and see if I can make a working biome map for at least Thallo to see if I can fix this issue, but.. I'm not sure what other people do *with* these planets, but for me at least, I want to colonize them. Call me crazy or w/e
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KSP Interstellar Extended Support Thread
ss8913 replied to FreeThinker's topic in KSP1 Mods Discussions
OK I'm still confused about how gravity drag works with the warp drives... I calculated my vector relative to Kerbol (the sun), tried approaching dres along that vector, and along the opposite vector, dV to circularize kept going up either way. It seems there's a specific vector to approach at which will lower the dV, but it seems very hit or miss to find it, and I don't understand how to calculate what that vector should be, from the available information in the warp window... anyone able to explain this to me?