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Aeon-Phoenix

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    Rocketry Enthusiast
  1. Upon updating to 0.25 (win 7 64 bit, 32bit launcher, clean update, fresh download, no mods) it reverted the screen resolution to 1024x768 in windowed mode (was previously 1920x1080, fullscreen). after changing back to former fullscreen resolution, the game started crashing on startup after loading, midgame or when changing back to the spacecenter screen (from any of the other buildings or inflight). The crashes been direct crash to desktop, no crashlogs. Anyone got any pointers?
  2. At least it brought something good. Thanks i checked and updated to the latest version. Yeah sorry. I totally forgot about my dropbox thing (my adblocker worked fine tho hmm) I did some more research and appearently i stumbled across a rare kraken (almost as rare as the famous collossus glass squid) The ActiveJoint thing is appearently a rare Stock Bug and basically means that i can trash that specific ship and send a new one to the mun. Good that it was unmanned at that point. So sorry for beeing a nuisiance.
  3. As i said. The exploding ship has no Active Struts installed. With linked do you mean linked via AS or would docked also count? The ship in question is a lander that deploys docked MKS moduls down to the munar surface. Thing is. it also explodes without actual payload. Here is the log: http://www.filedropper.com/outputlog_1 I think i found the culprit:
  4. Awesome mod. However ever since i installed it, i get strange visits from the kraken. Happens only in orbit and only when you (or mechjeb) initialize timewarp. Had it happen with the official release as well as the experimental one. The effect is basically that EVERYTHING in the scene explodes. like everything (also other ships within range). Damage log shows nothing other than Integrity loss of every.. single... piece build into the ship. Really strange thing. I did not had the Kraken in my game since... woah. a long time. The funny thing is: the ship that is exploding worked fine for days now and does not even have a piece of AS installed o.O I try some more repro of the issue to nail it down further but i'm pretty sure your mod. or the works between your mod and another (mayhaps KAS or Infernal Robotics?) are the cause. Cause before the game was crystal. Sorry to be the harbinger of bad news. I really like the concept of this mod *sadface*
  5. After playing some more, I noticed a weird quirk in the FTT parts. Ships i build with these parts tend to drift to the right side in flying direction. This happens when i use the Multipurpose Cargo Tanks with Oxy/LF combo. Even when i have stabilzer fins attached and so many SAS units to turn an Asteroid on the spot (just for testing purposes). It's incredibly weird and never happened to me before.
  6. Point for you there. Thing with birds like the Osprey and why they work though is that they got a dedicated fly-by-wire system that compensates for the delay. That would be another approach to justify the adjustment.
  7. That would make sense if they would be actual turboprops with an actual turbine that is essentially an economical jet engine. But they are electrical powered in the FTT
  8. I just picked up the mod a couple hours ago (together with a bunch of your others) And i'm having a blast! There is only one thing that bothers me somewhat and i think that is more due to firespitter than you. Response time of the props (in general) have jet-engine charactaristic. For jet engines this is right and realistic. Jets do need some time to spool up and down, and adjust their RPM to the new power demand. Props however are pedal to the metal right away response. Maybe you can tweak something there. This is especially important for good VTOL performance. Right now its incredibly hard to adjust the throttle cause there is always a small delay in the response time. Another small bug i found is: The modular tanks do not say: Change Payload or Content. But Change Texture in the first chooser (yes there are two Change Texture thingies in those) Other than that: Hats off! great mod
  9. Aha. That means i'm out. many of my designs won't work with these equations anymore. I wish you the best with this mod. But the changes you made are not really for me. Sorry
  10. After playing some more. I've found out that the tweakables from 0.12.2 are pretty broken in the reactor/generator department. Both worked fine in 0.11 without tweaking. In 0.12.2 the generators always remain on the lowest techlevel in Sandboxmode and the AM reactors allways return to their default value of 8GW output no matter the size or the fact that you have an more advanced techlevel (should be in Sandbox mode). The same counts for the fusion reactors. I'm not sure about the Radiators. They do not show their type anymore. After checking the CFGs of the AM reactors i must admit that the new values seem allright. Less antimatter consumption relative to the power output and a more reasonable poweroutput could work. If they would work
  11. Thanks for informing me. Assuming that he did replied here i thought i was right in posting stuff here. welp i was wrong.
  12. After playing some more. I've found out that the tweakables from 0.12.2 are pretty broken in the reactor/generator department. Both worked fine in 0.11 without tweaking. In 0.12.2 the generators always remain on the lowest techlevel in Sandboxmode and the AM reactors allways return to their default value of 8GW output no matter the size or the fact that you have an more advanced techlevel (should be in Sandbox mode). The same counts for the fusion reactors. I'm not sure about the Radiators. They do not show their type anymore. After checking the CFGs of the AM reactors i must admit that the new values seem allright. Less antimatter consumption relative to the power output and a more reasonable poweroutput could work. If they would work
  13. Oh WavefunctionP is doing updates allright. Hence why i report that bug here. So right now trying to save tweakables in the Subassemblies is a big doodoo and makes it all the more harder to build stuff in the SPH.
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