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Aeon-Phoenix

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Everything posted by Aeon-Phoenix

  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.
  14. Okay i'm officially confused now. I am using the latest experimental release now. I did read that AM reactors did got nerferd. Thats fine (well actually not, but whatever). However when i assemble a reactor/generator combo to build into my spaceplane bay for the subassembly a 2.5m Am reactor reads out as giving 32 GW of heat energy. So far so good. Once i build it into my spaceplane it only reads out as giving 8GW heat energy in the manager and indeed only supplies 8GW on launch. Another thing i noticed is that you can not longer select the Generator type in Sandboxmode. You always get the lowest efficient generator type. (Which frankly sucks)
  15. Thats is cool too. Unfortunately kspi lite 0.12 breaks my entire savefile. So i can only use it after this current project.
  16. I think i've found a bug. At least it appears to me so: In the Powermanagment window the line stating the theoretical supply only works correct upon launch and during full powered flight. Once i throttle down, the Theoretical Supply drops just like the other values. Which is, in my book not correct. It should at all times show how much power you could get. It's particular annoying because of this, other mods like Mechjeb or Kerbal Engineer get completely wrong TWR values and it is really hard to judge IF you have power at a crucial moment. A word on the powermanagment too: I can understand that the Network only gives you the power you need at that moment. But i think the TWR should always get calculated by what you could have maximum. I mean the TWR value fluctuates greatly when you reduce throttle driving mechjeb bonkers and unable to calculate correctly. One idea to fix this could be an override button in the Powermanagment, where you could overrride the energy on demand to stream full power when enabled. no matter what. Downside of course is, that you would need to get rid of the immense wasteheat.
  17. Firstoff, great to see this getting developed further. The new IVAs look stunning! Now to my question: did you reduced the specularity on the navballs or did my eyes decieve me? If not, can you actually reduce the specularity on them? Because that is one of the most annoying things in the stock game currently. Keep up the great work!
  18. Thanks alot for all your advises. Sometimes you really got a block in thinking straight and you need some advise.
  19. At this point i'm rather frustrated. I like to play with mods like RemoteTech and Interstellar Mod. Both rely on working satellite networks. One for comms, the other for proper microwave power. Getting things into KEO is relatively easy. Well you always get them close to KEO. And there lies the problem. Not even Mechjeb is so accurate that the archived orbit is 100% KEO. This always results in the sattelites shifting positions over time, till the network simply orbits itself apart. You can of course try to adjust them as the needs arises, but with networks consisting of a dozen or more satellites, things start to get annoying. Another thing i did tried is to edit the save files. But i am either too dump or KSP is like that. My question is: Do you guys now an elegant way to solve the KEO over time dilemma? Could there be a mod, that automatically keeps satellites in check? Thanks for any answer in advance.
  20. I've found an most annoying bug. I have an antimatter collecting station now. with loads of collectors driven by a central fusionreactor, that also keeps the antimatter tanks going. After loads of timewarp i had one of the small tanks full and decided to dock my first warp ship to the station and transfer over the antimatter. The warpship had both a small fusion and antimatter reactor, so i always have enough electricity to keep the antimatter tanks alive. well long talk: i tried to transfer the antimatter over and it was gone. poof. gone. ragequit.
  21. Hello fellow kerbolnauts. Since the last update i got massive issues with the large fusion reactors and generators always showing structural failures upon launch. I did tried to overcome it by manipulating the CFG values for breakingForce and breakingTorque up to 30000. to no avail. I also tried to deinstall KerbalJointReinforcment mod. With no change in behaviour. The Moment i hit around 200-300 m/s on launch the thing simply explodes. And the first thing showing in the crashlog is always a structural failure between reactor and generator. It also did not matter if i launch it on a short rocket (between the rockets basically) or on a long "normal" rocket. Anyone got a pointer what i can do?
  22. If you want to give it a shot. I do got a selection of sounds for both the female betty and the russian nadja. including stall, roll, pitch and altitude calls as wellas landing gear calls and flaps etc. well everything they got.
  23. Oh i know about warnings and disregarding them... hurp (Flaming Cliffs: OVER-G OVER-G OVER-G!) That brings me an idea. how about a "*****ing Betty", "Hank the Yank" or "Nagging Nadja"? Generally an GPWS of sorts?
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