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SirusKing

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Everything posted by SirusKing

  1. Assuming this is the cache: https://www.dropbox.com/s/y7rba8enp9bwbal/ModuleManager.ConfigCache?dl=0 Which log?
  2. The previous problem has completely gone, no idea what caused it, sorry for pestering. I noticed a minor problem with one set of wings though, which is probably real fuels fault, but I figured i would still mention it: http://imgur.com/a/ZQEDW (Volumes are the same, decimal moves due to menu bug? masses actually act that weight) Both wings are about the same size, yet one wing, the old one, weighs 19 tonnes BASE, where the other only 700 kg. This is some funky bug. Luckily it was easily fixed, but it just peaked interest.
  3. Sabre engines, possible due to their toggle being special (something about a 'MODULE'), have lost their rocket ISP. Modifying the actual b9 part to the real ISP values (360-460) provides more realistic dV values.
  4. Although its fine in stock, when using real fuels (idk if you have a config for it in b9 automatically?) The SABRE's ISP's should be much, much higher, seeing as it is a hydrogen rocket. IRL Sabre has isp of 360-460.
  5. I am also having the lack of J problem, but it only happens after I reload the craft (eg. launch it, go back to hangar). It also appears that any craft with this bugged version of the wings (which only happens with the solid unmoving wings), and appears to bug Ferram so that it can't calculate anything correctly. the log is spamming NRE: object reference not set to instance of an object, but thats the only It seems temporarily fixed? idk why. nevermind, the NRE isn't happening but after loading my craft i cant use the menu again. fixed again?!?!?!
  6. Are there any fixes for the symmetry problem with control surfaces?
  7. The problem is, the Dishes don't have toggles, they have "activate" and "deactivate", and I can't set a command to activate it later without deactivating and losing signal + flight computer control.
  8. Is there a way to set a command on the flight computer to close, do something, then re-activate a comms dish? You can only deactivate them while they are active.
  9. Due to, erhmm, certain heat constraints, I need to adjust the low orbit science height for Kerbol to about double what it is currently. Adjusting the value inside the Sun.Body file doesn't seem to do anything, anyone got any ideas? I have Kopernicus installed if that helps.
  10. Fantastic mod, makes up for my lack of Interstellar from pre 1.0.
  11. For some reason, loading the game with KSPI installed stops it while loading "part/AluminiumHybrid1" and refuses to go any further. Although I am running a lot of mods, it seemed to do this with only KW rocketry and B9 installed as well. There are no crash logs as it doesn't crash, it just gets stuck. Anyone got any ideas?
  12. According to the KSP Wiki, at 0 AU solar panels will produce 10x their regular power output, however, in one of scott manleys IQ videos, he has a solar station produce about a gigawatt. Does KSPI use the IRL Inverse square law instead of stocks curve?
  13. Why would you want windows? Solar panels, sure, but with a window, since you are spinning, would probably make you incredibly motion sick.
  14. The best method where you are is to make a ship in orbit with several launches. Make fuel tanks, science ships and engines all on seperate crafts and then dock them in low kerbin orbit. You could use a large 2.75m fission reactor (the green one lasts far longer without refueling) with some plasma engines, since those are very efficient.
  15. For some reason, when using the 3.5m docking port, the port sometimes switches to be smaller than it should be. I have no idea whats causing it, but it appears to either do it either when time accelerating or switching crafts. Is there a method of fixing it? http://cloud-2.steampowered.com/ugc/3278930422917226927/BB1313E0A68E1AB1E69249D34C5559E4DB7C059F/ It appears to only happen when I am controlling the port itself, which is apperent in the picture (the docking port under it is fine, but not the root docking port)
  16. Is the other model for the acclubeir drive meant to be in the experimental science node? It only costs 1000 Science and is long before antimatter or fusion...
  17. I have had plenty of rages with RT2 or the Kraken inducing KAS stuff, but the only stock rage inducing problem I have had was when I had a kerbal EVA on minmus only to run out of jetpack fuel. I spent an entire HOUR attempting to get that guy to jump back into the command pod, but he just kept overshooting!
  18. The fairing is causing some drag, but the payload more. http://imgur.com/a/BpVvA This is what I am told. Should I re-install FAR or something?
  19. Inside my fairings, it appears the payload is still being affected by air flow and is causing a fair bit of drag. Is this intended? (I have FAR installed if that helps >.> )
  20. ... Maybe? Well, most of it is for looks, but the wings did help when ascending.
  21. I managed to haul this beast into orbit. My first ship to go to the Jool system If only I ever remember to choose which kerbals pilot it >.>
  22. Even after installing the community hotfix, i still get the "mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0023:10118bea." Error in 0.23. Anyway to prevent this? Regular crashes are sure damn annoying.
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