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  1. KSP Version: 1.0.5.1028 Mods / Add-Ons: TacFuelBalancer, KerbalJointReinforcement In a nutshell: The Mark 2 Cargo bay occludes engines and intakes mounted alongside it, but the craft works normally on Kerbin. On Duna, one of the intakes goes inactive, but NERV engines worked normally, and I was able to leave Duna without problems. Out on Laythe, both NERVs and 2 of 4 intakes claimed to be occluded. Scott Manley made a comment that the physics become less precise the further you get from Kerbol, I am wondering if this is anything to do with it. The craft in question : https://onedrive.live.com/redir?resid=7003A8806D8A6B2C!719&authkey=!APpaxbR8Rs0uLHQ&ithint=file%2ccraft Here is the save file. https://onedrive.live.com/redir?resid=7003A8806D8A6B2C!720&authkey=!ALkTjVEdbx0EOPI&ithint=file%2csfs I have 5 flights in progress so choose the one that's landed on Laythe. The same aircraft is waiting to takeoff on the runway at Kerbin and shows none of these symptoms. I built this Mark 2 spaceplane with a load of IRSU gear in the cargo bay. I tried to keep it as stock as possible but I don't think it'd be useable without 1) TAC Fuel Balancer, because each NERV motor only has access to 80 LF in the pre-coolers, they won't pull from the vast wing tanks otherwise. 2) Kerbal joint reinforcement - I've never even tried to fly without it, imagine she'd be a very droopy otherwise. The tree structure of the craft is as follows - Root Part - Inline cockpit. Either side of which, is radially attached engine pre-cooler, offset aft. These are the parts with the occlusion issues. Pre Coolers - An additional pre-cooler is attached to the front node of the primary pre-coolers. Because of the offset, they appear alongside the cockpit. So far these have never occluded. To the rear node of the Primary pre-coolers the NERV engines are attached. Workarounds: After googling this error, I heard that I should shut down the engines and close the intakes, open the cargo bay doors, re-activate the affected parts, then close the cargo bay again. This did not work, the NERVs becoming occluded again as soon as the bay doors closed. Most threads on this issue were coming at the problem from the opposite direction, players were frustrated that the cargo bay was not protecting parts that were inside them from re-entry heat. Several mods appeared to tinker with the code in an effort to address this, and I was concerned this may have aggravated the "over-occlusion" I was experiencing. So, I removed Module Manager 2.6.13 and 2.6.18 from GameData, as the mods that required them were no longer installed. Again, I tried activating the NERVs and intakes with bay doors open. This time the NERVs remained on after closing the bay doors, however the rear pre-coolers still become occluded. Fortunately the forward pre-coolers have never been affected by this bug and are sufficient to power the Rapier. Escaping Laythe is at least now possible, though the bug has made things much harder. I cannot run the NERV engines from sea level or i'll waste too much fuel, however they need to be activated briefly in order to penetrate the sound barrier and then turned on for the remainder of the ascent once i've hit my airbreathing ceiling. That means briefly opening the cargo bay when starting up these engines, which will create significant drag and cost me velocity. Other Notes/Pictures/Log Files: Is there anything i can do to have my airplane work better ? Should I offset the pre-coolers outboard from the cargo bay in SPH? As for this flight, which has been in progress a very long time, is there anything i can do or just work around as described?
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