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KSP: 1.12.5 (3190); Windows 11 64 Bit, manual install (no Steam), also manually modded (no CKAN). Problem: loading ships in interplanetary space, parts overheat and explode for no reason. On first load, some parts overheat and explode. The temperature bars in the screenshot suggest all is overheating, but with that particular screenshot, it was only some parts that ended up exploding (though those included the giant dish), the bulk of the vessel (including root part) remained. It completely obliterated itself on a second loading, also. Note that this has been orbiting Kerbol for over 7 game years. This here is another vessel, illustrating what happens when I load a ship a second time. First time, only four parts went boom. 2nd load, ALL parts overheat and ALL parts explode, ALL AT ONCE. This vessel here is my ongoing Eeloo flight, en route for over a year in game and about as long again from orbital insertion. Distance to Kerbol is about equal to Jool's orbit, so it's not just intense sunshine. I have been playing this save for a few months, the problem first manifested a few irl days ago with that crewed mission to Eeloo. Over a year in game time, launched a few weeks back in real time. Since then, I've been working on a flamboyant Duna mission (must have dumped $40 million on all support flights, test flights, installing a network of a dozen relay satellites around Duna, assembling and fueling two Brobdingnagian vessels in orbit, and a third after one had somehow started breaking apart in its parking orbit). Around the time I launch the two monsters out of the Kerbin SOI, I get an EC depletion warning for the Eeloo flight. I have tried resolving that after launching my two Duna ships out of Kerbin SOI, I've tried going back to an earlier save point and resolving it before launching them. The Eeloo ship explodes, every time. If I get my two Duna ships out of Kerbin SOI, leave them and then come back, they also start to explode. A little the first time, entirely the second. Positively ancient probes that had been sitting happy in Kerbol orbit, I switch to them, they start exploding. Since I can't play much KSP right now, I've instead made a video to illustrate the issue: Mods installed: A vast number I made a manual list of stuff in GameData and appended the list of DLLs from the log file. As near as I can tell, everything is up to date and installed correctly. Reproduction: load a vessel, regardless of elapsed mission duration, one that is outside the Kerbin SOI. Load once for partial explosion, load a second time for total obliteration. Logs: Here is Player.log: https://drive.google.com/file/d/12FZxQzGn-Yv5kPpsNl9GphnOUpTzIIl2/view?usp=drive_link Here is a .rar with Player.log, Player-prev.log, Exception Detector Updated log, logs from the SpaceTux mods, and Module Manager logs: https://drive.google.com/file/d/1-Se-ua349RbXGNXN0cV5bnCoEFhWDeaH/view?usp=drive_link Googling around, the only suggested solution that I found involved getting into my .sfs file and looking for a "ridiculously long number" in place of some temperature, and once located, replace it with a more reasonable number. Unfortunately, I found no such number. I don't expect anyone try to replicate my save, of course. I would however be incredibly grateful for any help in fixing this. In 2022, my motherboard died, and this set off a 2 year odyssey of disassembling and reassembling my gaming rig. Every time I have it running again, something else breaks. I somehow went through four motherboards (fun fact: water damage isn't covered by warranty), two radiators, and so much more. I live on a disability pension, and since most of my eyesight was taken from me, there are only so many games I can enjoy. FPS are right out. Please, I beseech thee. How can I fix this? I am not above using the debug console or hyperedit, or manually editing files. If there is no fix, and the only workaround would count as a cheat, I would try that in a pinch, too.
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- interplanetary ship
- exploding ship
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My pc specs are: CPU: Intel Core 2 duo e7200 2.53GHz Graphics Card: AMD Radeon HD 8490 1GB Vram issue: My graphics Card overheats After 5 minutes or less of playing KSP Mods: Luciole , ReentryParticleEffectRenewed
- 6 replies
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- overheating
- ksp
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For those of you who don't know what part I'm talking about, it's this bad boy right here. If you do know what I'm talking about, then here's the problem. I'm building a 4-engine airliner that can carry up to 36 people (and has a probe core for remote-controlled use). However, whenever I get up to the desired altitude and airspeed (5,000 m MSL at 300 m/s or more), the wings tend to overheat. One of the test runs ended up with a wing exploding, in fact. The airliner (first prototype) during its ascent. Neat that it can get past 343 m/s, huh. Has Big-S Delta Wings for more fuel and lift. I then added radiators to the cargo bay - as well as some batteries to increase power capacity (and a ladder and some lights for passengers who want to walk inside the plane), and made sure they were on before taking off. However, that was no good as my wings were THIS CLOSE to blowing up after that test. Any ideas how to prevent the large wings from overheating? I'm thinking about adding some small TCS units inside the cargo area, but I don't know if they'll do any good. I'm also open to ideas regarding flight characteristics (e.g. don't exceed x m/s, stay above y km altitude unless going over a mountain). EDIT: It's the main wing that's overheating. The delta wings have a heat tolerance of 2400K
- 9 replies
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- fat-455
- overheating
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You are descending to your outpost with running ISRU, and it rapidly builds core heat from nowhere (catch-up when going off-rails) and goes boom? "No ground contact" appears and disappears randomly, because surface detection of the game is challenged? Landed your 500-ton refinery on a "dead spot" of Pol? Oh, no. Your engineer went to the outhouse for a minute, and your ISRU production rate lowered in twenty times. ISRU TWEAKS Heavily inspired by @Markelius https://forum.kerbalspaceprogram.com/index.php?/topic/138756-112-no-overheating/ , distributed under the same license https://creativecommons.org/licenses/by-nc-sa/4.0/ Is made to stop that weird behaviour of stock mechanics by Module Manager magic. Even with mods. This is fairly simple. Patches can be used separately. Module manager is a dependency and you can get it here https://github.com/sarbian/ModuleManager, but looks like you have it already. No_overheat patch will look for any parts with modules, producing malicious CoreHeat. You will need no radiators for converters, processors and harvesters affected, they will not need to warm up and to blow up. RTGs are covered. Radiators will still be needed to operate NERVA-alike engines and in hot environments. No_engineers will remove stock 5% cap on effeciency of converters and harvesters, they will run on their nominal effeciency, harvesters will run depending on resource abundance. Your things will work like it`s 4-star engineer onboard, everytime, even on probes. Drill_collider makes drill collider 25 kerbal meters long, this is a dirty "fix" to fight bugged surface detection. But you still have to point it to the ground and to be landed. Mod support: Wild Blue Industries-any: Just works. For all parts, hopefully. Please tell me, if not. USI - any: no_engineers respects and preserves fancy USI effeciency and traits system, so you need specialist kerbals or you need automatic drills and automatic modules. Heat and colliders are patched as usual. Any custom parts with stock or USI/WBI modules are patched automatically, so stockalike mining extension, KPBS, MRS, Contares, rovers, etc are compatible. KSPIE: parts with stock modules are covered, parts with WasteHeat use WasteHeat pseudo-resource, no need to fix, you still need radiators. Extraplanetary Launchpads uses its own heat implementation for smeltery, own drill modules and unmanned production part, nothing to do here. 3rd party parts with stock modules are supported. You will need engineers to build stuff. OSE Workshop: Converters are covered, unmanned workshop is already present. Ground Construction: Converters are covered, you will need engineers to build stuff. Kerbalism: does not simulate heat, nothing to do here Near Future Electrical uses its own module for reactor, you still need radiators. SIMPLEX Resources, CRP, planet packs, new ISRU recipes, etc: compatible. Only drills, converters or generators(e.g. RTG) are affected, only heat and engineer requirement is disabled. Support: I will want to look at your save folder, namely craft files, and your KSP.log from the root folder, if something goes wrong. Special thanks to Markelius, Roverdude and SQUAD. DOWNLOAD LINK https://spacedock.info/mod/2469/ISRU Tweaks