FreeThinker Posted June 24, 2020 Author Share Posted June 24, 2020 (edited) Version 1.4.3 for Kerbal Space Program 1.8.1 - 1.9.1 Released on 2020-06-24 Compiled against KSP 1.8.1 Fixed issue where electric engines could lose all thrust after switching from timewarp to realtime with Realism Overhaul installed 6 hours ago, Ciko said: Thrust turn off when I speed up warp while mechjeb Maneuver Planner working. Is there way to make it work while mechjeb Maneuver Planner make his work? Could you describe this issue in more detail? Exactly how can I reproduce? What relevant mods do you have installed besides mechjeb ? Edited June 24, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
nubeees Posted June 25, 2020 Share Posted June 25, 2020 4 hours ago, FreeThinker said: Could you describe this issue in more detail? Exactly how can I reproduce? What relevant mods do you have installed besides mechjeb ? I don't know for certain, but I think he's referring to the fact that mechjeb auto-magically turns off timewarp when executing maneuvers. This would be a mechjeb problem, though. Might not be in the scope of PT Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 25, 2020 Author Share Posted June 25, 2020 7 hours ago, nubeees said: I don't know for certain, but I think he's referring to the fact that mechjeb auto-magically turns off timewarp when executing maneuvers. This would be a mechjeb problem, though. Might not be in the scope of PT Idealy mechjeb would not drop out of timewarp but set the throtle and it would perform like it would durring real time, allowing you to perform complex manouvers, that took minutes down to a few seconds. Quote Link to comment Share on other sites More sharing options...
nubeees Posted June 25, 2020 Share Posted June 25, 2020 12 hours ago, FreeThinker said: Idealy mechjeb would not drop out of timewarp but set the throtle and it would perform like it would durring real time, allowing you to perform complex manouvers, that took minutes down to a few seconds. Would Mechjeb even be capable of changing the throttle during on-rails timewarp? This is an issue I've run into quite a few times on my KSP-IE career mode save and have always assumed there was just no solution. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 25, 2020 Author Share Posted June 25, 2020 (edited) Version 1.4.5 for Kerbal Space Program 1.8.1 - 1.9.1 Released on 2020-06-25 Add display of engine throttle animation during Timewarp for all electric engines Fixes display engine throttle animation for Realism Overhaul Edited June 25, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted June 27, 2020 Share Posted June 27, 2020 Your download package has an file length error. Did you reupload? You'll have to contact Netkan to have the cache cleared/corrected for a new hash. CKAN.InvalidModuleFileKraken: PersistentThrust 1:1.4.5: C:\Users\Scott McCarthy\AppData\Local\Temp\tmp3746.tmp has length 73268, should be 73267 at CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) at CKAN.NetAsyncModulesDownloader.ModuleDownloadComplete(Uri url, String filename, Exception error) Quote Link to comment Share on other sites More sharing options...
Ciko Posted June 27, 2020 Share Posted June 27, 2020 On 6/24/2020 at 11:49 PM, FreeThinker said: Could you describe this issue in more detail? Exactly how can I reproduce? What relevant mods do you have installed besides mechjeb ? Spoiler EngineGroupController FerramAerospaceResearch FMRS FShangarExtender JanitorsCloset KerbalJointReinforcement Kerbaltek KerboKatz Kopernicus KSCSwitcher MechJeb2 ModularFlightIntegrator PersistentThrust PreciseManeuver ProceduralFairings ProceduralParts RealChute RealFuels RealHeat RealismOverhaul RealPlume RealSolarSystem ROEngines RSSDateTime RSS-Textures SmokeScreen SMURFF SolverEngines Squad SquadExpansion TweakScale WarpEverywhere WasdEditorCamera 999_Scale_Redist.dll ModuleManager.4.1.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree __LOCAL 000_ClickThroughBlocker 000_TexturesUnlimited 001_ToolbarControl AJE BetterTimeWarp CommunityResourcePack CTTP DecouplerShroud EditorExtensionsRedux Fox example with stock ion or liquid engine. I execute mechjab circularisation node. Mechjab auto turn on engine and start circularisation. I don`t want to wait and click to warp arrow. When I click engine turns off and mechjab reverse warp at 0... Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted June 27, 2020 Share Posted June 27, 2020 57 minutes ago, TranceaddicT said: You'll have to contact Netkan to have the cache cleared/corrected for a new hash. Working on it now. In future please report these on the CKAN thread rather than mod threads. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 28, 2020 Author Share Posted June 28, 2020 (edited) 15 hours ago, Ciko said: Reveal hidden contents EngineGroupController FerramAerospaceResearch FMRS FShangarExtender JanitorsCloset KerbalJointReinforcement Kerbaltek KerboKatz Kopernicus KSCSwitcher MechJeb2 ModularFlightIntegrator PersistentThrust PreciseManeuver ProceduralFairings ProceduralParts RealChute RealFuels RealHeat RealismOverhaul RealPlume RealSolarSystem ROEngines RSSDateTime RSS-Textures SmokeScreen SMURFF SolverEngines Squad SquadExpansion TweakScale WarpEverywhere WasdEditorCamera 999_Scale_Redist.dll ModuleManager.4.1.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree __LOCAL 000_ClickThroughBlocker 000_TexturesUnlimited 001_ToolbarControl AJE BetterTimeWarp CommunityResourcePack CTTP DecouplerShroud EditorExtensionsRedux Fox example with stock ion or liquid engine. I execute mechjab circularisation node. Mechjab auto turn on engine and start circularisation. I don`t want to wait and click to warp arrow. When I click engine turns off and mechjab reverse warp at 0... Ok, but what would be the behaviour without Persistent Thrust Mod? Seems to me Mechjeb quits execution of a circularisation as soon as you activate timewarp. This is outside of my control. Edited June 28, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Ciko Posted June 28, 2020 Share Posted June 28, 2020 4 hours ago, FreeThinker said: Ok, but what would be the behaviour without Persistent Thrust Mod? Seems to me Mechjeb quits execution of a circularisation as soon as you activate timewarp. This is outside of my control. Now I understand that from mechjab Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 29, 2020 Author Share Posted June 29, 2020 (edited) Version 1.4.6 for Kerbal Space Program 1.8.1 - 1.10 Released on 2020-06-29 Fixed Module Manager Error messages in the script that configures electric engines Edited July 8, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 2, 2020 Author Share Posted July 2, 2020 (edited) Version 1.5.0 for Kerbal Space Program 1.8.1 - 1.10 Released on 2020-07-02 compatible with KSP 1.8.1 and higher Added support for Multimode engines Edited July 2, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 2, 2020 Author Share Posted July 2, 2020 On 6/20/2020 at 6:06 AM, JcoolTheShipbuilder said: amazing mod! though it appears to have an issue with engines that have multiple modes, where one mode works fine with PT, but the other mode just doesnt work and just stops accelerating the ship. Try again with PT 1.5 Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted July 2, 2020 Share Posted July 2, 2020 (edited) On 7/2/2020 at 3:45 PM, FreeThinker said: Try again with PT 1.5 ok, i will try it now also, with the 1.10 update, this mod will be very useful for moving million ton comets lol edit: turns out that to move a 1.3 million ton comet, you need more than just 24 NERVs... once its in kerbin orbit, then it means that i can literally make almost any craft, except for incredibly large crafts. *looks at giant ship from Beyond home planet pack* lol Edited July 4, 2020 by JcoolTheShipbuilder Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted July 3, 2020 Share Posted July 3, 2020 welp... i guess im going to try it tomorrow, spent too much time messing around with kerbal foundries and making giant rovers for whatever reason lol.... (also, im tired rn) Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 3, 2020 Author Share Posted July 3, 2020 (edited) On 6/15/2020 at 7:04 PM, Tonas1997 said: Would it be possible to add RealPlume support? Exactly what engine with RealPlume doesn't work? Seems to me it works fine with P.T 1.5 Edited July 3, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted July 4, 2020 Share Posted July 4, 2020 yep, it now works with the multi mode engines Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 4, 2020 Author Share Posted July 4, 2020 Version 1.5.2 for Kerbal Space Program 1.8.1 - 1.10 Released on 2020-07-04 Compatible with KSP 1.8.1 - 1.10 Added persistent heading during vessel load Fixed issue where persistent heading was misaligned when engine up alignment would not correspond with vessel up alignment Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 6, 2020 Author Share Posted July 6, 2020 Version 1.5.3 for Kerbal Space Program 1.8.1 - 1.10 Released on 2020-07-06 Added visible throttle during timewarp Fixed engine animation during timewarp Quote Link to comment Share on other sites More sharing options...
BallistX Posted July 6, 2020 Share Posted July 6, 2020 I've had only 1 issue with this mod so far, and that's the fact that it doesn't work when the Navball is set on Target mode. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 7, 2020 Author Share Posted July 7, 2020 (edited) On 7/7/2020 at 1:23 AM, BallistX said: I've had only 1 issue with this mod so far, and that's the fact that it doesn't work when the Navball is set on Target mode. Weird, it should work. What are you using as a target? Edited July 8, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
BallistX Posted July 7, 2020 Share Posted July 7, 2020 1 hour ago, FreeThinker said: Weird, it should work. What are you using at a target? Asteroids and comets, i didn't check if switching to target mode just disabled Persistent Thrust in the ion engines. Quote Link to comment Share on other sites More sharing options...
nubeees Posted July 7, 2020 Share Posted July 7, 2020 I've noticed similar in the past with PT being temperamental about target SAS. The general trend seemed to be if the target was outside the current parent body's SOI, but that didn't seem very reliable. Haven't been able to play KSP much lately, so can't really confirm this. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 9, 2020 Author Share Posted July 9, 2020 (edited) Version 1.5.4 for Kerbal Space Program 1.8.1 - 1.10 Released on 2020-07-09 Compiled against KSP 1.8.1 Hotfix: Disabels Persistent Thrust for engines with multiple thrust effects without MultiMode Edited July 9, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 10, 2020 Author Share Posted July 10, 2020 Version 1.6.0 for Kerbal Space Program 1.8.1 - 1.10 Released on 2020-07-10 Compatible with KSP 1.8.1 - 1.10 Added support for multi-effect engines Quote Link to comment Share on other sites More sharing options...
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