BallistX Posted August 9, 2020 Share Posted August 9, 2020 Is there an issue where an outdated version of this mod can cause massive drops in Delta V by causing fuel to drain significantly faster (as if in thrust warp) without increasing thrust? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 9, 2020 Author Share Posted August 9, 2020 (edited) 14 hours ago, BallistX said: Is there an issue where an outdated version of this mod can cause massive drops in Delta V by causing fuel to drain significantly faster (as if in thrust warp) without increasing thrust? Yes, in the past there was a version that would effectivly double your fuel consumption durring non time warp Edited August 9, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Ciko Posted August 9, 2020 Share Posted August 9, 2020 Why this mod not working with realism overhaul engine pack? when I press warp arrow it turn to standart physics 4 warp by default. Maybe is because other "timewarp" mod like Warp everywhere Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted August 10, 2020 Share Posted August 10, 2020 On 8/9/2020 at 11:43 AM, Ciko said: Why this mod not working with realism overhaul engine pack? when I press warp arrow it turn to standart physics 4 warp by default. Maybe is because other "timewarp" mod like Warp everywhere Yes, that is probably why. It is not wise to use mods which duplicate efforts. Ditch one. Quote Link to comment Share on other sites More sharing options...
Ciko Posted August 12, 2020 Share Posted August 12, 2020 (edited) On 8/11/2020 at 1:08 AM, TranceaddicT said: Yes, that is probably why. It is not wise to use mods which duplicate efforts. Ditch one. I delete this "time" mods and still same effect. . it works it doesn't work - every time in different ways. It works best with an ion engine. But if you turn off and turn on the engine, the mod don`t work. And still, at ground level, the physical warp 4x turns on by default... Also I use only RO engines pack edit: Tested only with MM and no mods..Mod don`t working Edited August 12, 2020 by Ciko Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted August 12, 2020 Share Posted August 12, 2020 11 hours ago, Ciko said: And still, at ground level, the physical warp 4x turns on by default... This is default for KSP ... "time warp over 4x is not allowed under 70km near Kerbin" IOW, in atmosphere. Quote Link to comment Share on other sites More sharing options...
YNM Posted August 17, 2020 Share Posted August 17, 2020 On 8/10/2020 at 1:19 AM, FreeThinker said: Yes, in the past there was a version that would effectivly double your fuel consumption durring non time warp Good to know it has been fixed - had this problem with version 1.7.0 on 1.10.0 but I knew lots of mods aren't updating before 1.10.1 came out. Thanks ! Quote Link to comment Share on other sites More sharing options...
Ciko Posted August 24, 2020 Share Posted August 24, 2020 (edited) Spoiler This mod work sometimes - but sometimes not... Edited August 24, 2020 by Ciko Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 24, 2020 Author Share Posted August 24, 2020 (edited) On 8/24/2020 at 9:12 PM, Ciko said: Hide contents This mod work sometimes - but sometimes not... It would hae been usefull if you also showed the context menu, and provided a log Edited September 5, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Entropian Posted August 29, 2020 Share Posted August 29, 2020 In my game, occasionally I can't timewarp; something immediately disables it as soon as I engage it. I think it may have something to do with Persistent Thrust. Here's a line from my log: (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) prelaunch killing throttle It spams the log with this. Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted September 5, 2020 Share Posted September 5, 2020 (edited) I don't know if it's mod conflict but persistant thrust has struggle with SRB in my game. If I have SRB(s) on a spacecraft even after deocuple the SRB(s) persistant thrust thinks the spacecraft doesnt have fuel thus causing same problem as @Entropian. (Space only) I use outdated version (ksp AVC seems cannot detect them) so it may due to outdated mod (I used .2, latest is .5) Edited September 5, 2020 by ssd21345 Quote Link to comment Share on other sites More sharing options...
Entropian Posted September 5, 2020 Share Posted September 5, 2020 For me, this problem occurs in space and on the ground, and any engine has this problem, though intermittently. I have the latest version (1.7.5). Persistent Thrust doesn't give me the propellant depleted message. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted September 17, 2020 Share Posted September 17, 2020 On 8/29/2020 at 9:32 PM, Entropian said: In my game, occasionally I can't timewarp; something immediately disables it as soon as I engage it. I think it may have something to do with Persistent Thrust. Here's a line from my log: (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) prelaunch killing throttle It spams the log with this. I have the same exact issue Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted October 2, 2020 Share Posted October 2, 2020 (edited) hmm... im getting a weird bug where using the sabre engines from B9 aerospace, their thrust doesnt skyrocket after the sound barrier, actually, their thrust doesnt change at all, do i just disable persistenthrust for them? nvm it doesnt seem to be the case my craft just didnt have enough engines and the ALT+F12 aero debug confirmed the engines ere, in fact, ramping up tho if i have two different kinds of engines (sabre and nuclear turbojet), and i turn off the sabres to cruise on the turbojet to nearly orbit, the throttle gets locked at 0, turning off that engine.. actually, for whatever reason, if any engine is turned off, throttle is set to 0 Edited October 2, 2020 by JcoolTheShipbuilder Quote Link to comment Share on other sites More sharing options...
Roostergod Posted November 7, 2020 Share Posted November 7, 2020 (edited) i've found a pretty massive bug with this, when loaded with restock, engines don't work in career mode. for some reason this doesn't happen in sandbox and science. anyone know how to fix this? i love persistent thrust and restock, and i don't want to have to choose between them. UPDATE: switched to 1.8.0 and it's fixed, nevermind Edited November 7, 2020 by Roostergod Quote Link to comment Share on other sites More sharing options...
RedParadize Posted November 28, 2020 Share Posted November 28, 2020 @FreeThinker Hello. Is possible to disable the maneuver tolerance? It create some issues that are very annoying, like preventing engine to work when not in time warp. Also, some very low trust engine require the burn to start way before and after the angle threshold. Quote Link to comment Share on other sites More sharing options...
Souptime Posted December 3, 2020 Share Posted December 3, 2020 (edited) I cant delete persistentthrust from my computer, it just says its open in another program when KSP is closed. even when everything else except for the windows file manager itself Its only the DLL file and i can edit it, i can add stuff but not take anything out It started i think yesterday with a fresh install of it I can copy paste it and delete those copies but the original cant be deleted for some reason Edited December 3, 2020 by Souptime Quote Link to comment Share on other sites More sharing options...
Entropian Posted December 3, 2020 Share Posted December 3, 2020 Go into the task manager under the Details menu and make absolutely sure everything KSP-related is closed. Quote Link to comment Share on other sites More sharing options...
Souptime Posted December 3, 2020 Share Posted December 3, 2020 Yeah eveythings closed Quote Link to comment Share on other sites More sharing options...
Entropian Posted December 3, 2020 Share Posted December 3, 2020 Strange. Do a hard reboot of your system and that should fix it. (make sure everything is saved) Quote Link to comment Share on other sites More sharing options...
Souptime Posted December 3, 2020 Share Posted December 3, 2020 Yeah it worked, thanks! Quote Link to comment Share on other sites More sharing options...
nubeees Posted December 20, 2020 Share Posted December 20, 2020 (edited) Any reason a setup with two stock nuclear engines would result in zero thrust while timewarping? *edit: snips from ksp.log: [ERR 19:02:38.145] Module PersistentEngine threw during OnUpdate: System.InvalidOperationException: Sequence contains no elements at UniLinq.Enumerable.Average[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x0007a] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at PersistentThrust.PersistentEngine.OnUpdate () [0x000ae] in <c21f67e9fc9e4095932061aa47eea29a>:0 at Part.ModulesOnUpdate () [0x0004a] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) PersistentThrust.PersistentEngine.FetchActiveEngineModule () (at <c21f67e9fc9e4095932061aa47eea29a>:0) PersistentThrust.PersistentEngine.FixedUpdate () (at <c21f67e9fc9e4095932061aa47eea29a>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 19:32:10.068] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) PersistentThrust.PersistentEngine.FetchActiveEngineModule () (at <c21f67e9fc9e4095932061aa47eea29a>:0) PersistentThrust.PersistentEngine.FixedUpdate () (at <c21f67e9fc9e4095932061aa47eea29a>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 19:32:10.071] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Persistant Thrust must just not play nice with the latest version of KSP I suppose? Edited December 20, 2020 by nubeees Quote Link to comment Share on other sites More sharing options...
Ciko Posted December 21, 2020 Share Posted December 21, 2020 (edited) How can I enable PersistentThrust by default in sandbox mode? Edited December 21, 2020 by Ciko Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted December 23, 2020 Share Posted December 23, 2020 @FreeThinker, I think I've found a problem that may be related to some issues reported in September. In base KSP 1.11, no expansions or other mods, and with Persistent Thrust Defaults all set to Disabled in Settings (be sure to confirm still disabled on craft in VAB). When launching a craft, PAW click on the engines before activation and you'll see Specific Impulse is reading as 0 sec, and Prop Requirement Met prop at 0%. Activate the engines and throttle up and you'll see the engines stuttering, with Isp, thrust, and Prop Reqts also fluttering. It doesn't get resolved until the Persistent Thrust button is set to enable. Which becomes problematic if engines weren't cloned together as a group at assembly. This has also worked just manually resetting everything to Disabled in the VAB before launch. The easy answer is probably just keep everything at Enabled, but I'm concerned about leaving an engine running when jumping to warp (a cheaty way to stabilize a tumbling craft), so I make a point of only enabling it on specific craft, like those with ion engines. I don't know if this is related to KSP 1.11's dv calculations, which are currently causing havoc with MJ and KER, but it happens with both manned and probe core-only craft (I don't have an instance of 1.10.1 anymore to test). Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted December 23, 2020 Share Posted December 23, 2020 (edited) On 12/21/2020 at 4:38 AM, Ciko said: How can I enable PersistentThrust by default in sandbox mode? From the Space Center view, Pause the game (Esc), click Settings, click Difficulty Options, then click the Persistent Thrust Button. Keep in mind, it may not apply those settings to previously saved or operating craft. I think it only kicks in on new-build craft. Edited December 23, 2020 by KSPrynk Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.