Having said that, if it's not a lot of trouble it would be nice to have a patch so I can at least see if that's the issue without changing the entire install.Īhah! The previous rocket family (100-200t to LEO class) worked because I maintain a standard excess delta-V when designing my rockets of about 300 m/s. It sounds like the actual fix is to update the game. This sounds very much like my problem because I've had some bizarre negative numbers before (add boilerplate mass, delta-V goes up in the VAB, for example). The part will still get mass because RF will calculate new tank mass for it. If you need to I can come up with a patch that will take care of that. If the part has no mass then our mod's are not able to subtract mass) (literally, we start out by subtracting the tank's base mass from the part before we do any other mass manipulation. Since the cause is that both SSTU and Real Fuels start out by removing the part's mass, they are both prevented from setting the part negative. If you don't want to update KSP right now, there is a workaround which I had forgotten about which is to set the tank part's base mass to zero. ShadowMage released an update which has SSTU opt out of mass (and cost? Maybe?) management if Real Fuels is installed and the SSTU has ModuleFuelTanks installed.īUT, I don't know if it will run on KSP 1.4.5 Both mods are trying to manage tank mass and only one should be allowed to do so. The cause is a mod conflict between SSTU and Real Fuels. (you could even make note of how much propellant was left when thrust stopped working and then reload and enable the cheat just before propellant level drops to that point) Then look at the vessel mass in the engineer's report or with a mod like MechJeb or Kerbal Engineer.Īlternatively you can enable the infinite propellant cheat in the cheat menu and then see if you still have that thrust problem. Then set the resource sliders to zero for that tank part. You can test for this in the VAB by making whatever tank the engine in question is drawing from and make that tank root so you can remove all other parts from it. This is also the same thing that causes rockets to occasionally become 'stuck' to the launch pad. Unity RigidBody has to have positive mass in order for any forces to operate on it. Net mass at launch was positive but propellant depletion dropped it below zero. The actual part mass would already have been negative. ![]() What I think is happening is that a tank's mass has dropped below zero. I realize I may have to reinstall and update, and that's nbd, but I figured I'd ask around first. ![]() ![]() I have used this install configuration for a long time, but this error or whatever is new. ![]() I am using an update of SSTU appropriate for 1.4.5. Everything else remains the same as if the engines were still on, including consumption of fuel. Orbital velocity stops increasing and control authority due to being under thrust ceases. (it may sound like a stupid question but I have an idea what might have happened which has nothing to do with the engine so I need to know exactly what it is you experienced to make you think there was no thrust)Įdit: And there may not be a solution possible if you're playing in KSP 1.4.5 unless you can get the most recent SSTU update to run with that version of KSP. What exactly do you mean when you say they aren't producing thrust? Aside from the lack of error in the engine, does the engine's PAW say that thrust has dropped to 0? I'm not sure what mod may be causing this and my googling hasn't turned up anything so right now I'm just fishing for people who might have had the same experience (and hopefully fixed it). No engine shutdown occurs and there is no shutdown error given (e.g., vapor in fuel lines). I'm using parts largely from SSTU, and my RL-10s are burning fine until they reach less than 1,000 m/s delta-V left and then they continue consuming fuel but produce no thrust. I'm running 1.4.5 with RO and a gaggle of other mods, and I've run into a strange issue.
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