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Swedishish

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Everything posted by Swedishish

  1. Hey there. When I land anywhere, it looks like the collision mesh is about a meter below the surface of the texture. It's probably due to some incompatible mod I have installed, but wondering if this is a known issue and if so what the culprit might be. Thanks!
  2. Those are from Space Docks (the mod, not the mod hosting site). I haven't used them yet, but seem like an interesting Extranplanetrary Launchpad expansion.
  3. Derp. Nope. I was being a dummy. Sorry! My mistake was that the thermal turbojet and nozzle are now both present in High Efficiency Nuclear Propulsionn, and it doesn't indicate that they are upgrades there.
  4. Unfortunately, that doesn't appear to be the fix. Tech Tree indicates that I already own the parts. I should also say that the parts were not greyed out in the VAB/SPH; they are not present at all. Worth noting, the other parts in 'experimental rocketry' are all avalable to me in the VAB/SPH.
  5. After updating to the most recent KSPI, I have lost my thermal engines. Wait! It's not what you may think... My most recent tech unlock was in fact 'experimental rocketry' and both KSPI thermal devices are present in the tech tree in their new location, but absent from the SPH/VAB. This was in my current career mode and when I tried in sandbox, the thermal turbojet and nozzle were both available in the construction buildings. Any ideas? Thanks!
  6. You can see which way your joints and pistons will move in the VAB/SPH while you're configuring them. In the IR UI you can reverse the rotation of a joint if it isn't to your liking. More than that, you can adjust the min/max angle and length parts will move as well as the speed at which each individual IR part will move. To be sure, you can do more than that too! But play around in the VAB. If things aren't doing what they doing outside the VAB, then that's a different issue. Best of luck! edit: Also, I would recommend trying the version linked below. I'm not sure if the latest github release is the same.
  7. I see. Perhaps then those images didn't help. I am, however, still at a loss. On my test rigs, the reactor's output and subsequent transmission power do appear to scale with the thermal helper info. edit: Removing NF Electrics does appear to fix the problem.
  8. Perhaps this is more illustrative of the problem. With four radiators it yields some fraction of efficiency that rounds to 0 and with 40 radiators, it yields 0.64% at 100% power. The latter rig yields about 1.86MW from the transmitter, which still isn't much for a craft that looks pretty silly (not to mention the extra load on my PC). I really love this mod and your others and the ones the you maintain. I really appreciate your help!
  9. Ok. I'll muck around a bit in LKO and see if I can make it work. edit: I don't have any improved performance in LKO. Did I do something differently than you or could there be another mod messing with power/electricity?
  10. Thanks for the swift reply! I do in fact have NF Electrics as well. Anything I can do un-adjust the power balance without uninstalling NF electrics? Or else, any suggestions on how to build a power station that doesn't have hundreds of radiators to get a sufficient thermal gradient?
  11. I've used any documentation and vods I could find on the beamed power machanic, but I am still having some issues. For example see my test power rig that, despite indicating it has MegaJoules available, will not transmit any. I also tested the rig in LKO with the same result. I understand that megajoules are for thermal power and MegaJoules for electric, but can't see any indicator for megajoules (thermal) in my resource panel (maybe relevant, maybe not).
  12. Hey everybody, Just wondering how people are managing their beamed power networks/crafts without Infernal Robotics. Are we limited to using the wide angle receivers and/or stick antennae in all directions on our beam powered craft? My first playthrough with KSPI, so I could be missing something basic.
  13. Greetings, New to SXT and I'm having an issue with the Meadowlark command pod. I attempted a crew transfer (part to part, not EVA) to a Meadowlark unit while in orbit and it appeared successful, but neither seat is filled nor can I select the kerbal who should be there. However, when I'm back in the tracking station, all of the crew (including the 'vanished' one) are accounted for in the vessel info panel. Any ideas on how I can find my missing Kerbal and get her back in a space chair?
  14. Oh I see! I am indeed running SVE without the BoulderCo folder. I tried again with the right BoulderCo assets (no .cfg's), and it works great! Thanks @The White Guardian !
  15. Works fine in 1.2.2 with OPM but, installing Cerillion seems to break Environmental Visual Enhancements.
  16. Upon further testing, it seems I have thermal problems when I scale things down from 2.5m to 1.25m at least when I get my craft airborne. Seems the shrunken turbjet is more suceptible to heat. At least in my case. I got a 2.5m fuselage plane with a turbojet working no problem, but not dice with anything 1.25m based.
  17. I just recreated your thermal turbojet test rig (thanks for the KSPI Guide by the way!), and it worked fine. I tried it both in 1.25m and 2.5m parts (same parts, scaled). They seem to work fine. Suppose I've just got some studying to do. Thanks for the help! edit: Also, I do look for green in the KSPI thermal window. Solid tip!
  18. Tried that as well. Been using the small radiator panels around the engine bay area and reactor (can't surface attach to engines). I would think if any radiators were necessary, the non-deployable ones would suffice since the turbojet can only be used in atmo.
  19. Hi everyone. New to KSPI and struggling with the turbo ramjet. No matter what configuration I try, it seems the engines always overheat within a very short amount of time. For reference, my basic build follows the pattern: a molten salt reactor directly attached to a thermal turbojet and a cockpit with a ram airtake fed into a pre-cooler. Thanks for any guidance!
  20. Hehe. I took the long way around. Also, will be sure to continue any further discussion on the proper forum page
  21. I've been trying to get Arkas to work in 1.2.2. I can get the planet to show up and it appears to work, BUT whenever Arkas is installed my Environmental Visual Enhancements stop working completely (no clouds, etc.) I've tried installing Arkas a few ways (with different texture packs, with and without the EVE sand storm files). Any help would be greatly appreciated!
  22. I've been trying to get Arkas to work in 1.2.2. I can get the planet to show up and it appears to work, BUT whenever Arkas is installed my Environmental Visual Enhancements stop working completely (no clouds, etc.) I've tried installing Arkas a few ways (with different texture packs, with and without the EVE sand storm files). Any help would be greatly appreciated! (Edit: Just to be clear, I am using the dev version).
  23. Hello all, Been playing my modded KSP career when it seems that all but my .0625m engines' particle effects have stopped. I tried installing Hot Rockets to fix the problem but that did not work either. The screen shot below shows a slew of engines, all active, with only one showing particle FX. I've also included a screen shot of my Game Data folder in case that is helpful. I honestly don't know which mod(s) was the most recently installed or updated. http://i.imgur.com/uU8ZCJ2.png (Engine demo rack) http://i.imgur.com/gfkrboB.png (Game Data folder screen shot) Thanks for any help!
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