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5UN6RAZ€R

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  1. That is true. As far as i remember, the Antenna range is Calculated with the DSN Power and the Antenna Power. Stock LvL3 DSN Power 250G 250.000.000.000 Stock Pod Power 5K 5.000 Multiply DSN and Pod Power, take the Square Root of the result and that is the Com Range between KSC and the POD: 35.4Mm. If the DSN Modifier is set to 10, the DSN Power should be 2.5T 2.500.000.000.000 The Calculated Range between DSN and Pod is 111.8Mm, but only 35.4Mm is displayed in VAB and SPH. I know it's just cosmetics, but it confused me.
  2. Hi @ all. I started a new sandbox game with DSN Modifier set to 10, and was wondering that the Antenna range from Command Pods, Probes and Antennas shown in the VAB or SPH does not change. With DSN Modifier set to 1 the shown Antenna range for the MK1 Command Pod is at L3 DSN: 35.4Mm. When the DSN Modifier is set to 10 or anything else the shown Antenna range for the MK1 Command Pod is still at L3 DSN: 35.4Mm although the "in game" Antenna range was increased correct. Is this a known Issue / Bug? KSP 1.3.0.1804 32Bit Windows Installed over Steam. build id = 01804 2017.05.25 at 17:52:25 CEST Branch: master language = en-us Clean Install. Windows7 64Bit.
  3. @Heady978 you have to use --> Kopernikus Release 1.3.0-2 for KSP 1.3.0 also ModuleManager 2.8.0. and ModularFlightIntegrator contained in Kopernikus Release 1.3.0-2. RSS-Textures RSS 1.3 Fix.cfg Use only the RealSolarSystem Folder contained in RealSolarSystem V12.0 for KSP 1.2.2. Do not use Kopernikus, ModularFlightIntegrator and ModuleManager 2.7.5 contained in RealSolarSystem v12.0 for KSP 1.2.2. They only work with KPS 1.2.2. This should fix it. I hope.
  4. Hi @Sharpy Thanks for your reply. The reason why i took the Generator Module from the RTG, is because you don't have to activate it manually. Also it was just a quick try, to look if it is possible. I don't have programming skills, so i'm not able to create new Modules or so.
  5. I don't know if someone has the same problem, but if i try to run science experiments over action groups, only MysteryGoo and Science Jr. can be activated more then one time. All other experiments Barometer/Gravmax/Temperature/Atmospheric/Seismic (are one shots), can only be activated once over action groups. No matter, if you place them on a Capsule, or Probe, or Tank etc... KSP 1.2.1.1604 32Bit Windows Installed over Steam. build id = 01604 2016.11.01 at 18:08:46 CET Branch: master Clean Install. Windows7 64Bit.
  6. I was thinking about a small mod, that adds a module or something, so relay antennas, have a basic consumption of electric charge. Something like that: @PART[RelayAntenna5] { MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 0.2 } } } This is just a quick and dirty try out.
  7. @SirCharizrd17 thank you for your reply. It was keeping me busy, so i have already created some .cfg files. Thanks @sarbian for ModuleManager, it is almost easy to change / edit everything. In my cfg-files i created 2 new nodes for the Radiators, so it is not sooo easy to unlock them. // // Radiators // // @PART[radPanelSm]:NEEDS[CommunityTechTree]:AFTER[CommunityTechTree]:Final { @TechRequired = heatManagementSystems } @TechTree:AFTER[CommunityTechTree] { RDNode { id = simHeatManagement title = Simple Heat Management description = Bigger better heat management, usefull for freezing Popsicles. cost = 300 hideEmpty = False nodeName = ct_simHeatManagement anyToUnlock = False icon = CommunityTechTree/UI/ctt_icon_heatManagementSystems pos = -1309,380,-1 scale = 0.6 Parent { parentID = heatManagementSystems lineFrom = RIGHT lineTo = LEFT } } } @TechTree:AFTER[CommunityTechTree] { @RDNode:HAS[#id[advHeatManagement]] { @Parent { @parentID = simHeatManagement } } } @PART[radPanelEdge]:NEEDS[CommunityTechTree]:AFTER[CommunityTechTree]:Final { @TechRequired = simHeatManagement } @PART[radPanelLg]:NEEDS[CommunityTechTree]:AFTER[CommunityTechTree]:Final { @TechRequired = simHeatManagement } @PART[foldingRadSmall]:NEEDS[CommunityTechTree]:AFTER[CommunityTechTree]:Final { @TechRequired = advHeatManagement } @TechTree:AFTER[CommunityTechTree] { RDNode { id = activeRadiators title = Active Radiators description = Active heat management. Warning, don't touch! Chilblains possible. cost = 1000 hideEmpty = False nodeName = ct_activeRadiators anyToUnlock = False icon = CommunityTechTree/UI/ctt_icon_specializedRadiators pos = -927,380,-1 scale = 0.6 Parent { parentID = advHeatManagement lineFrom = RIGHT lineTo = LEFT } } } @TechTree:AFTER[CommunityTechTree] { @RDNode:HAS[#id[specializedRadiators]] { @Parent { @parentID = activeRadiators } } } @PART[foldingRadMed]:NEEDS[CommunityTechTree]:AFTER[CommunityTechTree]:Final { @TechRequired = activeRadiators } @PART[foldingRadLarge]:NEEDS[CommunityTechTree]:AFTER[CommunityTechTree]:Final { @TechRequired = specializedRadiators } Also i found some nodes with wrong costs, i think: Orbital Assembly --> 1000 Orbital Megastrucktures --> 1500 Advanced Aerospace Engineering --> 1500 Colonization --> 2250 Advanced Colonization --> 4000 5UN6RAZ€R
  8. Hi everybody, First, i like this Mod! And now... i know i'm new here, but <-- ( just a small but ) i habe some questions / suggesstions. 1. Heat Radiators shouldn't they be placed in Heat Management Nodes? 2. Heat Shields and Parachutes --> Survivability and Enhanced Survivability? 3. MK1 Lander Can --> Simple Command Modules? That's it, for now... 5UN6RAZ€R
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