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Found 4 results

  1. Hey, I recently installed KSPI-E. It is a great mod, but ever since the newest update, it has asked to update three times every time I launch the game. Here is the mod's link, I don't know if this is just me or a glitch. I would appreciate any help!
  2. The Challenge:. Plant a flag on this planet, Proxima Centauri! Its the nearest real possibly habitable planet located near Alpha Centauri, 4 lightyears which is made accesable by RSS Constellations The main constraint would be that FTL drives are not allowed, but you are allowed to use the slower than light (STL) engine from KSPI Extended like KSPI-E Daedalus engine and/or magnetic nozzle. Here is an example : Preferred method of proof would be video. The preferred method of win is to be the fastest, but style also plays a large role Hall of fame Entry Player Proof Duration Max Speed Launch Mass Interstellar Dry Mass Interstellar Wet Mass Part count Cost DeltaV 3-1-2017 @Nansuchao youtube 690 y ? 61.152 t 129 t 439 t 161 41.963.000 ? 5-3-2017 @superdavekerman imgur 299 y 330d 1.027.340 m/s 9.068 t 26 t 108 t 129 13.361.780 2,767,705 3-4-2017 @proteasome imgur 69 y 91 d 4,164,000 m/s 4.123 t 1550 t 4,123 t 68 1.236.987.000 10,165,752
  3. so, anybody who uses KSPI knows the pain of waste heat, and nuclear engine users know all about the melting; and don't forget about those high performance scram-jets that get redder than the atmospheric burn around your ship. There are a few good radiator packs out there, but i find they're not very... effective. I'm attempting to make a system that uses electricity (or MW at a higher level), radiators, and air vents, to do high performance cooling for engines, reactors, etc. obviously getting rid of waste heat as well. working on implementing the following parts: - An Engine precooler that also converts physical heat (from a directly attached engine) into waste heat. useful for atmospheric nozzles/turbojets. (1.25, 2.5, mk2. requires electricity.) - A Heat Pump that sucks up heat and waste heat, and redirects it to radiators. (it cools the attached parts significantly, and subtracts a constant amount of waste heat while running. heat will be converted to waste heat. (1.25, 2.5, 3.75) requires MW or eqiv charge)(requires radiators attached to part to run) - A powered vent (basically an engine with no thrust) that cools the attached part and subtracts waste heat depending on the temperature and amount of air added. ideally connected to a precooler and air intake. (0.625(rear), 1.25(rear and inline), mk2(inline). would have two models for 1.25/mk2; one requiring electric charge, one with waaay more power that requires MW (it might have an KSPI arc-jet RCS that only works with atmosphere.). both would count as radiators. these are the missing parts for making reliable heavy SSTO's, or anything with a powerful hot engine. I'm totally imagining these parts just using the stock squad models (and the mk2's expansions precooler) Right now this is no more than jumbled text in a cfg file using stock fuel tanks for parts... Btw, I put this under development because i very well intend to do this myself one i figure out how. any and all help/direction appreciated.
  4. I have *ahem* little problem - I can't seem to return from space without exploding. My 67 ton spaceplane contains antimatter - hence my title - so explosions are deadly for everything below me too, turning DRE into F Extreme DRE I have 4 large airbrakes, but they are too weak up high, and they cant slow down me. At first parts at sides are overheating and exploding, but later, when I lose all parts at sides (which means doom, as I cant land safely anymore) my spaceshop folds like paper at 10 G destroying me and my container with ~1 kg of antimatter (isn't that around 9*(10^16) joules of fiery doom?) Space ship core has radius of 2.5 meters. Here is spaceship: http://www114.zippyshare.com/v/2yzjT14B/file.html