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About juanml82

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    Rocket Scientist

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  1. Modders will make planet packs for KSP2, and a built-in tool would prevent players using planet packs to wait for Kopernicus to update once KSP2 updates, so built in support for planet packs would be a great idea
  2. Yes, it's fixed. I'm finding some stutter at the emitter and the receiver, but it may be caused by something else
  3. I made these patches to turn the stock relay antennas into power relays But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS). I've tried changing the amplify bit from true to false and shutting down the only power beam emmiter in the system, but it doesn't matter. Here's the log file if needed http://www.mediafire.com/file/335rkssjw72iazq/KSP.zip/file
  4. I've cheated this into Mercury's orbit, I still can't enable the transmitter, it immediately switch to disabled when I click on the button EDIT: I had to deploy the antenna first
  5. Alright. I've created this cfg to add the module to J2X antenna @PART[jx2LDA]:NEEDS[JX2Antenna] { MODULE { name = WirelessSource DishDiameter = 20 Wavelength = GammaRays Efficiency = 0.8 } @cost *= 40 } And replaced the dlls for the RW ones, renaming the RW ones in the extras folder with the original names (ie BeamedPowerPropulsionRW.dll to BeamedPowerPropulsion.dll and the same to BeamedPowerStandaloneRW), but when I try to toggle to transmit, it immediately disables the transmiter (ie, I can't beam power)
  6. So "short" means it's useful for long distances while "long" for shorter distances, right? Also, this isn't supposed to be scaled for larger solar systems, right? I'm playing RSS+Smurff and thought "Oh, I could make a solar farm on Mercury's orbit and power stuff on Earth and beyond" and well, you can't because the losses are huge, it only seems to work within a planetary system. OTOH, maybe that's intended? I'm not sure how realistic (even if incredibly advanced) solar farms in Mercury would be
  7. I don't use Kerbalism, so I don't know how it controls for electricity usage while the ship in "on rails" mainly because there is no "on rails" with kerbalism. But what I do is to use nuclear reactors (from NF electric) to power the tanks. Since the (stock) game computes electricity usage at the time you jump away from the ship, after I finish burning towards destination I set up a KAC alarm for either the SOI change or a maneuver node, make sure the ship isn't loosing power and then I go back to the space center (or any other ship) rather than warping all the way to Jool because KSP doesn't h
  8. Are you switching the tanks to LH2 only or are they still loaded with LH2 + oxidizer?
  9. Getting science you mean? Try to milk the KSC for science (you'll need at least basic airplane or rover parts to move around, though). There are also quite a few biomes by the KSC, but you may find it hard to land on them with rocket parts. But overall, there is little science in Kerbin's surface, so don't rush airplane parts. As for space, once you have enough parts to make it to orbit comfortably, you can farm a few more biomes (the poles and tundra biomes) by launching a rocket in a polar orbit (as in, aim north or south instead of east when launching) and you have "in space low over Kerbin
  10. Hi, I'm using Beyond Home in KSP 1.10.1, and whenever I land, the terrain surrounding the ship turns into a black square, like this Did anyone had the same issue? Is it a conflict with some other mod? (as in, does someone know if there is a fix?) Here's the log file http://www.mediafire.com/file/335rkssjw72iazq/KSP.zip/file And the mod list
  11. I had stopped playing KSP for the last few months. Updated this following @Accidentaldissambly corrections. Tanks now hold five times less resources
  12. Updated. Added Near Future Construction integration (essentially, the trusses which hold ore now also hold water, hydrates, spodumene and CO2), added extra water and CO2 patches to Real Solar System and a KSP-AVC version file
  13. Well, I'm not sure you can land with this engine as it works with strong pulse units
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