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micheal rosen

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Everything posted by micheal rosen

  1. Would it be possible to make the seismic impact experiment data gatherable from seismometers?
  2. yeah. i suppose right now 'pluto' and the moons of 'neptune' are more important. who knows, maybe KSP will have another star in the full game eventually.
  3. this is really cool! i love the work your doing. adding more planets to KSP has always been a fascination of mine, and i even made a few planets with PF:CE when it was up to date with KSP. do you plan on adding additional stars eventually, if its possible?
  4. weird, must be a bug becuase it doesn't work for me. can you help me change the generators so that they can store joules/watts? im kinda good with the config files of parts but other than that i don't know much.
  5. i want to change the game, not the ship. it may seem unrealistic but i don't care, i just want it to be the way it used to be, so if someone could tell me how to "mod the mod" to allow this that would be great. i've been searching through the configs and cant find anything. it doesn't work with electric charge, i tested it with a massive amount of batteries and a reactor with generators on it.
  6. well, the problem is i just cant get enough energy to jump start the reactor. it takes 200 megajoules, and if i dont have a way to store megajoules then it cant be done becuase electicity requires WAY WAY to many batteries and is also buggy so it doesn't even work if you get enough.
  7. yeah, i only recently started working with KSPI extended. i haven't used a working KSPI install since 0.25 and sometimes i still use 0.23.5 for all the great mods (B9, original KSPI, planet factory CE, the list goes on). is there any way to change this? i could probably make a part that works like a battery but for joules/watts instead, or mod the current generators to store energy. any thoughts on this?
  8. i find it a fantastic place! sure its boring, but man is that little ball of rock packed with, and i mean PACKED, with science. i did a full exploration mission to it, which was easier than i thought it would have been, taking me a few hours at most. i landed in every biome, running every science experiment possible. science in space high, low, everywhere, everything!!! and i got a lot of science. i dont even remember how much exactly, but it was somewhere over 6000. im sure someone could calculate it.
  9. ok, so im having a very hard (and quite irritating) time trying to restart a fusion reactor. i know it requires energy, but the second i deactivate the reactor, all of the megajoules/megawatts and electricity stored in the generators completely disappear, meaning my craft is left with literally just the batteries, and this is not what it was like in the original KSPI. why is this? is it part of the mod or did i break something somehow? also, if this is part of the mod, can someone help me with changing the config files in order to avoid this? i know this would make it easier, and maybe (maybe not, who knows) less realistic, but i cant stand it because its not how it used to be. any help would be appreciated.
  10. so, what should i do? i dont know what to delete, been looking for the community tech tree.
  11. also, it seems i cant get any of the reactors to go above 28% active, and i dont know why. AND I FIXED THE NOT UPGRADING THING!!! me, Mr. Stupid/bad with computers, somehow fixed it. it turns out when you open the config for any upgradeable parts, it has something like this: MODULE { name = InterstellarTokamakFusionReator ReactorTemp = 15513 PowerOutput = 2277 upgradedReactorTemp = 23078 upgradedPowerOutput = 6831 upgradedName = High-Q Tokamak originalName = D-T Tokamak upgradeTechReq = interstellarTechFusionPower2 upgradeCost = 200 radius = 2.5 animName = e6 minimumThrottle = 0.1 powerRequirements = 45.54 chargedParticleRatio = 0.2 consumeGlobal = true reactorType = 4 upgradedReactorType = 8 fuelEfficiency = 0.99 upgradedFuelEfficiency = 0.99 } you see the line "animName = e6" is the thing that was missing before, now on other parts that do upgrade they have e13 and e9, e-whatever, i just figured that because the generators upgraded, and they say e6, that i should put animName = e6 into the config, and it worked!!! it however the reactors do not go more than 28% active, which is odd. THIS ALSO FIXES THE THERMAL TURBOJETS!!!! SO HAPPY.
  12. yeah i had the same exact problems, we discussed this earlier in the thread (page 31)
  13. so, ive been doing more testing, and looking at the configs everything is there, the upgrade module is correctly typed into the config file for the part, but i dont know much about this stuff so that might just mean absolutely nothing. and it turns out nothing else is upgrading either.
  14. no, im talking about how the thermal turbojets that would be attached on the bottom of reactors, taking the heat from them, and heating up air to produce thrust, then once you unlocked basic fusion tech they would be able to do all the things the thermal rocket nozzles could do (LFO, LF, water, amonia etc...) allowing you to build extremely efficient fusion spaceplanes
  15. no, i mean when the thermal turbojets acquired the ability of burning fuel in space, like the thermal rocket nozzles. i was correct, they are called hybrid thermal rockets when they get upgraded.
  16. im havinng problems with things not upgrading. ive tested unlocking the entire tech tree but the thermal turbojets are not upgrading to hybrid thermal rockets what could be the problem?
  17. Hi, i just downloaded three packs (all but the historic vehicles one) and the 7M parts dont work, when i launch them, even with supports they just fall apart, the engines come off instantly etc... what could be the problem? Game Version: 0.90 Mods installed: Ferram Aerospace Real Solar System with 4096x2048 textures Deadly Reentry Active Texture Management KW rocketry B9 aerospace Kerbal Engineer some minor part mods (just rescales and such)
  18. if you update it (because maybe you wont need to) you should add 6.25m parts just for fun... i mean research.
  19. how do i make additional stars different colours, and how do i make them glow?
  20. the fusion reactors do not breed tritium, the option is there but it does not work.
  21. oh yes, i tried this, they do not release correctly (the one at the top of a stack releases), i would have to bind every single bomb to action groups.
  22. would the be a way to make the Mk82 bombs stackable(?), i mean in the same way you can make radial decouplers into whips, because then you could have an Mk3 cargo bay carry like 20 bombs.
  23. I m having lots of trouble with this, i get all of the parts and i have the toolbar options to hide or show the infernal robotics... things (i guess?) but it never shows up so i cant use any of the parts i have, any clues as to what might be happening? i have quite a few other mods installed by the way so if you know of any that conflict with this that would be great to know.
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