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Everything posted by FreeThinker

  1. How can you play this mod when Kopernicus isn't released for KSP 1.10.1 yet?
  2. Version 1.25.27 for Kerbal Space Program 1.8.1 - 1.10.1 Released on 2020-09-22 Added Artificial Consciousness Tech node Added Ground station functionality to Artificial Intelligent probe cores Added reputation loss when Artificial Intelligence dies Balance: increased tech requirement Computer Core, iHall, iHall Sensor Balance: reduced thrust Super NSWR by 50% Fixed issue with electric engine have exhaust while not having any thrust Fixed issue with Command Dome hanging with Kerbalism Fixed many spelling errors in English localization
  3. Version 1.25.26 for Kerbal Space Program 1.8.1 - 1.10.1 Released on 2020-09-20 Added Reactor sounds to Tri Alpha and Magnetic Confinement Reactors (credit to Lynxon) Improved universal drill performance (credit to JamesJVillata)
  4. It is indeed hard to comprehend we are talking about the same game here. Apperently there was a lot of hidden potential after the KSP 1.8 release that wasn't fully used by Squad for what ever reason. Good to see someone with talent saw an opportunity to explore how far he could push it. I have one question, will ksp kerbals actualy be able to walk it or will it just be eye candy illusion which disapears the moment you try to travel it?
  5. @Clamp-o-Tron I'm willing to help if you have any questions
  6. Version 1.25.25 for Kerbal Space Program 1.8.1 - 1.10.1 Released on 2020-09-13 Added Interstellar Nuclear Salt Water Rocket Engine Added Insane Nuclear Propulsion Technode Added Surface Wastheat reduction mechanic to universal Extractor Added Persistent Rotation to Solar Thermal Power Mirror Reciever Rebalanced VISTA engine: reduced mass, and maximum thrust but added self-sustainability
  7. Version 1.25.24 for Kerbal Space Program 1.8.1 - 1.10.1 Released on 2020-09-05 Added Deployable Solar Shield Probe with Low sun orbit experiment Added iHAL Scanner Probe Fixed issues with Super Lithium Battery recharging (JamesJVillalta) Improved Persistent Rotation functionality at high time warp
  8. A part with the exact same name would do this. I recommend looking for the name "FNLCMS"
  9. Version 3.18 for Kerbal Space Program 1.8.1 - 1.10.1 Released on 2020-09-04 Added multiple variants of Rectilinear Rover Adaptor Tank Added additional resource definition when CRP is not installed
  10. Yes you need a high power source, which can be a reactor or super lithium battery. A ri Aplha Fusion reactor can be charged using elecric charge to restart but it also need a valid fuel source
  11. Not sure what you mean by boron fusion generator, I guess you mean the tri Alpha Fusion reactor which start with the ability to fuse Boron with Hydrogen. It it runs out of fuel, it will stop functioning
  12. Notice Power Usage is 0 MW /5 MW and Megajoule reource is 0. It means the REgolihth Drill is unpowered. Collecting Regolith and converting it into usefull resource is realy power intensive. I see you have a Power Reciever on the station. Make sure it can recieve some power
  13. Tha definatly has nothing to do with KSPIE / IFS. It is not touched by KSPIE / IFS
  14. Version 1.25.23 for Kerbal Space Program 1.8.1 -1.10.1 Released on 2020-08-22 Compatible with KSP 1.8.1 - 1.10.1 Added high altitude scanning for Uraninite and Mopedantte to Gamma Ray Spectrometer Added Advanced Nuclear Power as a requirement for unlocking Fusion Power for CTT Balance: Increased science cost for High Tech Nuclear (both Fission and Fusion) Reactor and Engine Technodes Balance: Decreased science cost for medium and high tech non-nuclear Technodes Balance: Changed tech requirement Particle Accelerator Centrifuge Ring to High Energy Science Balance: Changed tech requirement Cyclotron Particle Accelerator to High Energy Science Balance: Changed tech requirement Antimatter capture and production tech requirement to Scientific Outposts Balance: increased efficiencies for Diode Laser Array Balance: lowered orbital scanner max scanning high for non-stock resources
  15. The Gamma Ray Spectrometer currently only serves as an experiment. Use Stock orbital/surface scanner instead to find Uraninite. For next version I will add a high altitde ModuleResourceScanner for Mopedantte and Uraninite to GammaRaySpectrometer
  16. What is important with the Daedalus is that the build in capacitators are charged otherwise it cannot start the initial fusion reaction. Once started it will produce slightly more power than it consumes creating a net power production. To charge the build in capacitators, simple make sure you produce more power than you consume, even a single solar panel will be enough if your close enough to the sun.
  17. It realy depend on the design and power conversion mechanism. In general you want to keep the reactors energy in a as pure form as possible, conversion (especialy thermal to electric power) incure a lot of losses which end up as wasteheat. Therefore you are adviced to use the most suitable reactor for the job but some reactors are more generic while other reactors are more specialized, with limited options
  18. About a month ago. There has also been a discussion on the kerbalism discord about it. We originally calculated the drymass durring a vessel was loaded and added the resource mass to get to the total mass
  19. Well in my test, (it might be related to KSP version) when a vessel was unloaded, GetTotalMass only gave back the mass of a root part. We (me and @Standecco) had to add additional logic to ensure it we get total vessel mass
  20. When vessel.loaded = false you need Something like this // calculate vessel mass TotalVesselMassInTon = 0; foreach (ProtoPartSnapshot protoPartSnapshot in Vessel.protoVessel.protoPartSnapshots) { TotalVesselMassInTon += protoPartSnapshot.mass; foreach (ProtoPartResourceSnapshot protoPartResourceSnapshot in protoPartSnapshot.resources) { TotalVesselMassInTon += protoPartResourceSnapshot.amount * protoPartResourceSnapshot.definition.density; } } TotalVesselMassInKg = TotalVesselMassInTon * 1000;