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totos_totidis

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Posts posted by totos_totidis

  1. 46 minutes ago, FreeThinker said:

    I'm afraid there is no clear answer, currently it has the same reflectivity in all wavelength (similar to solar reflectivty) , the exception to to this that the Gold Photon Sail has a reflectivity of 99.99658%  of to the long infrared wavelength transmittered from Kerbal space station. However in the next  release I expect to make this much more realistic where the reflectivity will differ between wavelengths. This allows the introduction  several other photon sail each specialized in specific wavelengths. The existing Gold Sail perform best in the infrared wavelength, a new copper variant performs best in near infrared,  a new Silver sails in the visible spectrum and the existing Aluminum is most sensitive in ultra violet. I also intend to introduce some advanced dielectric photon  sail variants  both broadband and narrow band which can be configured for a specific wavelength, similarly how rectennas in KSPIE can be configured for a specific a wavelength. What wavelength is best for you relay depend what else you plan to do with it and any existing infrastructure you build. long infrared is best for high power short range networks, aluminum is the opposite and is most suitable for long range low power networks.

    I contacted him and he told me he wanted to resume work on his navigator. But doesn't the last release function in 1.4.4? If it doesn't there is an option to use the back-ported releases for KSP 1.3.1

    Thanks for the feedback. I am using the Kspie version of the mod how do I enable the kss laser? and can i use that laser for beamed power?

  2. The Forward into nebula is a great interplanetairy ship, but how do you launch it? Using a massive launch viecle or do you build it in space using the EL mod? Furthermore the spare parts, what are they for? In addition you could use a buzzard scoop to collect interstelar particles to increase dv and slow down. Finaly in kspie there arent any laser light sails but there used to be a solar sail and there is a strange laser pvc thruster.

  3. On 5/4/2018 at 4:33 AM, The-Doctor said:

    This pic should be on the first page showcasing the mod. I made it with the engines you suggested, I actually did overkill and recently dumped some fuel, it has a delta v of 2.8 MILLION at full tank capacity. I don't think ANYONE has built such a fully functional and lovely looking starship in KSP, EVER.

    Image may contain: night

    Could you please post a .craft file? I have some intrest in this starship.

  4. On 5/1/2018 at 11:41 PM, mbaryu said:

    I'm having this problem as well.  In a previous version of KSPI I built a small number of ships with the Solid Fuel Electric Fission Reactor which worked fine and generated power properly.  When I updated KSPI, these ships no longer have electric power.  I tried docking one of these ships to a station powered by 2.2 MJ of solar panels and after docking, it drained the station's power.  As you noted, the molten-salt+generator combination works fine.

    These ships don't have any other source of power (except the test noted above).

    Edit: Version in which Solid Fuel Electric Fission Reactor worked for me was 1.18.

    Edit: I tested recent versions of KSPIE against KSP 1.4.3.2152.  In 1.18.5, 1.18.6, 1.19B the SFEFR does not work.  In 1.18.4 the SFEFR does work (though it is clearly for an earlier version of KSP).

    I am having this exact problem on my dres base. The intergrated generator seems to consume the reactor's thermal power but produce no electrical power in return.

  5. 1 hour ago, Sigma88 said:

    @totos_totidis how bad is this bug?

    I've tried reproducing it, and I can. but it doesn't affect gameplay much so I need to be looking at the console to find out

    does it also causes any kind of error while ingame?

    I tried to look for a solution yesterday, but it's harder than I expected so it might be a while before I can come up with one

    It causes realy high amounts of lag and the only way to tell is from the lag and the console. It renders interstellar travel impossible

  6. 3 hours ago, Sigma88 said:

    it's the same, the cfg will work either way, I usually leave it inside the folder because it looks cleaner

     

    just to be clear, you are experiencing this bug only when the orbit line enters a binary system right?

    as long as you orbit normal planets/stars or even the galactic core, it should be fine...

    Yes enters or exits a binary system.

  7. https://www.dropbox.com/s/55uvglva44uwcnv/KSP2.log?dl=0 here is the new link to the log
    https://www.dropbox.com/s/gp5btb4zjhv3lob/ModuleManager.ConfigCache?dl=0 the module manager config cache
    https://www.dropbox.com/sh/4ltengcocodfg4x/AACkvEednoDrKefv4gNx1s94a?dl=0 kopernicus log folder
    Thank you for your support.
    Also in my gamedata folder do i put the duna ike config or the whole folder?

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