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nezumi

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    Bottle Rocketeer
  1. Head's up, when I select KSP Interstellar Extended from CKAN, or try to update it, I get the following error (from CKAN): When I click on the link on the front page for v1.2 of Interstellar, the link is 404. (CKAN problem. Will take to the appropriate thread, if I can't troubleshoot it myself. Apologies, I thought it was a mod bundled with IE. Also, either the link is fixed, or my Internet had a really weird hiccup.)
  2. @hazard-ish that is amazing. I love the video. Is there a trick to planning all of your gravity assists? Or is it just place PE/AP on the orbit and wait until you have a hit?
  3. When the inertial fusion reactors disappeared, it killed a bunch of in-progress flights. I went to find the files from an old install, but I couldn't find anything by that name. What do I need to copy over so I can at least finish up those missions?
  4. Thermal nozzles should be pulling /only/ from thermal power (which makes them ideal for early use with fission reactors, and your later fusion reactors can pair up nicely with the charged particle generator).
  5. I went back through just to see where the Hybrid Thermal Rocket is supposed to kick on, and here's what I found. All of this is with version 1.8.20, fuel switch 2.0.7, installed via CKAN. I removed Interstellar, deleted the cache, and reinstalled (not fuel switch though). I don't see a 'community tech tree' mod, so I didn't touch that. The front page says the Thermal Turbojets become Hybrid Thermal Rockets with Advanced Nuclear Propulsion. Digging through the ModuleManagerTechTree, Advanced Nuclear Propulsion is the ID name, but the displayed name is High Efficiency Nuclear Propulsion. I recommend changing this on the front page. Regardless, when I go to Advanced Nuclear Propulsion, aka High Efficiency Propulsion, it shows the engine accepts only atmosphere as a fuel mode. http://imgur.com/R8RJtih Based on the fact that I have that tech (see the image) and it's a "Hybrid" Thermal Turbojet, I think this is a bug. I did find a workaround; by replacing UpgradedThermalTurbojet with ThermalTurbojet, the functionality returns to normal. For some reason this already works fine in my sandbox game (also restored from months ago). Hopefully this is a result of dusting off ancient games and nothing more epidemic?
  6. I already have Advanced Nuclear Propulsion (hence having Hybrid Thermal Turbojets, not just Thermal Turbojets. I also have magnetic nozzles unlocked, which is from the same tech.) It sounds like this is just a bug from loading a game across versions. I'll see about locking and unlocking it via debug and see if that fixes it.
  7. Jumping back on after a few months away, the Hybrid Thermal Rocket no longer accepts anything but atmosphere as propellant. Is this an intentional change? I have the old files still, but I wanted to be sure before I "fixed" it.
  8. Mark IV Spaceplane System, https://kerbalstuff.com/mod/380/Mark%20IV%20Spaceplane%20System I see it added the Interstellar portion, but only added the three vanilla fuels. Since there's only one piece for each size, I believe the inherent mod functionality does the same. Is there an easy fix I can make for this on my own?
  9. This is fantastic and saves me so much headache. Is there an easy way to extend it to fuel tanks in other mods (for instance, I have a Mk4 mod I'm looking to play with), or did you just hand-code and -calculate it for each fuel tank?
  10. Thank you thank you thank you! I spent about forty minutes hunting for "mk3" updates with no luck at all. I was ready to spend an hour making manual changes, but this is DEFINITELY easier (and already tested and appropriately balanced).
  11. I got frustrated trying to mix Interstellar and Mk3 parts, so I used the fuel mod to make the fuels switchable--and then realized (again) the fuel volume varies significantly between vanilla and Interstellar. I went ahead and bumped Mk3 up to match Interstellar volumes. I know liquid fuel is generally lower thrust and ISP than liquid methane. But... I still feel like I'm cheating pretty heinously. Is there a reason why Interstellar boosts the fuel volumes so much? (And more to the point, am I a cheater-pants for doing the same??) Edit: I guess my question is, is a vanilla engine + fuel tanks carrying ten times the fuel somehow overpowered contrasted with an interstellar engine + Interstellar fuel tanks? I do notice vanilla fuel tanks + Interstellar engines regularly run out of juice... but maybe that's just me sucking.
  12. I'm playing career and suck at doing contracts, so I'd be happy with the standard ones being cheaper The 650 price I believe is based off of the vanilla RCS Thruster Block (which is 620). A 5% to 50% price increase for retractability seems reasonable. However, I'm a little stumped why the price for the baseline resistojets is 2-3.4k. Reading the description, it's just super-heating the fuel. My inclination would be to drop the cost of the baseline resistojets to closer to 1-1.8k, with the retractable ones at around 1.5-2.5k. (But again, I don't know why the baseline ones were priced as they were.) If the baseline resistojets are priced properly, I'd put the retractable ones to 3k (50% more than the four-directional resistojet).
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