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  1. But isn't ampyear only for systems? I want something that will calculate life support time the way the built in tool does. Maybe this is more of a TACLS questions?
  2. How do I determine how much EC to take with me? The life support helper will show the time remaining for food, water, and O2, but not EC. It just says "infinisys". Is there anyway to determine how much to pack ahead of time, or maybe even a formula I can use on my own? Thanks. I'm loving RP-1 so much!
  3. There is a larger control panel that should be either on your screen, or accessible by clicking on the engineer buttons on the side of the screen. In addition to having options to change what's displayed on the HUD and the font size, there should also be a button that allows you to move their position.
  4. I might understand why you're confused. The RESOURCE MEGAJOULES is just a much larger version of electric charge (ec). In fact, the two can be converted between each other with any KSPI part that is labled a megajoule converter. Megajoules the resource powers electric systems, such as ELECTRIC engines or fusion reactors. MEGAWATTS is the unit of heat. This refers to the heat from a reactor, the heat consumed by a THERMAL engine or thermal power generator, and also waste heat. Anytime you generate megawatts, or use megajoules (like from the reactor that powers a wireless power network, OR when the wireless transmitter is used) it produces the RESOURCE WASTE HEAT. In order for things to work, you need enough radiators attached to the things that produce or use megajoules or megawatts (waste heat producers). Your radiators need to have a capacity roughly equal to the megawatts you are producing. When your in the SPH/VAB, click on the kspi icon and it will bring up a widget showing you what your radiator capacity is. When it turns green, you have enough radiators (provided they are placed close enough to the producers of waste heat). There are a few quirks with this though. The first is that all radiators work much better in an atmosphere, so you can get away with fewer if you're on kerbin (like for a ground power station). The second is that when using a wireless power receiver, the game won't know in advance how many megajoules of power the receiver will get when you're building the craft (so the waste heat widget isn't as useful). In this case, look at the capacity of the wireless receiver and include enough radiators to match that capacity. Not having enough radiators is one of the number 1 problems I've seen following the kspi threads. You can use tweakscale to increase the radiators capacity easily.
  5. honestly KSPIe is the mod you want to use for this, sorry to say. however, you can DM me and I'll help you with figuring it out. once you do it will rock your space program!
  6. Trial and error is the best way to learn for this, but here are some things to keep in mind. First, depending on where you do your deorbit burn, consider that the planet will continue rotation between the time of the burn, and the time you land. This means that if you deorbit further away from your landing site, you want to have your path to landing be ahead of where you intend to land, since the site will rotate towards your end-point. Second, the more you burn to deorbit, the easier it will be to see where you might land. If your trajectory indicates a ground impact spot (rather than just a periapsis inside the atmosphere) you have something easy to gauge. Do your deorbit burn so that your trajectory impact is in front of the site you wish to land at. How far forward will depend on how much you deorbit, and where you do your burn. Then, once you enter the atmosphere, keep checking the map to see how your updating trajectory looks in comparison to your landing site as you start to aerobrake. If the trajectory is falling too far behind the landing site (you're coming up short) then pitch up slightly to increase the distance your plane will glide. If the trajectory is too far in front, pitch down to decrease the distance. To play around with it, try quick-saving right before you do your de-orbit burn. Play around with how long to burn, and with your re-entry profile (how much you pitch up or down) until you get a feel for what works.
  7. SSTO space planes. I HATE having used stage debris cluttering things up.
  8. After a few hours of learning, I made my first KoS script to automate rocket launches and it works! I know there's a launch autopilot in Mechjeb, but it's way more satisfying to use an autopilot I created myself.
  9. I do have a minor problem still, which is that once the repulsors are turned off, they won't turn on again. Makes is kinda difficult to land somewhere and then take off again. Toggle repulsor power also doesn't bind correctly to action groups.
  10. The updated KSPWheel solved the problem I was having! Thanks!
  11. I'm using the stock 4k batteries. There is no resource flow PAW button either on batteries or the repulsors. The repulsors are attached directly to the batteries, so it's not a crossfeed issue I'm using Did a fresh install prior to posting this, but still having the same problem. I'm running KSP version 1.7.3
  12. My grav repulsors are not able to stay activated, they will briefly come on, then shut down. To test, I made a 3 ton craft with 4 repulsors and two 4k batteries. the repulsors won't stay on even with plenty of power left. If I enable infinite electricity in cheats, they WILL stay on. Has anyone else had this problem? Bunch of mods, including KSPI.
  13. This was happening to me when I was using the Kerbal Joint Reinforcement mod. Once I uninstalled it the problem went away.
  14. If you're talking about the space helicopter, the helicopter parts (electric rotor, cockpit, etc) are from firesplitter. The fusion engine is from karbonite. There's also a small nuclear reactor part-clipped into the body that's probably from near-future electrical.
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