Jump to content

Felipe Guimarães

Members
  • Posts

    24
  • Joined

  • Last visited

Everything posted by Felipe Guimarães

  1. Thermal Turbojet seens broke atm, shouldn't it have a max trust of 200kn? Mine is so ridiculously high, that i have to limit it to 10%. By the way, i have a power network that supply me with 400GW
  2. Is it intentional that I cannot scale down the size of D-T Vista Engine? Actually there Is a bunch of reactors, and engines, that I either can’t scale to smaller sizes, or scale at all.
  3. By the way, is there a way to use thermal turbojet with a microwave network?
  4. Yeah, but 3.750 is quite large for a small spaceship, i wish i could use a small version.
  5. Hello, Is it intentional that I cannot scale down the size of D-T Vista Engine? Actually there Is a bunch of reactors, and engines, that I either can’t scale to smaller sizes, or scale at all.
  6. 1 – Launch a spaceplane with a 2x big liquid hydrogen tank (tweek scale 2x) 2 – Revert to Launch 3 – bug 4 - ???? 5 – Profit? xD The quote implies that: 1 – Tiny Relay = 100 Mw / Tiny Transmitter = 100 Mw / Huge Receiver = ~95 Mw Right? Would a spacecraft with a Relay and Receiver nullify the size/angle factor?
  7. Humm… forgot to mention, when you revert a flight to the launch faze, the scaled FSI tanks revert to its original size. I need to revert to hangar and then launch the vessel again, to fix it. It happened with the spaceplanes, not sure if the shuttles are having the same issue.
  8. Ohh… got it, the mod search for the closest route, and the relays a mere ways of not letting the signal be eclipsed. For some reason I thought that if I used a receiver + transmitter network, instead of relays, I would get a better performance. But it would probably work the same way as relays. Or maybe not, it depends if they both use the same power loss per distance formula, i guess that they do, but you never know.
  9. Thank you very much dude, this game is a pain without this Yop, I'm a steam user, my nickname is FelipeCODX
  10. What does this means? If I have three relay in each planet, would I lose the same amount of power as if I have it only on kerbin? If I use transmitters and receivers instead of relays, would I get around this?
  11. I think I found out the problem. Look like if I run the KSP by the shortcut that the steam made at my desktop, it don’t execute it as x64. So I was simply reaching the max RAM of the x86 version, thanks god that we have 1.1.0 now \(*o*)/
  12. I made a save backup, and reinstalled the game. Found out that the USI Kolonization also use the “CommunityResourcePack”, so I must have screwed things up when I deleted the old FSI files, since I have not add the kolonization files after that. Now the game is working just fine, xD Actually, it isn't working, after reopening ksp, the crash came back
  13. By the way, the last IFS made my game unstable, I can't leave the main menu without crashing :'(
  14. It was an "Interstellar Extended" problem, sorry to bother :/
  15. When i scale the generators, their power output don't scale with it. Doesn't matter if a have a tiny generator or a huge one, always the same output, the Reactors work fine tho. I'm sure that it's a tweakscale issue, since it still at the 1.0.5 version, gonna post the bug report there to. Cya, great mod tho xD You are doing a great job with this mod, maybe you could fix that one too xD. http://forum.kerbalspaceprogram.com/index.php?/topic/137736-time-control-update-request-from-105-to-110/ In my opinion, one of the best mod I have ever used.
  16. Hello, Could someone update the “Time Control” mod, this is by far the best mod I have ever used, could easily be one of the top 5 most downloaded mods of the curse community. There was someone updating it, but he is away for a while, by the way, he did not published the updates, and I think that is the reason this mod have not reach the top list. Updating it should not be that hard, I guess it is just a matter of fixing the interface, so it is not invisible for the 1.1.0 version. But I'm not a modder or anything, maybe it's harder than I think. Here is the link for the 1.0.5 version of this mod: http://forum.kerbalspaceprogram.com/index.php?/topic/62946-025-time-control-92314-v132/&do=findComment&comment=2396948
  17. Hummm, one last thing, I got a great idea for a mod, actually an update for one. This is by far the best mod I have ever used, could easily be one of the top 5 most downloaded mods of the curse community. There was someone updating it, but he is away for a while, by the way, he did not published the updates, and I think that is the reason this mod have not reach the top list. Updating it should not be that hard, I guess it is just a matter of fixing the interface, so it is not invisible for the 1.1.0 version. but I'm not a modder or anything, maybe it's hadder than i think. By the way, the mod name is “Time Control”, here is the link for the 1.0.5 version of this mod http://forum.kerbalspaceprogram.com/index.php?/topic/62946-025-time-control-92314-v132/&do=findComment&comment=2396948
  18. Hello, There is something wrong happening when I tweak the scale of a Liquid Hydrogen Tank, from the mod "KSP Interstellar Extended v1.8.9", by the way, this is a 1.1.0 mod, maybe it is because your mod isn’t updated yet. When I tweak the scale of this tank, it become some sort of center of gravity when I launch the rocket, really weird, check it out xD. In addition, when I scale the generators, their power output don't scale with it. Doesn't matter if a have a tiny generator or a huge one, always the same output, the Reactors work fine tho. Just passing to report this, great mod tho, good luck, cya. It was an "Interstellar Extended" problem, sorry to bother :/
×
×
  • Create New...