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ChainiaC

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Everything posted by ChainiaC

  1. The near future propulsion electric engines used to be able to run on hydrogen, but this feature was removed for balance reasons. The screenshot is from an earlier version. Or so I believe, correct me if I'm wrong
  2. Ahhhh, so I need to actually switch on the FissionRadiator. Now that sort of explains why my engines went meltdown while burning. That had me puzzled for a bit
  3. I love these engines! They're really shining in carreer since you get the smaller ones nice and early and they really help with building lighter and more efficient low tech vehicles. Light enough to lift up to 20km using balloons even Boiloff means you cannot use these engines on long voyages without active cooling, but that's a good balance. Thanks for updating! The jitter with symmetry is fixed! One thing though, I noticed that the engine exhaust is blue but the engines emit a red glow (running realplume and enginelight). Is this intended and some sort of real life effect, or is this an error in some config file?
  4. I see. So ironically, in the place where you need nuclear power the most, the outer solar system, your fission fuel is the least abundant.
  5. Lets not forget fission reactor fuels, Uranium and Thorium. Where would the best place be to mine those? Mercury? Metallic asteroids? Mars?
  6. Great news, Nhawks17! I couldn't respond earlier. Children confiscated the tablet. Anyway, I need SVE first anyway, since I first need to accumulate enough science and funds in my friendly neighbourhood inner planets before I can begin sending out nuclear powered behemoths loaded with dozens of frozen Kerbals to the outer planets
  7. Hi! I wanted to let you know that unfortunately SVE is incompatible with the latest release of Poodmund's OPM-VO. Now I am not asking for a fix or saying this is you problem, because, well, it's not. SVE on it's own us working beautifully as intended. The thing is both mods seem to use a different EVE version and I believe Pood's included version, the latest dev, is newer since OPM-VO 1.05 had no conflict. Sadly, now either the stock planets or the outer planets have no clouds, depending on which EVE I install and that's a shame. Again, not meant as a complaint at your address, just wanted to mention the incompatibility.
  8. Unless I am mistaken, the gas core reactor has the 'boyancy effect' special, which means it does not work very well under too high acceleration or too deep inside a planetary gravity well. So atmospheric operation on Kerbin is pretty much out if the question.
  9. Ah thanks! Then perhaps I won't feel so wasteful when dumping eight probecores when decoupling all my lifting balloons
  10. I would suspect you could build spare pulse unit magazines from rocket parts using EPL at least. EPL integrates nicely with MKS. But otherwise... it's not simply a monomolecular fuel. It's entire complex self contained nuclear bombs. I doubt you could build those in an ISRU refinery
  11. I must say the inbuilt probe cores do feel a bit cheaty when running Remote Tech. They do not require a connection and get listed as 'local control' as if there was a Kerbal onboard. Is there a reason the inbuilt probe cores are necessary? I mean it's not like a probe core and a battery and solar panel are extremely heavy. Overall though, this is a tiny issue and I must say I love te balloons! I use them to lift up rockets to about 25 KM before lighting the first stage
  12. I think the engines double as 'infinite' RCS thrusters and so use the standard RCS system combined with SAS to keep the craft in balance. That is what the 'magic' monoprop producing alternator is for. So no throttle control avionics inbuilt.
  13. Could such Air-park code enable floating colonies? That would be so awesome! But besides that, zeppelins and airships are all kinds of awesome in their own right! Fantastic work!
  14. Hi. I must say I really love the ducted fan engines in this mod. However I am experiencing several issues: 1) A relatively minor and previously mentioned issue about the ducted fan VTOL engine only having 15 KN of thrust. But that is easily fixed by editing the config file. 2) A minor annoyance, but not too bad: It appears the ducted fans' thrust is reversed. I have to put them upside down (the 'danger' warning triangle texture upside down) for them to produce lift instead of downforce. 3) This is an absolute show stopper for me: The engines hardly draw any electric power at all. I can fly without a reactor or any form of power generation at full throttle, and in a minute I may have used up 1 or 2 EC. So using the engines this way feels way too much like cheating. Now I have played with the config file, but it turns out that I have to set the draw ratio to something obscene like 1500 for the power draw to become noticable. This does not feel right and I also am unsure what value to set, nor am I an expert on editing config files and what each value actually does. I suspect there is some underlying issue at work here. Now I have tried several versions of FTT over the course of the last updates, from KSP 1.05 till 1.1.2 and have removed and re-installed FTT each time, and these issues unfortunately persist. I have even tried to install FTT without any other mods to rule out conflicts. I also do not have similar issues with the electric propeller from KAX for example. That one does use power as expected. If there is some other place where I should file an official bug report, please let me know. Of course if this is low on the priority list I understand and that is no problem. I just wanted to mention especially the power draw issue since it was not mentioned before as far as I am aware. T' is the reason I made an account here
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