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WaYa

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  1. Inline Inflatable Cryogenic Liquid Fuel Tank missing option to switch fuel types. (the other inflatable gas tanks work fine) what I did to get it to work for now on my install is I changed "hasSwitchChooseOption" and "showSwitchButtons" to "true" (they were both set to false in the .cfg part) Edit: also noticed the "solid hydrogen" option for this part after fixing choosing fuel types lists it as "LH2" still, yet other solid hydrogen containers work properly. edit2: what happened to the atmospheric scoop? i don't see it in the vab menu's
  2. I was just literally updating my "filter extensions" and "Hide Empty Tech Tree Nodes" to attempt to get this to work on 1.3.1 then just I was launching it with those updated, 1.16.0 came out LOL
  3. Your github download link on the first page is bad/misslink.
  4. this looks like a cool mod to try, just saw a review on it over on youtube. It may be worth either branching this off to a new thread if your fully taking the mod over or given control over this thread so the thread info and first page links match the latest version of the mod. You will likely loose a lot of potential subscribers if people only see the old version in that first posting, and only new users who saw a review someone would download it, such as the one just released on youtube by KattabosGames (from what I found so far he does the absolute best ksp mod reviews, so many are likely going to check this out) I haven't tried this back when it was current so I have no idea what is in the "extras' as a whole. Maybe a better purpose for the "extras" would be the Titam II themed tank (unless you add parts to build a full Titan II style rocket then those parts could be integrated to the Corvus pack) and parts like that adapter to have a clean transition between from the Corvus skin theme to other parts from vanilla or mods. (it would have a better appearance on the launch pad or in space if the adapter matched the capsule before transitioning to other parts, giving the vessel the appearance it was made for the other sized parts
  5. KSPI 1.12.22 Beamed Power relay Problems, Bad reactor description. 1. the option to activate/deactivate the relay function is missing from the right-click menu (seems to be all relay-capable parts). I been having to use action groups to enable/disable the relay. (would be nice if there was an action group option to toggle a relay on/off and toggle transmitters on/off) 2. It took me a long time to figure it out: I was frustrated with getting the "Extreme Ultraviolet" to relay. Being outside the visible spectrum i didn't assume to use the light mirror until lots of trial/error, but that's what it took to get the UV spectrum to relay so that (and possibly the IR, but haven't played with it yet) needs to be less confusing in the description. (the current description misleads it'll only work relaying visible lights) 3. The description for the "Dusty Plasma Fission Fragment Reactor" needs fixing. It's currently describing a rocket.that currently doesn't exist.
  6. All 3 have advantages and disadvantages over one another. Thermal Ramjet has a higher ISP, & higher hydrogen thrust than the thermal launch nozzle. It has the lowest wight of the three, and can use atmosphere. but can't use Hydrolox, so for the highest thrust you'd have to use Methane, which causes soot and has a low ISP. Thermal Launch Nozzle is heavier, lower ISP, lower Hydrogen ASL Thrust, Can't use Atmosphere as a propellant, but can use the Hydrolux, though still lower ISP than hydrogen it's much higher than Methane, and it doesn't have the soot factor, making it the best suited fuel for a heavy payload the other two can't carry. The Thermal Turbojet is very similar to the Thermal Ramjet, just you're trading off some thrust for higher ISP. good option if all you need is hydrogen (since Methane causes soot and has a lowish isp) All 3 are also affected by what reactor you use. The more thermal energy the reactor puts out, the higher the isp, and higher the thrust will be. Keep in mind that many reactors also produced charged particles, and that portion of the generated power isn't thermal. As mentioned by FreeThinker in a post before I hit the "submit" button, the Ramjet and Turbojet can use the atmosphere as an endless propellant, meaning, depending on the vessel, that's 1-6 fuel tanks worth of fuel your burning to get into orbit. Just slap on a couple air intakes, set an action group to change fuels when you get too high, and your golden. there are some fuel differences other than those between the three. You can cycle through them in the vab, and reference the fuel chart on the first page of this thread for better comparisons. This feature makes them versatile when you bring them to another planet to use as a cargo tug to bring things to a station or waiting vessel in orbit.as you can base the fuel choice on what is easily found/produced on the planet it'll operate on.
  7. Magnetized Target Fusion Reactor: Description say's it only delivers thermal power, but every mode has charged particles, furthermore other than not having a generator and being heavier, everything else seems to be identical to the tri-alpha colliding beam fusion reactor
  8. Magnetohydrodynamic Electric Generator: This part works but a few notes: the description only indicates "Direct Conversion" so needs to be updated to indicate it is a dual-function generator that does both direct-conversion and thermal-conversion. It would also be extremely useful to improve the activate/deactivate buttons so they indicate which reactor they cycle on/off , as well as within the action groups (i'm guessing that would require some reworking the code). This would allow turning the 2 generators in the part on/off without guessing what button does what to optimize overall output during various operations. (IE turn off direct conversion when using a particle based thruster, and turning it back on when done with maneuvers to optimize reactor fuel use)
  9. Circular Thermophotovoltaic Receiver: not connecting to beamed relay network (tried UV and MW), gets message on right-click screen "Status: Blocked by Circular Thermophotovoltaic" Edit: it seems to be tracking the sun, not the satellites. if a relay is in the direction of the sun it'll connect, otherwise it'll either give a blocked message or not appear connected Unrelated Edit: Some of the parts, when you right-click, have so much information that it doesn't fit in the game window. (such as the above part). it may be worth having some of the details in a separate pop-up window like how the reactors work.
  10. Looking at more parts, I found 2 more buggy parts: "Folded Radial Rectenna Receiver" has only one bandwidth option: "**Not Found** Beamed Power" Oversized Aluminium/gold thermal dish receivers: didn't work until in orbit (description needs updating?), even when receiving visible light (and it registers as working in a way) it will still say "microwave" when you right-click. When generators are turned off, when the receiver is deployed, it magically generates electric charge in both "electric" or "thermal" mode. (description indicates you have to attach a thermal generator)
  11. Going from 1.11.3 to 1.11.4, the "phased array transceiver" (both types) lost the ability to be used as a relay. tested on both ksp 1.2.1 & 1.2.2 edit: Looking at the part file, nothing is changed between .3 and .4, it still has the proper module, so my guess is the button for activating relays was disabled. edit 2: you can still set up action groups to enable/disable use as a relay but neither button to enable/disable is available right clicking on the part
  12. on that part they will say "Satalite 0/1" even if I put it right next to the satalite with the power production, and that is for both modes. (I really wanted to use that part too)
  13. "Duel Mode Thermal Sphere Receiver" does not appear to work. So far all the other microwave receivers I have tried appear to work fine. edit: this is with 1.11.4 (and 1.11.3), ksp 1.2.1 (and 1.2.2)
  14. Here's a list of little things I have noticed at this point with the mod (1.9.11) Radiators: Non deployable radiators have deploy/retract options, Deployable radiators have both "extend/retract" and "deploy/retract" options. Quantum Singularity Reactor still has the description referring to when the model was used as a refinery. Universal Liquidficator & Universal Gasifier: Description should be swapped: liquificator should be to changed to "gas to liquid" (not "liquid to gas") & gasifier should indicate "liquid to gas" (not "gas to liquid"), when activating either HE3 or HE4 the disable buttons for those options will refer to hydrogen though it still disables the proper one. Tri-Alpha Reactor: I can switch between He3/HE3, proton-li6, proton-li7, and proton-boron11 just fine, but the info pannel mentioned multiple other modes that it does not seem to have options to switch to in either vab or on the launch pad (Deuterium-Tritium, Deuterium-HE3, Deuterium-Deuterium, HE3 Catalyzed D-D, Tritium Catalyzed D-D, Tritium-Tritium, & Deuterium-LI6, ) , Makes the He4, Tritium, Deuterium storage useless. Even if all modes are present why HE4 for storage? The reactor control window also indicates LqdHelium as a biproduct but lists LqdHelium Storage as 0 even when an empty tank is present.
  15. Radiators missing option to retract after extending (unless preset as a group) and the umbrella radiator causes the rocket to fall apart on the launchpad. (1.9.1 & 1.9.0)
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