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ble210

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Posts posted by ble210

  1. I'm having an issue with certain science experiments with the Hitchhiker and Science Lab.  Specifically, the experiments take *way longer* than they are listed as taking.  For example, the "TRAPPED" experiment is listed as taking approximately 1 year and 9 days to complete.  However, in actuality the science collection is going far slower than that, and at its actual rate it will take over 63 years to complete that one experiment.  Same issue for other experiments, like the "STAKE" experiment.  Does anyone know why this issue is occurring?  Anything I can do to fix it?

    I am using JNSQ if that makes any difference.

  2. I think I may be having issues with Rational Resources and JNSQ.  Reading the mod page, the Mun should not have Uraninite, and Minmus should not have a lot of ores.  But in my game, both bodies have a lot of each of those resources.  I've installed Rational Resources, Rational Resources Companion, and Rational Resources Kerbalism (since I'm using that mod).  Is this correct?

    I'd be happy to post photos of the resource distribution on various bodies if that helps.

    Thank you for your help!

  3. 4 hours ago, king of nowhere said:

    it is intentional. the xenon can be utilized to fuel ion engines. My mothership had a few small scout probes that were fueled entirely by the waste of the reactors. though the amount of xenon produced is really small, it's unlikely to be useful.

    anyway, you do not need to edit files or anything to use the reactors. as i said, you merely must tell them to dump xenon. like this

     

    Thank you!  I followed your instructions, and now they are generating electricity.  I appreciate the help!

  4. 2 hours ago, king of nowhere said:

    they do generate electricity. make sure to tell them to dump xenon. they produce small amounts of xenon, and if they cannot store it somewhere, and are not told to dump it, they stop working.

    as for the heat, no, they do not produce it as they should. nothing stops you from still using radiators.

    Is this intentional, and if so, is the xenon intended to be utilized in some way? 

    Is there a way to edit any files to return the reactors to generating electric charge?

    Appreciate all your help!

  5. 2 hours ago, caipi said:

    @ble210 You are not using KSP Community Fixes (KSPCF, for short), are you? The bug you described is fairly common and happens with many mods. It seems to be a stock bug. KSPCF fixes that. So I highly suggest you use it. :)

    It has also been discussed every now and then in various different mod threads (the posts are usually hard to find, though - so I'm not trying to scold you here!). So yeah, others have definitely run into this.

    Thank you!  I'll give it a try :)

  6. I'm dealing with an interesting bug, and not sure if I should be posting here or in another mod topic.

    Recovery of resource tanks does not appear to be working correctly.  In my game, if I have a medium tank that I've preselected for rare metals (which is worth around $500,000) and launch with that tank empty, and then simply recover that empty tank, I will lose $500,000 upon recovery.   Its almost like the game is trying to purchase the missing resources prior to recovery.  Same thing goes for when I recover the tank after I've mined rare metals and filled the tank; I lose $500,000 (instead of gaining 500k).

    Curious is anyone else has run into this.  I also use Rational Resources and JNSQ.   Thank you for your help!

    Edit: here is the image of my recovery "income":  https://ibb.co/Qb4mM08

  7. Thank you all for the answers!

    One more question: is it possible to replenish a depleted science experiment?  I have a mystery goo that is depleted (I've brought a spare, so I'm covered), but I'm curious if you can replenish them like in the stock game?  I tried to do so with a scientist, but wasn't able to.

    Thank you!

  8. I have a question about using Kerbalism with JNSQ.  It appears that mean time to failure in JNSQ is only half what it should be in stock (so a part that lasts 4 years in stock will only last two years in JNSQ).  I assume that this is because the days are twice as long in JNSQ (and so one year in stock is equal to two years in JNSQ).

    Is there a way to modify the mod to double the MTTH times?

  9. An issue popped up recently where a white line/object sticks out of every one of my vessels (and kerbals on EVA).  I'm not sure what's caused it or the solution.  The line always faces an absolute direction (it has the same orientation no matter the orientation of the ship).

    I'll happily upload a mod list or log if that is helpful, but figured I'd first simply ask if anyone else has seen this and knows what the cause is.

    https://ibb.co/Np35F7N

    https://ibb.co/1vJ7KBp

  10. Thank you all for the responses!  I assume I got hit with a flare, as I kept my Kerbin orbit very low (around 100km), and only got a massive spike in radiation when I was in the sphere of influence of the Mun.  I'll turn on the notifications for flares, and I may turn down their frequency in the kerbalism settings.

  11. I'm new to using kerbalism (absolutely loving it), and I have some questions about radition.  I'm also using JNSQ, just FYI.

    First, how do you tell if a solar storm is occurring?  I just sent my first kerbals to orbit the Mun, and they got completely fried by radiation (60% exposure by the time they reached the Mun).  I have no radiation shielding (which I'm told is not needed for a Mun trip), so I'm wondering if they got hit by a solar storm.  I didn't see any pop-ups or anything like that, so I'm curious if there is some way to set up notifications for that.

    Second, is there a way to reduce lifetime radiation once it is received?  I know that may not be realistic, but I'm just curious all the same.

    Thank you for any insights you may have :)

  12. 1 hour ago, linuxgurugamer said:

    Depreciated, replaced with new telescopes

    Aha!  I missed that in the prior changelog; thank you for the quick reply.  I'm using the Unkerballed Start tech tree, and it looks like the new parts are far down the tech tree (and I simply didn't look far ahead enough); I'll make some edits to re-order the tree.

  13. I have an issue where neither of the telescope parts (the Fungeye and the Cacteye) appear in the VAB.  All other parts for this mod do appear.  In addition, while the parts do appear in the tech tree (and I've unlocked them), when I search for "cacteye" in the tech tree, all the cacteye parts except the Fungeye and Cacteye get highlighted.

    I have all the mod dependencies installed.  I am running kerbalism and JNSQ if that makes a difference.

    Thank you so much for resurrecting this mod, and thank you for any help you may have.

  14. On 12/17/2020 at 9:34 PM, GrayTech said:

    Too late for ble but here is the formula I use which is less explosive in reward growth if anyone wants it.

     

    Kerbucks = Round(Pow(2.0 * 0.00000000006674 * HomeWorld().Mass() / (HomeWorld().Radius() + HomeWorld().AtmosphereAltitude()), 0.5)/(20.0 - Min(19.9999, 0.00000000006674 * HomeWorld().Mass() / Pow(HomeWorld().Radius(), 2.0))) * 17.2616037 + 501.0,1000.0)
    Kerbucks2 = @/Kerbucks * 2
    ...

    This calculates orbital velocity and then how long it would take to accelerate based on 20 m/s^2  minus the effect of gravity (yes it would actually change over time).  I times it by an a appropriate  number and  add 500  and then round it.  This get the same 6000 value in the default game but only increases to 9000 for a 2.5x Kerbin.   The default calculation would get you 15000

     

    Been a long time, but the fix I used in the post right above this one (changing the 1000 to 2700) worked as well.  It basically reduced the awards by a factor of 2.7.

  15. 8 hours ago, Cruesoe said:

    Delete the Kronometer folder in the JNSQ and install this instead. Do not put this in the JNSQ folder, just install it normally.

     

    1 hour ago, R-T-B said:

    And you can ignore the "src" folder.  It's just source code to comply with the license.

    Thank you both!

  16. On 6/25/2021 at 11:43 AM, R-T-B said:

    Heads up:  Temporary1.12.0  Kronometer patch (and PR) can be found at the end of this issue:

    https://github.com/Kopernicus/Kronometer/issues/17

    Awesome, thank you for creating this.

    As a question of how to use this with JNSQ (which provides its own packaged version of Kronometer), do I put your "Plugins" folder, the "src" folder, and the "Settings" file into the JNSQ/Plugins/Kronometer folder?

  17. 3 hours ago, KerikBalm said:

    You can't rely on a short range relay antenna and a long range direct antenna for your relay probe (I know, it seems like you should be able to). So if your only relay antenna is... say an HG-5, then you won't be able to relay from Duna to Kerbin (you could relay from an HG 5, to anther relay antenna, such as an RA-15/100, and then get a connection to kerbin. So you could have 1 RA-100 in the duna system to relay back to kerbin, and then multiple smaller HG-5s to relay all around Duna so you have a connection anywhere on the surface).

    Your relay sat could have a communotron 88-88, and be connected to kerbin, while being unable to relay anything to kerbin with its HG-5 antenna

    I think this is likely my issue; I'll run some tests and try and figure it out.  Thank you for the help!

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