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Mandella

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Everything posted by Mandella

  1. I haven't tried your recompiled version, but I did want to note that the old AirPark Continued by gomker works on my 1.8.x install, even though its last approved version was 1.4.5. It gets the job done, as they say...
  2. As much as anything is! But yes, I use KSPI with my RSS install as my base game.
  3. Looks like we may need to add UraniumNitride (used in the PebbleBed reactor) to the list of materials we need ISRU for. I don't see a way to process it yet. What would it be processed from that is available? Like Uranium 233 I'll just cheat some up, but I do like to make sure I have the prerequisites first so I'm not *really* cheating...
  4. Once again I am probably just missing finding it myself, but is there a way to mine, extract or convert Uranium-233 in game? I need it for the rotating fluid bed nuclear engine. Thanks.
  5. Reporting back: It's working for me, and I am on a 1.8.1 KSP/RSS/hundred mod+ Frankeninstall, so if it's working on this it should work fine for anyone. Thanks again for rezzing yet another great mod!
  6. Thanks and not yet. I'll give it a go when I have time and report back here the results.
  7. I really appreciate you reviving this mod linuxgurugamer. And of course I have a request/question -- is it in fact compatible with 1.8.x? I'd love to add some mass drivers into my system, but I'm frozen at 1.8 for the time being.
  8. First off, you are in the release thread, not the support thread! The support thread has a lot of info from people getting beamed power to work (or, sometimes, failing to). But in any case, more people keep up with that thread that might be able to help.
  9. The slider? Sigh.. I knew it was something obvious. I thought the slider determined the size of the tanks, I guess. It never occurred to me that the "refrigerator" would work as a heater too. *facepalm.jpg* Thanks! Now I can get my fuel depot going again.
  10. Once again I suspect I am missing something obvious. I am attempting a basic ISRU production to produce cryo H2 from hydrates. All was going well until I hit the step of trying to use the ISRU Refrigerator to convert my Hydrogen to liquid H2. Everything looks good. There is ample power, my H2 tank is empty while my Hydrogen tank is full. But I am getting no activity. The only buttons I see are to "toggle Refinery Window" and "produce fusion pellets". Toggling the refinery window only brings up the options to use atmospheric extraction or solar wind. Atmospheric extraction when toggled does start producing H2 in small quantities, as I am testing on Earth (using RSS). My understanding is that the Refrigerator should just automatically start producing the liquid version of the selected gas in question, right? Using latest version of KSP-E with KSP 1.8.1 and RSS.
  11. Very nice to see a more up to date tutorial for Interstellar, but no images before Fusion spaceship. An example of construction. are loading for me.
  12. Oh I have waay too many mods to consider any gameplay canon. It's all in what one personally wants to handwave, really. I know I'd never use LF for a NERVA in *my* game, but if I did I'd have to imagine it has a small refinery built in to process hydrogen out of the kerosene...
  13. I have a lot of mods too, and the only way I keep my sanity is to get KSP working like I like it then freeze the install. Turn off all updating from KSP and mods alike. You can even do this on Steam. Just copy the install away from the Steam folders. You can still link the game to be opened from Steam if you want, although you will not gain any achievements and such anymore.
  14. Then NERVA should not be working. I can't see LF as LH2. LF is stable and requires no cryogenic cooling -- it is a stand in for kerosene or other room temperature rocket fuel that also requires an oxidizer.
  15. Not entirely certain which part of the WIld Blue universe the part comes in, but the Radial Airlock seems to be upside down. As in any Kerbal exiting clings to the door head "down." Yes, the part can easily be flipped, but then the window is on the bottom, which looks wrong. I'm still running on 1.8.1 so I don't expect a patch, but is there any .cfg edit I can make that will flip the axis?
  16. Thanks loads. Not using KCT currently, but as I said I have a lot of other mods, which is why I haven't come in before with a good bug report. Thanks again for the workaround!
  17. I'm also having this problem in 1.8.1. I'm not sure what KST is though, but I have about a hundred other mods. Could you show an example of which file to edit and how?
  18. Remember you must press Ctrl+K while spawned into a craft. It doesn't work on the Kerbal Space Center screen.
  19. Any time I close KSP 1.8.1 I have to completely restart my Windows 10, 16 gig RAM, machine to restart the game -- otherwise I just get hung on the first loading screen. Checking the task manager I'm not seeing any instance that I can identify of KSP still running in the background. Does anybody have any pointers to anything like a cache that I could manually flush or a process I could stop?
  20. When using the Inline Solar Thermal Receiver Dish I notice it wants to default back to Beamed Power after a focus change even if Solar Only has been previously selected. Any way I can lock this down, or even edit out the Beamed Power option entirely?
  21. Ah okay. The Krusader is down the Nuclear Propulsion track, which is why I missed it. Thanks!
  22. In my experimenting with relatively low-tech beamed power, I notice that the old Thermal Rocket nozzle has been depreciated. So, what do you use in place of it if you want a beamed infrared launcher? The (somewhat broken but I've figured out some workarounds) Ablative Rocket Nozzles? Also why the depreciation?
  23. A search is not helping me here, but I notice that sometimes when Tweakscale resizes an engine, the exhaust is resized with it, but other times it is not. Is there a relatively simple line of code or two I can add to a .cfg to force the resize? I have a feeling this is one of those RTFM moments, but I would appreciate any pointers.
  24. Let's say you build a more "traditional" craft using the Ablative Laser Nozzle (after all, the rocket equation still applies, especially at lower tech levels). You have a lower stage powered by the ALN, a middle stage also with an ALN, and finally the payload. As it stands now on my install, once the lower stage has completed its burn and separated, the ALN attached to the second stage is also out of propellant. In fact it does not matter how many ALNs you put on a craft, the propellant load apparently stays the same. Interestingly enough, this even applies when the payload is fully encased in one of Ground Construction's fairings, which actually spawns the payload during fairing ejection. If the payload is powered by an ALN that ALN is also empty of propellant. I've been able to build some orbital rockets using cheating methods. I Hyperedit fuel back into the stages as soon as they separate, so that sorta works, although I'm pretty sure it gives me a very "unrealistic" dry/wet mass ratio.
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