bdlarkin

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About bdlarkin

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  1. This seemed to have worked before but it was several MM and KSP versions ago. But does MM have an issue with modifying EXPERIMENT_DEFINITION? I want to boost baseValue to scienceCap for all experiment_definition (similar to the less grindy mod but 0 grind).... This seemed to have worked before but it was several MM and KSP versions ago. But does MM have an issue with modifying EXPERIMENT_DEFINITION? I want to boost baseValue to scienceCap for all experiment_definition (similar to the less grindy mod but 0 grind).... @EXPERIMENT_DEFINITION[*]:FINAL { @baseValue = #$scienceCap$ } but it doesn't work. If I call out a specific EXPERIMENT_DEFINITION it doesnt work either: @EXPERIMENT_DEFINITION[surfaceSample]:FINAL { @baseValue = 40 //original 30 } This is on a plain vanilla KSP installation. Only MM 3.0.1 installed. I tried without the FINAL keyword too, but no dice. Modifying the SQUAD .cfg files works (obviously). I'm sure it's something simple that I'm missing. Appreciate any help.
  2. I have a balance question, can someone explain to me the reason for the dry mass to fuel ratio of ~3 for the cryogenic tanks with LH2 versus around 8 for any other tank with LF/OX. I get that LH2 is less dense (more volume required), but wouldn't that also mean that the tank doesn't need to mass as much ? As an example, the max DV I can seem to get for a LV-N (no payload, just engine and tanks), is around 11k m/s. The theoretical maximum should be north of 21k I believe from other resources I've seen. Maybe it's some mod in my GameData constellation that is causing the issue or I'm just not wrapping my head around it. As an example, the dry mass of the HI-530 is 28.8 tons with only 81 tons of fuel for a ratio of dry/fuel of around 2.8. A jumbo 64 is a ratio of 8. As it stands now, Nuclear engines don't seem to have a place in the game. Using chemical engines can usually give me a little more delta-v (at the expense of overall mass) at a lot less cost and complexity. I know I can use the LF-only patch, I really want to understand the LH2 mechanism though. Simple answer is to patch the cryo tanks to weigh less. And I may write a MM patch to do that for my game, but I'm curious the use cases people use these engines for. By the time you add radiators and the like to manage heat your delta-v is really taxed. Thanks for the help.
  3. I searched through this thread but I didn't see anything, so If this has been covered before my apologies. Should the Kerbal Atomics engines provide a electrical generation component when the reactor is active? I've got a Liberator engine on an interplanetary ship and even with the reactor active (and at optimum temp) but with no throttle. Basically is there any way to get electrical power out of the reactor? It seems like I should be able to get something.... I'd hate to take a separate reactor along just to generate power.
  4. bdlarkin

    [1.4.5] Global Construction

    I don't have netkan or mono, so how do i do this step? I went to the netkan github page but i dont see a netkan option. Where do I get netkan? What is it supposed to do? Nevermind, I found it: https://ckan-travis.s3.amazonaws.com/netkan.exe Typical case of finding what you were looking for 2 seconds after you ask someone...