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aaronsta1

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Everything posted by aaronsta1

  1. ksp version 1.5.1 when i make the base bigger than 7.5 or so the fairings dont stay on, they just fall off when you launch the ship. any ideas how to fix?
  2. how to re-enable modules? i have a craft that when launched all the modules were green and everything worked fine.. since then it arrived to duna and there has been a couple updates.. now all the modules are yellow and nothing works. clicking on them wont turn them green. unfortunately without tca the craft wont land because i am using tca for the vtol and landing.
  3. ok i think i understand.. i dont need all 1000 units of compressed water to sink, just like maybe 50. what i was doing was just opening the intake and leaving it.. my craft would get heavy and fall apart.. lol.
  4. is there any way to make the compressed liquids not weigh anything? or something? i am trying to make a rover type vehicle but when i intake liquids the craft weighs like 20,000 tons and it implodes when it hits the bottom.
  5. yeah i cant get it to work at all no matter what fuel i try.. as soon as i power up, it explodes.. the log says it was over 10,000K and the startup sound is REALLY LOUD. PS, i really liked the Krusader engine.. yeah it was sort of cheaty since it put out like 50,000 KN of thrust with the positron reactor and had like 10,000 DV with just a 3.75 tank of hydrazine. but this game really has no other option for doing something large scale.. instead of taking it out you could have just made it really expensive.
  6. a few versions back.. maybe 1.3? i dunno it hasnt worked for awhile.. i did make a post about it before. also about the thermal turbojet.. it seems to be broken all together now.. it blows up
  7. what did you do to the thermal turbojet? it used to work, but now as soon as i power it up, it explodes.
  8. i liked that feature tho, you could send out a probe with the core ai and after awhile recover it and put the science in a lab to process..
  9. a couple issues.. when you research with a computer core ai and you collect the data. the value is +0 and worth nothing. also the science lab holds 3 kerbals, but you can only see 2 inside. i dunno if that 3rd one is doing anything beneficial?
  10. i tried to load an old save and it said i was missing kspicapacitor250 and kspiphasedarray1. what parts were these so i can install them and load the save.
  11. i think its more than just the batteries.. ive been testing the blanket photovotaic solar panels and im 2Gm away from the sun, they are producing 370,000 units of "energy flow" each, i have 4, yet they dont power the microwave transmitter..
  12. care to elaborate how that works with a working model? i too cant get these to function as they put a strain on the DC subsystem greater than solar panels can recharge.. i also cant figure out how to convert the kilowatthour energy. what ive tried was to use multiple blue air batteries combined with the capacitors.. i put the air batteries on max KWH > EC and the capacitors on max EC > MJ combine with a micro transmitter, the power isnt usable even tho it runs out.
  13. im having an issue with the positron antimatter reactor with the MHD.. it has a check mark in the tool tip as if this is the intended power producer, yet it doesnt seem to make any power when used. the thermal generator is making more power, yet its only at 25%.
  14. well yeah but then when im in vacuum it will only be 333.333 is there a switch that makes the game ignore isp vs thrust? ive tried to set ignoreforisp true but that didnt work.. i think it doesnt work for liquidfuel.
  15. yeah but i want it backwards, i want the isp to be 3000 at sea level.. putting it that way the 1000 kn at vacuum turns to 3000 at sea level.. but i think i got it working with the atmcurve.. i dunno why but it didnt work at first but its working now. the too tip still says the engine has 3000 kn of thrust, but its limited to 930 with the 0.3 on the atmcurve
  16. so im making an engine that has high isp at sea level and tapers off to a lower vacuum isp for space travel.. im trying to avoid this engine being a hybrid engine like the rapier. also this engine only uses liquidfuel as propellant and its not a jet engine. so here is my problem, i want this engine to have around 1000 kn of thrust at vacuum.. no problem right? so i key in the max thrust at 1000, the isp, 3000 for 1 and 1000 for 0.. this puts me at 1000 kn at isp of 1000 for vacuum with a decent fuel usage.. but it puts me at 3000 kn for 3000 isp at sea level.. i guess this is how the game works for isp.. so to fix this i need to lower the thrust % at sea level.. the only way i know to do this is the atmcurve.. so i put like this.. useAtmCurve = True atmCurve { key = 0 1 key = 1 0.3 } this SHOULD put me at 100% thrust at 0 vacuum, and 33% thrust at 1 sea level.. but its not working.. any ideas? ive tried the atmchangeflow to both true and false.. setting it to true makes the engine do like 5000 kn of thrust around 10,000m edit, not sure what i did but after reloading the game like 20 times and changing numbers around it seems to be working.. ? ?
  17. i cant process the data collected by a computer core in the science lab.. it has the button to do it, but when pressed nothing happens. the data remains in the core and can get sent via the antenna. edit, it doesnt seem to be working at all on my other vessel, it has no science lab, just the MPL-LG-2.. this one when i pushed collect, there was 200 data, but it popped up +0 and woudlnt let me do anything, couldnt even transmit this one... also the data disappeared and it started collecting again from 0.
  18. the part OPT 2.5m I-LS AA Cockpit has name=ModuleLiftingSurface listed twice.. so this part has twice the lift it should have.
  19. the krusader engine always makes noise even if its idle.
  20. i dont know if its been said before, i searched it but didnt see.. the quantum reactor makes too much antimatter.. it fills up the 80,000 tank in about 3 days. i think it was making like 6g/h unless its supposed to be like that..
  21. i really like the r12 rcs ports but the thrust animation is backwards.. is there any way to fix it? im on version 6.5.0
  22. i know this.. what im asking is there a way to change the turbojet to 1 have more power and 2 not slow down at 1000m/s i know i can do it with more engines.. but i really just want 2 engines on this plane.. one other question about adding more than one thermal engine on a receiver.. do i add up the radius or keep it the same for each engine? if i put radius 3.75 in the receiver and use 2 3.75 engines does that cut the power? should i put the radius to 7 in the receiver?
  23. the reactor is the thermal engine mount.. i copied the Inline Thermal Receiver MTER.cfg and added the engine mount model and all its info.. i also set the radius to 3.75 and the diameter to 5. thermal power is 15000 and its set to receive all types with no direction bonus i put the facing threshold to 0.
  24. I guess i can go into more detail about what im trying to do.. i adapted the thermal receiver to the opt space plane bi coupler engine mount.. this engine mount uses 2 3.75 radius engines. if i tweakscale up the 2.5 turbo ramjet, or the turbojet to 3.75 it actually produces LESS thrust then if you leave it at 2.5, because tweakscale jacks up the radius so your bonus is like 10%. tweakscale also jacks up the weight and the heatfactor so the engine blows up in a few seconds.. i need these to produce about twice the thrust.. i copied the cfg, and made new part with rescalefactor 3 and it works.. i now have a 3.75 part.. but.. it only does the 2.5 thrust.. i went in and doubled the max thrust setting.. which usually works.. but its not working.. im guessing because of the thermal part there is some internal modifier.. i dont know what to change to make these produce more power. i like the thermal turbojet because it has an atmosphere fuel option.. but the jet part loses too much power when you get to about 800m/s.
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