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Dave1234

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  1. Yes, the beam core antimatter generator is the first reactor that can power a warp drive at all. It takes forever to charge, and can only run it at the lowest warp speeds. The only way I can get a ship to go faster than that at all right now is to tweak the quantum singularity generator so that it is scalable down to smaller hulls and produces less heat. Or, to put it another way, to hack your mod and cheat. So I'm trying to find a way to not do that. Realistic? I guess. Free electron laser? Isn't that a beamed-power system? How do you get it to produce positrons, and does the dimagnetic container combine them automatically or is there another system I have to use as the combiner?
  2. The problem has occurred on all of the tanks that have names starting with "IFS", both for solid cargo and cryogenics, across every ship I have that uses them, even ships that had no problems before the latest download. That's not to say it might not occur with other KSPI tanks, but it does occur, as you say, with all IFS tanks. I can also tell you that the problem definitely does not occur with vanilla fuels in vanilla tanks. It also looks like in IFS tanks, there are two of each type of fuel; two Liquid Hydrogens, two Liquid Heliums, and so forth. This problem does not always occur but it seems to me that it may be related. Did somebody copy and paste something and then forget to delete the original?
  3. Finally got KSPI to work with the latest version of the game. XD I'm very impressed that this mod has been kept up to date for this long. That's rare. I wish they'd just made you the official expansion. You contribute MORE to the game than the expansion did by miles. Couple little issues: 1. Biggest issue, fuel tanks have gone flaky. I loaded a save from a previous version--it's very impressive that I was actually able to do that--and a ship that I know I launched with only liquid Helium 3, Hydrogen and Deuterium wound up with half its tanks full of decaborane and fusion pellets, neither of which was it ever intended to use. I've also had to be careful when building ships that they don't switch around on me before launch, I had to revert once because half the helium 3 supply of one ship turned into decaborane. And then I couldn't convince them to quit switching around on me, I had to swap the tanks out for new, and then they goofed up again... Finally I gave up on using radial fuel tanks, anything from KSPI placed radially has a good chance of winding up full of something that's not supposed to be on that ship. 2. The vanilla ion engine seems to want 17,000 units of electric charge per second?! I'm pretty sure it's supposed to take 8. That is 008, not 8000. What I'm not sure about is that that's your mod's fault, but I thought I'd mention it because you have megajoules and kilowatt-hours tied into the electric charge system and I have to wonder if maybe that tweaked something. I used a lithium-air battery and IFS electric capacitor on that ship when the first attempt failed, trying to see if one of those would help a bunch of Giganator XL solar arrays power the ion engine, and it went through the megajoules in seconds. The lithium-air battery lasted a few minutes, and recharging the thing has taken... I don't even know how long. I'll find out in a few minutes when I go back to that ship, now that I've left it to charge for several game-weeks. 3. The solar sail is a beautiful thing to behold, but it really needs to keep working even when I'm not actively controlling that ship, what with how slow it is. If the game engine doesn't allow that, you might consider calling the solar sails "decorative only and putting in a warning. 4. No matter what I do with the Quantum Singularity Reactor, it just overheats everything and shuts down. Which stinks, because it's about the only thing that can power the warp drives without spending like half an hour charging them. How do you use that monster? 5. A question, not a bug: How do you make antimatter these days? You've gone seriously complicated with it. 6. Another question: Do you have an up to date chart on neutron embrittlement rates for the different fusion modes? I'm not having any fun trying to figure it out by trial and error. Lol
  4. When I use the Atilla thrusters at low altitude near the speed of sound, I see 'sonic boom' effects around the exhaust plumes. I think they may be getting counted as part of the ship and added to the drag calculations, with the result that my ship can't break the sound barrier; it has to reach a very high altitude before its speed will go over 340.
  5. I think I have a solution for the ship-misassembly/diassembly in warp issue I've been having: it mostly seems to happen when the ship turns. I'd like to request that all ship rotation be locked down while in warp; any course adjustment or mind-changing needs to be done out of warp or the ship will get taken apart and put back together wrong. This, I would hope, will also prevent the ship from trying to get back on course if freak miscalculations make it think it needs to, which is what causes it to turn in the first place since I always do set my course from normal space.
  6. All the background collection processes, including antimatter, are failing. Resources are refusing to collect for anything but the actively controlled vessel.
  7. Yeah, I don't know what NPP is but I've had to go into Notepad to work on my own save files. Not because of the waste heat thing, although I did use it to actually edit the radiators, but because for some reason all the scaling on every ion engine--but just the ion engines--that I was using got lost somehow, so all my long-term research ships wound up with itty bitty 62.5 centimeter ion engines floating a few meters behind them... and with in some cases upwards of five hundred tons of liquid xenon to move around, they weren't getting anywhere with those.
  8. At least you weren't in atmosphere. Were you? You know that all you have to do to restart a reactor is send a Kerbal EVA to get it going again, right? of course, if it shut down due to heat, it'll probably do it again. By the way, it's spelled "thrust". There's an H in it. And the second word is "Propellant". And, finally, "coolant".
  9. New bug: when I reprocess nuclear fuel using a science station, the nuclear fuel consumption goes up drastically... and stays up. So I actually shorten the life of the reactor, even though I added fuel to it. Edit: Even saving and reloading the game didn't send the fuel consumption back down, meaning that reprocessing my fuel is a permanent net loss for that ship. A massive one too, taking decades off its fuel life.
  10. 1. As long as there's a place, however small, to store that hydrogen gas, you can use a cryostat or refrigerator unit to condense it into liquid H2. Look at the sliders in the right-click menus. If you use a cryostat tank, set it up for hydrogen and have a second tank to store the gas; if a refrigerator, make sure its tank is set up for hydrogen so that it will have some storage for both the gas and the liquid. And then have a tank set up to contain LH2. 2. pass, maybe someone else can answer that. 3. I think you were asking someone in particular so, again, pass. 4. Not sure if they can or can't, but the stock Convert-O-Tron can. Maybe it was left out of KSPI for that reason. The convert-o-tron will make stock fuels out of stock Ore.
  11. Hey, I am about at the end of my rope with your waste heat system here. I suppose I've already complained a lot, and I should've thanked you more--overall this is a great mod, and I can hardly stand the game without it. But there are still a couple of corkers that may or may not be bugs but are maddening nonetheless. Like, as I said, waste heat. I mean what was wrong with the stock system anyway? You could've just added your parts as an extension to that, but with more heat and more cooling. Instead we get this finicky, quirky, weird system that just seems to randomly overheat at the WORST possible moments even in a ship that is literally covered with radiators from stem to stern! My ship uses twin upgraded Tory ramjets, with attached and upgraded thermal energy converters, and radiators on almost literally every single surface I can possibly stick one on as well as no less than four inline titanium radiators for atmosphere work. It was marvelously stable for my entire flight out to catch an asteroid that was going to impact Kerbin... until I was on my landing run, having managed to de-orbit and make re-entry without losing a single part, even the exposed sample drill. Then suddenly, out of the BLUE, not even a bloody temperature warning, AND not ten seconds after checking my waste heat and finding it to be fine, I got a reactor shutdown! No engines, no chance of making a spacewalk to restart it since I'd already re-entered, nothing to do but land right where I was, almost dead-stick from 23,000 meters. This is ridiculous. I'm totally messing with your radiators in my game; I hope you can manage to fit a re-work into a patch somewhere. Thanks again for this, and for all the help you've given me so far too!
  12. Thanks for that. I thought the betas thing wasn't working--it said I needed an access code. But I guess that was for something more special than a simple rollback. Unfortunately, I was right the first time after all; it WAS a mod compatibility issue and a reinstall (and re-switch to get it back in 64-bit mode) didn't fix it. So I moved all my mod folders away, and miracle of miracles, it worked... definitely an issue with mods. Then I tried the betas thing, thought it wasn't working, saw in my library that it thought it was, tried it out... Rollback successful, until everybody updates everything.
  13. Hey, you guys replied before I had a chance to re-think my post. The problem wasn't mods at all, it was the fact that I reversed my .exe files and data directories to force the game into 64-bit mode. Which means that when the update hit, it put everything in flat backwards. I'm doing a reinstall, and I bet that fixes it. Unless of course doing the reinstall happens to erase any of the mod data or savegames. But Steam is good about that, usually it only deletes what it put there so I should be ok.
  14. --ignore this post-- after I posted, I realized my problem wasn't your mod, it was the way I reversed my 32-bit and 64-bit folders to run in 64-bit mode that's causing the problem. No doubt the 1.3.1 update jacked everything up by downloading the wrong parts of the game into the wrong directories. I probably have to do a clean install. Dammit.
  15. Hey! The refrigerators don't freeze-frame me anymore! Thanks! Now I can use them! Unfortunately, I've restarted my game with less cheating, and as a result am no longer at a point where all I need is milligrams of hydrogen to keep a reactor going. I'm still using Tory ramjet spaceplanes to hop around and do atmosphere test contracts, in fact. For that, I sometimes want to make suborbital hops to get those annoying around-the-world contracts done more quickly. Back when I was on my more cheaty game, I used to make spaceplanes that could make that hop, refill their tanks with liquid nitrogen from atmosphere scoops, and hop back. Now I can't do that--I didn't need to cheat to do it, even then; now I can't do it at all--because while refrigerators work and don't drive me insane, they're glacially slow. By the time they fill me up with liquid nitrogen, I've flown back to base the long way. I could get into the files again and put the atmosphere scoops back in the game. But I'm trying to do this without hacking your mod this time. So... what are my alternatives? Water comes to mind. Not the best multipliers, but it's all over the place right? All I should need is a lake. Right? Standard drills won't pump liquid. I've tried. Even when I gently slide my spaceplane into the ocean, they're still trying to dig up ore. Which I can't use, because while there are things available to me that could process hydrates, the items that could store hydrates are a headache-inducing distance along the tech tree from where I am. The green universal drill also won't pump liquid. Looking at it in the editor, I think it's designed to. But, when I'm on land, it digs ore, and when I'm on the water it says I'm not landed properly. The regolith drill obviously won't do anything on Kerbin. Or Laythe, or probably Eve, which are the other planets I'd like to have a refillable space-hop plane for. I have these huge water tanks in my cargo bays, but I just can't seem to get water into them. There is no option to just open a tank. I've checked. So... I think right now, I've just got nothing. I'll either have to hack something after all, or just use this as a one-hop plane and either recover it from across Kerbin or fly it back using the short-hops it can do without a closed-cycle propellant. Or rig it for compressed air again, although I get about four seconds of burn from that, since there's no way to store more than a couple of tons of it on the whole plane. In the future though, can I have a water intake? Kinda like a downward facing radial air intake that'll just pump water in whenever I slide the plane into the drink and turn it on? So I can use water as a refillable propellant? Or since the Tory has those nice, downward-facing intakes already built in, maybe it could have a water-suction mode in the control screen?
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