DuskFall

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About DuskFall

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  1. Daedalus drive in that case is more useful, I think. Creating fusionpellets needs less power and fuel. May be I'm wrong but that's more convenient for me. This game like a drug. Try it once and can't stop. Need more mods
  2. Thanks. Anyway I think kerbstein is rather cheating engine. High thrust with high ips with not much electrical power and fuel using
  3. I guess that I understood what's the problem. For now I'm interested in compatibility with near future mods. Because after adding near future electrical mod Lithium Hydride engine stops working. But, without this mode other near future mods became absolutely useless, beacuse electrical engines start to use MJ for thrust and use it with huge and heavy reactors and generators irrationally. Poorly thing
  4. I'm sorry, forgot to clarify that of course I use generator. I know that with AM reactor is better to use charged particle generator, but even if I use combined generator kerbstein engine on Lithium Hydride refuses to work. I've tried to make craft with only engine, fuel tank, reactor, generator, radiators and control module and set it by hyperedit on high orbit, and even then engine doesn't work. In sandbox Lithium Deuteride engine works fine with any type of reactors and generators, but Lithium Hydride engine doesn't work with anything. I don't understand why
  5. Hello guys! I have may be stupid question but anyway. This mod includes two kerbstein fusion engines. One of them uses Lithium Hydride, the second uses Lithium Deuteride. In tech tree in career I can see only Lythium Hydride engine and unfortunately it's absolutely useless because I couldn't create craft with enough electrical charge. Even if I use Antimatter Reactor. It provides not enough electrical charge. Could you please help me to understand, what reactor I have to use to make this engine works
  6. Great. Thanks. That was my fault. I've forgot GPP Textures. Now it's working
  7. It's not compatible. Loading freezes on main screen
  8. Oh, I'm sorry. I'll try. But is it compatible with 1.3.0?
  9. I've installed it. Yes, Cairo became another star system, but outerplanet mod also became as ciro's system planets, but has to add stock system planets
  10. OK. May be my English is not perfect, does it mean that it's not possible?
  11. I've read it, but didn't find any help. May be I look at something wrong?
  12. Hello guys! I have one question, probabply not correct but anyway. Can I make Galileo as another extrasolar system without replacing stock system? And of course, how can I do that? There are a lot of config files and I can't understand how to do that. I can explain why I want to do this. I have mods that add planets and star systems. This is Outerplanets, Kronkus, Extrasolar, Otherworld and Galileo. So, If I use Galileo with other star system like Extrasolar or Otherworld, Galileo becomes another star system whithout replacing stock Kerbol System. But, with using Outerplanet mod with this mods, Outerplanet mode are started to set into of galileo's star orbit. Doesn't add new planets in stock system. If I remove Galileo I'll lose Galileo star system but all other mods will start to work as they has to work. I don't want to lose such star system as Ciro. A little messy, but I hope it is clear
  13. [1.3.1] Extrasolar v1.4 [9/17/17]

    Yes. You're right. Thanks anyway
  14. [1.3.1] Extrasolar v1.4 [9/17/17]

    I have one more question, probabply not correct but anyway. Can I make Galileo as another extrasolar system without replacing stock system? And of course, how can I do that? There are a lot of config files and I can't understand how to do that. I can explain why I want to do this. I have mods that add planets and star systems. This is Outerplanets, Kronkus, Extrasolar of course, Otherworld and Galileo. So, If I use Galileo with other star system like Extrasolar or Otherworld, Galileo becomes another star system whithout replacing stock Kerbol System. But, with using Outerplanet mod with this mods, Outerplanet mode are started to set into of galileo's star orbit. Doesn't add new planets in stock system. If I remove Galileo I'll lose Galileo star system but all other mods will start to work as they has to work. I don't want to lose such star system as Ciro. A little messy, but I hope it is clear