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BadlyDrawnBoy

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  1. Okay, makes sense, thanks! I've used the combination of several ~20GW long IR stellarator powered transmitters and first atmospheric and then hydrogen driven 'catapults' quite a lot.. so, lets see how they preform with helium..!
  2. Is it a bug or is it wanted that pure hydrogen is not available on the Thermal Turbojet anymore? (Instead just the combination IntakeAir/Hydrogen is available) I've tested it with a virgin 1.4.5 & kspie 1.20.5. Many thanks!
  3. Okay, I wasn`t aware of it - right, I guess, they must have added the limit in the last few years - my experience withe the ad-driven 'free' ones was always the issue what you talking about - so over all it's a service I'm paying for.. (and right now my real place, my webspace, is temporary down).
  4. Oh wow, Huston, very very very very... weird..! I was about to report the same problem that tobimai is describing(Youtube: Thermal Turbojet still overheating), but then I thought "lets see, how it behaves without a thermal generator.." (because its generating thrust even if its not directly connected to a thermal power receiver) -> Thermal Turbojet generating thrust without a heatsource (I tried to modify the config files, but it didn't changed anything.) Thanks again for your work! Edit: Now I have done a Test with a totally virgin installation(1.4.5) with only the kspi-e patch(contend of the zip-file) added: Dosen't matter, the Turbojet-engine is still giving thrust without a reactor or a thermal receiver attached.
  5. Hi, it seems like, that there is a bug when skaling up the Airospike -Z-Pinch Fusion Engine. The Upgraded3 and 4 values aren't encreasing. At the moment I'm using version 1.7.1 and till now I didn't tried 1.7.2 - I assume, because of the lack of a note in the change section off curseforge, that it's not fixed. Many thanks for your super awesome work! Martin
  6. @FreeThinker Hmm, okey - I wasn't sure if its normal. Thanks! At now I took my old assembly, modified it and somehow it works(I've also saved it to the cloud.) - at the Megajules Management Display it is now having two producer components 'Solar Thermal Power Mirror Receiver(Solar Thermal Power Mirror Receiver) - Supply 26.1MW max 78.2GW' and 'Solar Thermal Power Mirror Receiver - Supply 33.4KW Max 33.4KW' thats okey? Still weird that I'm not able to build a new vessel without using the old one.. Edit: I also did a quick test my PowerDish VI vessel is even not able to handle beamed power.
  7. Hi, for some time now I have been trying to build a ship with a large solar thermal power mirror receiver, for generate energy in an near sun orbit. Unfortunately till now all ships witch I gave a try lost their structural integrity or crashed the game if a sunbeam kissed a deployed mirror... Only one ship survived until now, but produces far too little energy (only a few megawatts).(And at the moment I don't know in which savegame the ship is in orbit and what it's called...) In addition, at the launchpad I also get errors that actually belongs to fusion reactors. Its an old issue, and I'm messing around with it for month now - I was hoping v1.3.1 would Fix it, but it didn't (I've deleted the whole game and applied all fresh downloaded mods to a new copy. ) I would be really happy if someone could help me! Video: catastrophic failure The Player.log file (in the cloud drive, link at the end of the posting) is from the last attempt - the game crashed while I deployed the receiver and pointed it towards the sun. OS: Debian GNU/Linux 9 Game Version: v1.3.1, Steam (but running it via script / KSP Mod Admin without starting up Steam) $ cat /proc/version Linux version 4.9.0-5-amd64 ([email protected]) (gcc version 6.3.0 20170516 (Debian 6.3.0-18) ) #1 SMP Debian 4.9.65-3+deb9u2 (2018-01-04) $ mono -V Mono JIT compiler version 4.6.2 (Debian 4.6.2.7+dfsg-1) Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com TLS: __thread SIGSEGV: altstack Notifications: epoll Architecture: amd64 Disabled: none Misc: softdebug LLVM: supported, not enabled. GC: sgen Infernal Robots: 2.0.12 I cannot find any version info for Mechjep, but the last file modification happened on 2017-11-29 .. Files: GameData, Player.log, fusion error, ship Edit: Oh, some time ago, I've done a test on launchpad, the ship survived, but as the one in orbit it didn't produced much energy. Edit2: Sometimes the radiators are glowing red hot befor parts are accelerate to lightspeed or game crash.. Edit3: Problem solved, after reinstalling everything and importing all ships into a new savegame.
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