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mbaryu

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Everything posted by mbaryu

  1. I'm still on 1.4.5, but I'm also on an old version of MKS Waiting to upgrade on the slower mods!
  2. https://en.wikipedia.org/wiki/Buckminsterfullerene
  3. I always used the CKAN version of KSPIE. I dislike modpacks and went that way instead. I did extract a few things out of the modpack for use (kjr before it received newer updates for example). But as far as I can tell the CKAN version works fine and has a decent set of dependencies.
  4. My install isn't crashing, but it is hanging on UmbraSpaceIndustries/Karibou/Parts/KER_SABRE/KER_SABRE . There's also some error about a null pointer reference right before (on screen debug log on). EDIT: What fixed it for me was reinstalling everything. So something had gotten corrupted.
  5. I haven't tried thermal receivers with the thermal turbojet, but here's a couple of ideas to try: 1) Try adding precoolers after the intakes. 2) try an alternate fuel and see if it still overheats. 3) check if the amount of thermal energy can be reduced to produce your desired result.
  6. If you're interested, Wakefield research: https://www.linkedin.com/pulse/awake-achieves-first-ever-acceleration-electrons-plasma-welsch/
  7. I had a similar problem when at low tech. Before getting the tech to allow the thermal turbojet to switch fuels it was random whether the engine would work at all on atmospheric intake. I didn't have SE installed though. Try it in Sandbox and see if it still happens?
  8. I've seen something like this as well. I think it occurs if some of the tanks in a set are switched, but not others. I haven't looked into it though.
  9. There are some tutorials, but they're very out of date. I haven't found up-to-date ones so far. Same for the guides, unfortunately.
  10. I've been looking around and I can't figure out how to produce positrons. Is there a way to produce positrons? If so, how?
  11. This might be related to https://github.com/sswelm/KSP-Interstellar-Extended/issues/227
  12. I like how you think! It's true also, that there are unknown side effects to the destination of using the Alcubierre drive.
  13. This sounds like the unity engine and is essentially unfixable. What happens is that your ship is made motionless by unity while moving, but anything that comes within physics range is moved -at your speed-. Most of the time, that's okay, but even at relatively normal velocities some larger objects (space stations, etc) can be ripped apart by unity's behavior. At relativistic speeds, even relatively simple ships will be torn apart by unity's quirks. (Fwiw, I also find this tremendously annoying ).
  14. The wiki discusses the ISRU Refinery, but seems to no longer exist. Its functions seems to have been replaced by the universal drill and the processor (I think).
  15. I noticed this as well. I think it occurred around the time of the 1.4 upgrade.
  16. Is it possible that the thermelectric generator is throwing things off? I believe it changes its weight according to the heat source it is next to.
  17. Hi pp3d, I ran into this problem as well. Docs are very out of date. What you seem to need is a standard air intake (e.g. circular intake) below water level. On my vessel I put it in a cargo bay which I opened once it was underwater (so it wouldn't explode on impact).
  18. How does one make the Magnetic Nozzle work? I've got it attached to a reactor which produces charged particles (Tokomak or Stellarator), lots of power and heat sinks, and it's in orbit of Mun. I notice a few things: When picking it up in the VAB to put on my ship, there's an exception thrown. When throttled up, the engine 'Status' line seems to flicker between 'Nominal' and 'Too dense atmosphere'. The engine animates, but does not produce thrust (warp or non-warp).
  19. This may be the same issue as https://github.com/sswelm/KSP-Interstellar-Extended/issues/225
  20. I'm not sure if I'm doing something wrong, but I've noticed that a craft with several sizes of radiator seems to send equal load to all the radiators. This causes a couple of problems: Some areas of the craft will be much hotter than others. This is minor. Occasionally, particularly during physics loading, some of the smaller radiators will overheat and explode even though the total heat load on the craft is relatively low. Heat Exchangers seem particularly vulnerable to this and can cause catastrophic unplanned disassembly. Any tips to prevent this? Thanks!
  21. I did notice an odd interaction between the Engine Pre-cooler and the All-In-One IRSU (also IRSU is a typo I think?) / ISRU Processor / ISRU Processor Large. If you build a craft with [ shock cone, pre-cooler, okto/whatever, IRSU All-in-one, battery ] the 'Toggle refinery window' button brings up a blank window. If you remove the pre-cooler, the window is not blank. This doesn't affect the refrigerator which makes me suspect that it may not be obeying some rule that the others are.
  22. Hmm, I didn't see any difference with or without air intakes.
  23. I had this experience too, but it seems you need a refrigerator (or all-in-one) and no scoops now. The Wiki is out of date. I also read somewhere that you could scoop from just outside the atmosphere, but this doesn't seem to be the case from what I was able to test.
  24. I'm having this problem as well. In a previous version of KSPI I built a small number of ships with the Solid Fuel Electric Fission Reactor which worked fine and generated power properly. When I updated KSPI, these ships no longer have electric power. I tried docking one of these ships to a station powered by 2.2 MJ of solar panels and after docking, it drained the station's power. As you noted, the molten-salt+generator combination works fine. These ships don't have any other source of power (except the test noted above). Edit: Version in which Solid Fuel Electric Fission Reactor worked for me was 1.18. Edit: I tested recent versions of KSPIE against KSP 1.4.3.2152. In 1.18.5, 1.18.6, 1.19B the SFEFR does not work. In 1.18.4 the SFEFR does work (though it is clearly for an earlier version of KSP).
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