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Ender65535

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Everything posted by Ender65535

  1. @allistaI wonder how the pre-deployment container size was determined, I mean before the ship was released. For me it grows into sth that is disproportionally large (comparing to the launched ship). I wonder if the unfolded solar panels etc. was taken into account, though they came out folded after launch.
  2. Tried the new patch and generated 12 errors: [WRN 22:18:11.013] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.013] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.013] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.013] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.014] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.014] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.014] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.014] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.014] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.014] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.014] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.014] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [LOG 22:18:11.019] Applying update OnDemandFuelCells/MM-Patches/Copy/StockFuelCells/@PART[FuelCellArray]:NEEDS[ODFC]:AFTER[ODFC] to Squad/Parts/Resources/FuelCell/FuelCellArray.cfg/PART[FuelCellArray] [WRN 22:18:11.019] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.019] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.019] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.019] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.020] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.020] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.020] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.020] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.020] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.020] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ [WRN 22:18:11.020] Cannot find key ODFCMaxEC in MODULE [ERR 22:18:11.020] Error - Cannot parse variable search when editing key MaxEC = #$../ODFCMaxEC$ Was ODFCMaxEC something from the latest dev branch?
  3. The conversion ratio is still a bit off, otherwise it works perfectly, thanks! Do you have plan to merge this into next release? I could not think of why anyone would want it hardcoded rather than auto-update? Or maybe you could make separate parts that one is auto-import and another is hardcoded? Just curious. Thanks again for this excellent mod
  4. It uses liquid hydrogen and oxidizer to generate EC and water. It's actually part of the cryo tank mod of near future series. Not documented, but source code is here https://github.com/post-kerbin-mining-corporation/CryoTanks/blob/871f7e9c454fd6a007a645bdd082f86e4efc5aec/GameData/CryoTanks/Patches/CryoTanksFuelCells.cfg Not a modder, but wouldn't it be more elegant to just try importing every ModuleResourceConverter that generates EC at game start? That sounds better than hard code everything and write a separate patch for each mod.
  5. Hi @zer0Kerbal We have talked in the automatic fuel cell thread. You mentioned that you may be able to make the fuel choice (for EC) more flexible and smart ?
  6. I have actually tried ODFC. The thing is that it introduces a new pathway of H2+Ox, which is different from LH2, and it uses its own conversion ratio. If you could offer an option to let people to use their own resource conversion that would be great and make it a lot more adaptable.
  7. I have moded stock fuel cell that can do both LFO+Ox and LH2+Ox. However this seem to only trigger LFO+Ox path and I still need to manual LH2+Ox for electric generation, or a Sole-LH2 ship will blackout. Is it possible to configure this mod to trigger any fuel mode?
  8. I think we agrees that building space elevator is an engineering problem, not a science one. The problem here is gameplay. We can now just build ships directly on LKO, which effectively teleport the ships from KSC to orbit, and kills the utility of a working space elevator. A mass drive, or some kind of first stage launch assist would be more appropriate for rockets instead of spaceplanes. The idea is go get some deltaV on the ground relatively cheap. Having this dV vertical would be more efficient in atmosphere (because drag). There is actually some working on this idea: http://www.arcaspace.com/docs/ARCA_LAS_White_Paper_May_1_2019_Issue_1.pdf Yes, you read it right, a water rocket, not different from the ones you have played with as a kid. This ultimate water, however, carries thousands tons of water, and throws another thousand ton payload a few kilometers up into the air with a ~389 m/s dV. It has a laughable isp of ~50, but who cares? water is cheap, the power to pressurize while on ground is (relatively) cheap, and if the water tank can be recycled, that would be a (almost) free first stage.
  9. What's the matter guys? Some discount would be nice but if everything they have announced thus far was delivered, I am happy to pay the MSRP.
  10. Remember that single player is going to be DRM free, I don't think Take Two can enforce a subscription once you get a copy. Worst would happen is the community can "fork" and "update" the game with mods.
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