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CDSlice

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Everything posted by CDSlice

  1. At this point since the RemoteTech configs aren't supported by the main BDB team and people haven't been contributing patches to keep the support up to date would it be worth spinning out these patches into a seperate mod that only serves to collect these patches submitted by community members? That way people will more easily realize that the patches aren't officially supported and the BDB team won't have to deal with as many support questions for them.
  2. OK thanks, sorry for the duplicate bug report, didn’t realize it was that issue.
  3. OK, so I'm not 100% sure if this is a bug with SystemHeat or FFT but my Fresnel engine isn't getting cooled at all by my radiators. They are both set to the same loop and in the VAB it says I have more than enough heat rejection and in flight the overlay UI says they are on the same loop but when I activate the engine I get 0 heat rejection which makes the engine almost instantly overheat. It also persists through a save/reload although for some reason after reloading my loop ID changes from 1 to 3 for the engine and my radiators. Here is my KSP.log after I restarted the game and tried it again with the same results as described above. Let me know if there is anything I can do to help troubleshoot.
  4. This may be slightly off topic, but would you mind telling me what programs you recomend for creating the various textures and maps Parralax uses? I'm thinking about making a small planet pack that would use Paralax and would like to know what programs I would need to learn to use.
  5. That's not how processor speed is measured, a 3GHz quad core processor means that each core can run at 3GHz and that you have four such cores. You can't just add up the GHz per core like that, each processor core is independent of the rest so adding them up to say you have a 12GHz processor is wrong because no single core can run at 12GHz.
  6. yeah, you really need Heat Control to handle the heat of these engines.
  7. Don't use space dust bunnies as it is completly broken in current FFT. You can change the scale parameter in spacedust to around 2.7 to make the resource bands scale up around some of the planets.
  8. Just to be clear I am not the one with the issue, that would be @kenneyc222.
  9. Wouldn't the cheat option bypass this though? That is the part that sounds like it could be a potential bug.
  10. Heat Control is a useful mod but those radiators won't come close to cooling the crazier engines in this mod. Luckily FFT/HeatControl comes with really advanced radiators so you shouldn't need to worry about having the right parts for cooling these monsters.
  11. @Pappystein have you thought about setting up a blog or something? These articles you’ve been posting are really good and it would be a shame for them to get lost in the BDB dev thread.
  12. I actually find SystemHeat to be way more intuitive than Stock's heating system since SystemHeat provides a really nice GUI that lets you see what is producing heat, what is rejecting heat, and what the equilibrium temperature is. This makes it so much easier to plan how many radiators I need and what kind than what I was used to with the stock heating system. Really the only thing that could be a bit easier is knowing how much LH2 to pack for some of the after burning engines, it would be nice if there was something telling you how close to an optimal ratio of fuel types you are. It is isn't hard to just keep slapping on LH2 tanks though until the dV starts to drop so it isn't a big deal at all.
  13. Both of those are hard dependencies so this mod isn't functional without them. I'm not sure why you don't want them, System Heat makes it much easier to plan out your cooling systems and make sure they work in the VAB and Space Dust doesn't really impact you if you don't do ISRU.
  14. KSP's UI is just really bad once you got a large number of parts, heck even with just Nertea's mods it gets pretty crazy trying to find things and then with how many (incredibly high quality) parts BDB adds the problem gets even worse. I'm hoping that this is something that can be fixed in KSP 2.
  15. There should already be replacements, there might be something wrong with your install if they aren't showing up. Can you provide some screenshots of what you see when you search for "agena engine" in the VAB?
  16. I recently sent a crew of 8 to Duna and Ike using the X-20 Verne. I figured that y'all might be interested in my mission report and screenshots. It was really enjoyable to build and fly these parts, however the engine sounds for the X-20 are awful. It sounds like a really repetative popping noise, not pleasent at all to hear. Is this a bug?
  17. Using the Far Future Technologies mod I decided it was finally time to send Kerbals beyond Kerbin's SOI in my JNSQ TAC life support save. The obvoius choice was Duna as it is closer than Edna or Dres along with more science. Eve was also ruled out since I don't have the technology for a Eve surface return (yet! The Nuclear Salt Water engine might change that...) Blasting off with the core of the habbitable section of the K.E.V. Curiosity. Thanks to Waterfall for the beautiful plumes. Adding the lab and greenhouse modules that were launched seperately. The crew have also arrived in a Salya class LKO crew transport vehicle docked to the front of the Curiosity. Bringing the massive X-20 Pulsed Fission Engine to the Curiosity. The K.E.V. Curiosity completed in LKO. With a habbitation ring for 8 kerbals, two labs, two greenhouses for experiments in growing food in situ, around 3 years of life support, and a lander designed to carry 4 kerbals to Duna and Ike's surface with a wide selection of experiments. The X-20 engine and two fission pellet tanks give the Curiosity over 20k of dV with a TWR of around 0.4 or so. This is slightly overkill for a simple Duna expedition but this served as a good testing ground for the new technologies and made the mission shorter since the excess dV lets us force a transfer back to Kerbin whenever we want instead of waiting over a year for a Duna to Kerbin transfer window. We will still head from Kerbin to Duna at a transfer window in order save on dV and more importantly lower the escape burn time. Firing the X-20 to transfer to Duna. Making a deep space correction burn. Arriving at Duna. We have a fairly high PE since it will take a while to burn into a capture orbit and we don't want to dip into the atmosphere. Performing our capture burn. The D.E.V (Duna Exploration Vehicle) begining its descent to the surface. My TUFX configs might be a bit too bright for Duna. Duna's atmosphere is the worst, it is thick enough to make take off annoying but too thin to land with parachutes. Running some experiments on EVA. Photo with the crew. I really like this lander design and have been using variations of it for almost half a year now. Heading back to the K.E.V. Curiosity. Which then burns for Ike. Ike's cool grays are a welcome change from the red of Duna. The Ike landing crew decided to be more playful with their photo. With the return of the lander it was time to head back to Duna to prepare to return to Kerbin. Thanks to the massive amount of dV we can force a transfer back to Kerbin ASAP without needing to wait over a year for a transfer window. This lets us save on life support and bring our Kerbals back home sooner. Arriving back at the beautiful blue ball we call home. Sending another Salya class craft to take the crew back to the surface. However, after this point when the Salya had re-entered the atmosphere it was realized that the craft never had parachutes installed! Luckily all of our brave explorers were able to bail out and parachute to safety with the precious data. The mission was a resounding success, with over 6000 science brought back in experiments and nearly as much transmitted back home from in situ lab analysis. With the magic of pulsed fission, nearly everywhere in the Kerbal system has been unlocked for crewed missions instead of just probes.
  18. Just an FYI, apparently this mod is pretty broken with the current Space Dust release.
  19. Are there any plans to add support for JNSQ? Since stock has such a laughably small scale these engines would be so much more useful in a larger scale system. I wouldn't mind doing it myself but I don't know how to place the bands and other resources realistically to try and keep the balance you have with the stock configs.
  20. SLS is a future rocket and out of scope for this mod, however there are other great SLS mods if you search for SLS in the add on forum.
  21. Pretty! Does it come with built in radiators like the Frisbee?
  22. I for one would be interested in watching you stream. The only Discord server I know of that is dedicated to JNSQ is the Team Galileo discord server (https://discord.gg/wzjMXRh) but it is pretty empty right now.
  23. Thank you for responding to my feedback. I do think I was a bit too harsh on the Hammertong. I probably won't use it very much but it does seem to have its niche. Also, I forgot to mention it in my previous post, but your models and textures are just gorgeous, thank you so much for doing all of this incredible work and giving it away to the community! Between you, CobaltWolf, and Beale, y'all have pretty much transformed KSP with your amazing parts.
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