Temeriki

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About Temeriki

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  1. Do you have any of the near future mods installed? If you have certain near future mods installed it lowers kspie to be on par with near futures power levels. I guess their working on in the future instead near future will get cranked up too kspie levels.
  2. When you say in When you say integration with far future are you talking about making a MM compat or making stock KSPI-e integrate with far future out of the box? Either way im excited!
  3. I have a question, If I were have a pebblebed reactor, throw a thermal gen on that, and connect a mirror to the other side of the thermal gen. Would the thermal gen be able to switch to the mirror if the mirror was active and receiving more power than the pebblebed?
  4. Ive been having a similar issue with the Timberwind Engine, I THINK(havnt done that much bug testing) ive traced at least part of this issue to a "supercapacitor" part, I also had a regular MJ only capacitor. I think the supercapacitors stored charge (conversion of ec I think) throws off the mods ability to regulate the ec/mj ratio. I may have the names of the parts wrong but I think its whatever part that adds a ""stored charge" resource". Im running a lot of mods and some custom MM patches so your issue may be different, but do you have one of those supercap parts on the ship that seems to break reactors?
  5. Temeriki

    [1.4.4] Interstellar Fuel Switch (IFS) 3.6.1

    I couldnt figure out where, but I eventually thought check the link in ckan to find the git, issue logged. In case anyone has any specific feedback https://github.com/ChrisAdderley/CryoTanks/issues/51
  6. Temeriki

    [1.4.4] Interstellar Fuel Switch (IFS) 3.6.1

    The issue here wasnt B9 part switch pushing the patch itself, cryo tanks was pushing a B9 patch onto EVERY tank that could contain lf/ox and not just the ones looking for B9. So by looking at B9 and ifs I was missing the patch in question borking everything up, with that patch gone and a wipe of the MM caches everything is working as intended now, near future parts use B9(as their designed for both content and design switching), almost everything else uses IFS. I accidentally installed cryo tanks using ckan(suggested mod), it happens, cost of having a program download things for me. Blowfish figured it was cryo tanks that pushed that patch(didnt even say I had cryo tanks) so Im going to guess im not the first person who experienced this.
  7. Im talking about the options specific to near future, a test delete of b9 part switch cause the near future parts to overlay all the textures and render the tank contents unswitchable (and the mk2-3 parts unswitchable). But ill def look into cryo tanks mm patches, thanks for the heads up @blowfish Update: Looks like Cryotanks is the one butt sexing b9 into everything, easy fix!.
  8. Temeriki

    [1.4.4] Interstellar Fuel Switch (IFS) 3.6.1

    Hola All. So Full disclosure im using Ifs AND B9 Partswitch, yes Im well aware this causes "fun", along with the fun of combining kspi-e some near future and usi. Im well aware of the fun involved and some of the manual work required on my part to integrate the fun(this aint my first rodeo). Just looking for some advice here. So before on 1.3.x I was using IFS to manage mk2 and 3 expansion parts and fuels, near future and B9 parts were manged by b9 and everyone was happy. 1.4.2 rolls around and everything is pretty much updated to I roll a new save in 1.4.2, near future construction just updated along with the other nf part packs so I added those into my 1.4.2 save, wiped the MM configs and restarted. Now pretty much every tank seems controlled by b9 which only adds lf/ox, and hydrogen, except the IFS and KSPI-e tanks which have the rest of the CRP and KSPI-e fuels. In 1.3 it used to be B9 controlled the b9 parts (near future) and IFS controlled everything else. How would I edit the MM patches of either or to force on or the other to control certain tanks, like say If I wanted b9 to ignore the mk2 3 expansion parts ect. Or is there a way to integrate the two part switchers? Seems like IFS had an update recently to not override B9 and I wonder if it may need an recompile for updated partswitch or if FreeThinker prefers the better safe than sorry approach and this is intentional. Posting this on both b9 partswitch and IFS threads (and prolly the reddit as well), not trying to stir the excrementspot, just trying to duct tape this save together so I can finally start playing it. Nothing is in the air right now and everything in the VAB can be remade so looking for ideas on how to get them playing nice. I also flat out delete the USI_NF mode patch (in kspi-e) but that should only effect power scaling afaik. Update: Looks like Cryotanks is the one butt sexing b9 into everything, easy fix!
  9. Hola All. So Full disclosure im using Ifs AND B9 Partswitch, yes Im well aware this causes "fun", along with the fun of combining kspi-e some near future and usi. Im well aware of the fun involved and some of the manual work required on my part to integrate the fun(this aint my first rodeo). Just looking for some advice here. So before on 1.3.x I was using IFS to manage mk2 and 3 expansion parts and fuels, near future and B9 parts were manged by b9 and everyone was happy. 1.4.2 rolls around and everything is pretty much updated to I roll a new save in 1.4.2, near future construction just updated along with the other nf part packs so I added those into my 1.4.2 save, wiped the MM configs and restarted. Now pretty much every tank seems controlled by b9 which only adds lf/ox, and hydrogen, except the IFS and KSPI-e tanks which have the rest of the CRP and KSPI-e fuels. In 1.3 it used to be B9 controlled the b9 parts (near future) and IFS controlled everything else. How would I edit the MM patches of either or to force on or the other to control certain tanks, like say If I wanted b9 to ignore the mk2 3 expansion parts ect. Or is there a way to integrate the two part switchers? Seems like IFS had an update recently to not override B9 and I wonder if it may need an recompile for updated partswitch or if FreeThinker prefers the better safe than sorry approach and this is intentional. Posting this on both b9 partswitch and IFS threads (and prolly the reddit as well), not trying to stir the excrementspot, just trying to duct tape this save together so I can finally start playing it. Nothing is in the air right now and everything in the VAB can be remade so looking for ideas on how to get them playing nice. I also flat out delete the USI_NF mode patch (in kspi-e) but that should only effect power scaling afaik. Update: Looks like Cryotanks is the one butt sexing b9 into everything, easy fix!
  10. Just wanted to give some feedback on the updated part descriptions and upgrade descriptions. I LOVE THEM! Seriously amazing, Ive learned a bunch of stuff I didnt know and Ive been using kspie forever!
  11. I was just thinking about how much I miss this mod while Im working on making a new modded save and look what shows up! Oh man this is game changing!
  12. Oh awesome! Good to know and explains a lot in my testing. Thank you!
  13. Hey question, @FreeThinker Im building a relay probe on mid tier tech. Its an initial mapping and scanning ship to get the data needed for the next round of automated mining probes (hopefully made with faster engines or sent on beamed power driven tugs but thats a problem for the future). I was hoping to be able to skim the atmosphere to trickle harvest gas for reaction mass, so I need an inline isru refrigerator to change from liquid to gas (storing as gas is cheaper power wise, theres the potential for some methane for higher thrust fuel so I may bring some processing equipment), but how do I extract exoatmospheric gases? I know there used to be an atmospheric extractor part but I cant find it anywhere, besides the big isru module is there no other way to extract gases?
  14. Pretty much all of the reactors have a throttling spoolup, you could put a microwave transmitter on the rig and use that to keep the power production up and shut it down before flying, heat production = power production, so keeping the heat up means your burning fuel for no reason. But in all honesty your better off using different reactors, the power to mass and spool up time on the MSR is kinda garbage. I do have a question about the MSR though, I see its refuelable now? Does that mean without a kerbal on board I can move the waste out and more fuel in, or would I still need a kerbal for that, or can I only move more fuel in and it continues to get poisoned? Working on a super long range probe mission to OPM planets, being able to refuel on site would let me extend the mission significantly.
  15. Temeriki

    Mk3 Expansion - [1.4.1] Version 1.4.5 [3/22/18]

    OMG thank you for updating this. I need those bigger mk3 bays to shove those big kspie parts into. My sarnus probe will be able to strip a lot of adapters now!