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RussPixie

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    Rocketeer
  1. Someone asked nicely if you could spend a few seconds to re-encode a small compressed file as they don't have the program to open the format you posted, and you have actually spent longer arguing about it than it would have taken to actually do... Remember, not every one has windows here.
  2. So, laser powered sails, anti matter engines, ISRU... Avatar's ISV Venture Star anyone http://www.projectrho.com/public_html/rocket/realdesigns.php It's a real pity we don't have actual interstellar distances to travel. I still might try and build one anyway Russ
  3. Personally, I've not used the science lab to generate science. On this playthrough, (which admittedly started in 0.22 with the resulting science spam), I've only used the stock science system to unlock the parts. I still have to unlock the last 2 interstellar nodes, so I haven't even got antimatter reactors yet. Yes, this has been quite challenging, though the addition of the minmus biomes helped immensely, I know that if I do run out of science, I can spam a few science labs around to finish off. Every one has a different play style, and I like the fact that the game and this mod support that. I am looking forward to putting the distant telescope out there though, even if only for the challenge And finally, because I like showing off a little, some pictures of my current infrastructure: My current LKO Station, which has since also had the stock science lab docked. My Anti-matter collection station in Kerbin orbit, which has since had another set of collectors docked with it. And finally the Discovery Orbital Science Vessel during a Laythe flyby Russ ps It seems I need to take more up to date pictures
  4. Ok, here's an interesting bug that i haven't seen mentioned yet... maybe it's only me. On the "Discovery" ship, as featured a couple of pages back, I've started to reprocess the Thorium Actinides that have started to build up in the reactor. Unfortunately, they seem to be being reprocessed into Uranium. The 3.75m Reactor was set to Thorium in the VAB, with all Uranium removed from the reactor and replaced by Thorium using the Tweakables, and has 4 thorium/depleted fuel tanks physically attached to it. Pics or it didn't happen... I'm using the latest version of KSPI. Other mods are Kethane, Engineer, Void, Tac fuel balancer, Crew manifest, RCS build aid (VAB/SPH only plugin), Kerbal Alarm clock, THSS (Parts only tanks and structural stuff) and Clouds and City lights. Russ
  5. I did it myself. It's just adding a couple of lines to each config to enable them in the research tree. I stuck them all in the last few nodes along side the various stock parts as appropriate ie xenon tanks together etc. I've also made a few other changes/additions. The orange tanks in the image are actually just liquid fuel rather than fuel + oxidiser. I also added a couple of argon tanks etc using the xenon tanks as a template. The easiest way to add the changes needed is to look at one of stock parts and copy the research lines into the various configs. I used editpad as it allowed me to do the changes to many files at once. I can't find a license for the mod so I'm not sure where we stand distributing the changed configs. I suppose you could always use module manager to make the changes, but I'm not that familiar with it, and the only reason it's in my install is because interstellar uses it. Hope that helps Russ
  6. Thought I'd share my latest project. The Interplanetary Science Vessel Discovery. Discovery is powered by a 3.75m Thorium fuelled Gas Core Nuclear Reactor and Thermal Rocket Engine, delivering ~ 11.5km/s dV at ~0.38 TWR. You will notice that Discovery has no landing capability, and will be used Primarily as a test bed for the various nuclear technologies and as an orbital science platform. I didn't want to do all the missions with just one vessel, so I'll be sending a larger ship with attached landers at the successful conclusion of Discovery's mission. Discovery is currently on her way to the Mun for a shakedown cruise before returning to Kerbin to collect the crew for her extended mission.
  7. After my hiccups earlier this week, I thought I'd post a little image to show that things seem to be working now My current LKO Station: Many thanks for a great mod Russ
  8. Hi. I'm having a little problem with the editor part of the VOID Plugin. The icon seems to be stuck to the middle of the screen. Don't know if it's relevant, but I do use a custom screensize set manually in the KSP settings.cfg If you need anymore info, let me know Russ
  9. Ok, correction, it does load now, I must have killed it trying to get around the docking bug that's stopping me from undocking the booster attached to the lithium tanks. I was sending up Lithium tanks so I could start tritium breeding. these were the first of hopefully many tanks to be sent to the station. EDIT - ok, I undocked the tanks, then just before redocking, I detached the booster from the tanks so only they, and not the booster, docked with the station. This is the only way I know to get around the docking bug. Last time I tried this it locked up, this time it didn't. I'm now going to attempt to move this save back across to the main installation.
  10. Just as a recap to my problem, under KSPI 0.8 if I dock the Lithium tank the game locks up. If I take that same install and downgrade KSPI to 0.74 (by removing all 3 KSPI related folders and reinstalling the mod), the craft docks fine. I then reinstalled KSPI 0.8 (by again removing the 3 folders and reinstalling) and now the craft causes a lockup when it's selected. The only thing that has changed between it working and not working is KSPI 0.8. See my previous posts for log files etc. Some more info, the game is currently on day 363, and was started from scratch in 0.22 career mode on a fresh install of KSP. There is quite a long list of mods, but memory use is around 2.9Gb since I don't use too many part packs. There is no Mechjeb, but I do use Engineer and Kethane. All mods are the latest versions. Let me know if you want anymore info. Russ
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