-
Content Count
563 -
Joined
-
Last visited
Community Reputation
132 ExcellentAbout toric5
-
Rank
Spacecraft Engineer
Profile Information
-
Location
In the VAB
Recent Profile Visitors
2,161 profile views
-
Id love this. Not a full fledged mechJeb, but still able to automate long burns. Id also love if it had a preset way to simply execute a manuver node, no extra frills. (so a single 'execute manuver' button). I can use MJ for it, but I dont like having a 'do everything for me' autopilot on top of it.
-
VoidCosmos started following toric5
-
[1.11.X] RealChute Parachute Systems v1.4.8.2 | 21/01/21
toric5 replied to stupid_chris's topic in Add-on Releases
reporting KSP does not like loading this on 1.11. -
so I just tried to use a fusion reactor to sustain AM containment. I seems like the fusion reactors dont save their running status through save/load. build a craft with a fusion reactor (I did use adequate cooling), charge it, and turn it on. f5/f9, and the reactor is now off and needs charging again.
-
[1.10.x] Mk2 Expansion v1.8.9 [update 8/11/2020]
toric5 replied to SuicidalInsanity's topic in Add-on Releases
@SuicidalInsanityMind if I pull request to adapt the mk3 and mk2 fission reactors to nearteas new systemheat mod?- 1,403 replies
-
- 1
-
-
- mk2
- spaceplanes
-
(and 1 more)
Tagged with:
-
@Nertea, pull request incoming for a generic converter patch. However, I did find what appears to be a bug. The systemPower key doesnt seem to be consistent. As an example, the new planetaryBaseInc ISRU patch has a systemPower key of 0 40, same as the stock ISRU. However, in the editor, the plantetaryBaseInc isru outputs only 18 KW of heat. Ive encountered this problem with the dynamic patches. Some, but not all, modules output more or less heat than they should. Im testing my patches with sucidialInstanitys miningExpantion mod.