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Ferigad

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Everything posted by Ferigad

  1. Hi! I first used several modpacks and deleted them all. I did NOT made a clear installation, i only deleted all modpacks, config files and the used KSPIE from the mod folder. I then reinstalled KSPIE, 1.3.1 only, by manuel copy/paste from the zip. I created a new game, in sandbox mode (All unlocked, all tech). I then made a testbuild: A simple command pod, a fueltank with oxy/Liquid fuel, a Inline Heatsink, Thermal Reciver Mk1 and a Thermal Rocket Nozzle. For the Power i used a rover with a peddel bed reactor, the generator for it, heatsinks and the airborne diode laser transmitter, fitted for long infrared. Power Reciver Interface states: Aperture 1.875 m - Facing 99.325% - 2.3 GW total transmitter power - Spotsize 4mm - Wavelength 11 um, networkpower 2.3 GW, Available P. 2.3 GW, Consumed 0, Network Eff. 98.88%, Receiver Eff. 99% Then i launch it, at 100% thrust it goes directly boom, if i set it to 20% thrust i can see that it hits a threhhold around 18% thrust, then the heat spikes (over 2100 K in under 1 second) engine goes red and boom. Funfact: It doesnt matter if i put the thermal nozzle directly on the thermal reciver mk1 or if i put it up reciver/fueltank/nozzle. It will always detonate when i try to launch. But when i use a peddle bed reactor directly on the rocket - works like a charme. Before that i used KSPIE with several Modpacks for science and station science, the only modpack that maybe changes the heatcalculation could be the Kolonization from RoverDude. But other then that it was just ScanSat, DMagic Orbital Science, KIS/KAS/Universal Storage, Station Orbital Science and Extraplanetary Launchpads.
  2. Quick Question: Is the Inline Thermal Receiver broken ? When i try to use the Thermal Rocket Nouzle in combination with a Internal Heat Receiver (Atmospheric Launch from KSP), the Nozzle explodes in seconds. It has the full fuelflow, liquidfuel v- the "Krusader" >Thermal Rocket Nozzle. So, when i use a reactor it works. When i use the Internal Heat Receiver, it works for 1 second until the Nozzle just blows up. I also tryed to stack several heat exchangers on it. Nothing. Cheers, Ferigad
  3. Question to the Magneto Inertial Fusion Engine. Well i got the issue that this fine engine won´t really "work". It seems like it works, from the reactor window, the power tap, all ís green. It even uses Lithium like it should be, yet it only creates little "pulses" that got may. 0.1 kn thrust for under a second every 4-5 seconds. But all statistics read like the engine would run on full power with max. thrust. I did some diggin and found some comments about near future electric could be causing it. Anything known about that issue so far? The last post talking about was in end of July. Thanks!
  4. Question, maybe i don´t get it, but about that microwave transmitters. So i tryed every way i could think off, but it seems like i got no activate transmission button. I can Link Reciver, activate receiver, activate relay but under no circumstances i get a button activate transmission. What i do wrong O.o Tryed it with solar panels to generate power, with some fission reactors, on the ground, in space, with different transmission dishes. I thought maybe they send power automaticly now (I only used it in the old Interstellar Version a couple of times) but i cannot beam any energy to a test rocket with a microwave thermal receiver.
  5. Well thank you for that sir! Would be cool if that micro mod could be put up too as highly recommend or even needed mod on the first page.
  6. Just asking, what i have to adjust to get the Viewing Copula out of the list as possible "Wreackage" and "Debris" Parts used in the Rescue Contracts? I just stumbled into that issue today when i was switching over to the Life Support Mod of yours and go for a Rescue Mission. The Kerbal in question is in a Viewing Copula and guess what? It has no Hatch xD I mean okay, you can see it as a rescue mission with a bit more of a difficulty if you got KIS/KAS but it would be good if the contract tell you that detail before lift off!
  7. After i found this (Finally ^^) i can report i have the same issue. And i never ever had flicker before with even more mods in use. It is quit annoying... So far i got it only in the VAB, not in Flight or in other screens.
  8. Well hello guys, i got a problem that i cannot track to a specific mod. I tryed it allready by installing one by one, in different order and so on. It just appears at random when i am half way through installing the mods and i cannot pinpoint if the issue is duo to a mod, a compatibility issue or just some kind of weird graphic related bug. Well, long story short, my VAB GUI starts to flicker when i try to build rockets. Flicker in that way, that it seems like a second gui without buttons appears and then dissepear again after i move the mouse. It´s incredibly annoying. Anybody encountered something before? And yeah i know i know, but i wouldn´t ask if i could pinpoint it to a mod, at the moment it´s just a couple, like 12 mods that are all updated on 1.2 and have no compatibility issues as far as i could read it in the topics.
  9. Well, i really would like too. Maybe it was a file corruption. I tried another download of tweakscale, this time from another source and reinstalled KSP. Now it all works again. So i don´t think the issue was with the mod itself... had to been some data corruption or something like that. Works perfect now.
  10. Honestly, i got a funny issue. I assume it happens because of a conflict with another mod. But i really can´t figure out witch mod at the moment. Tweakscales somehow changes the atmosphere of Kerbal and the parachute is unable to create a drag. A simple capsule with the starter booster will reach a high of 34-40 km and in free fall a speed of 600 m/s and more. Even 5 chutes won´t break it down, because the atmosphere seems not thick enough to create a drag. At the moment i got it deactivated again. And yeah, with some cheats i was able to break the speed down to around 100 m/s at 2500 meter to the ground. The chutes did activate, but they simple didnt open. It was more like an extrem slow motion from the chute animation without getting a "Fully deployed" sound at all until it hit the ground with 80 m/s More then enough time with 5 chutes deployed.
  11. Hmm, normaly you land at a Kerbonite Spot. Then you deploy the drill. And when it´s fully deployed you activated it. With enough Power and a Kerbonite tank, it should start filling your tanks. And then you can refine it or use it for your drives. Worked with me at first try.
  12. I did finally catch a D-Class and was able to move it into a stable big orbit to mine it out for pressures ore and to deliver it to my Orbital Shipyard, wahahahah! But... one weird bug occured for me. I am not sure if it´s related to your mod or if it´s just simple a space kraken. After a quicksave and a reload, the attached ship with your yaw expierenced phantomforce. If i accelerated the time up, the ship was instantly vaporized, even when it was docked to the asteroid. The asteroid just moved "Through" the ship like it would accelerate. And if i undocked, the ship begann to spin like it was hit by a train. Convertion of rock had allready started at this moment. So... any other of the modules worked great so far. The only thing sucks... the converter needs names! the Symbol are nice but half the time i put the wrong convertes on my ships But so far no crashbug or else.. just space krakens Oh yeah and of course the probe bug that growths in size in VAB, but that are you aware of if i saw correctly
  13. And my frustration is finally over. I have no idear what it was, WaveFunctionP. I finally decided to delete all temps and registry entrys from KSP that where still in their as artifacts and leftovers. Installed fresh, and tested KSP Interstellar, worked on the spot. And then i just installed every mod once a time, started, closed, next mod and so on... now it works all like a charme. I have no idear what the temps or the registrys could have anything to do with it but it finally worked after the 5th fresh reinstall =)
  14. Man i give it up... i really hope that fractal_uk will show up again. i tryed the experimtal build up and down to get it to run, downloaded it several times just in case it was a DL corruption, even with a fresh version and without any other mod installed, in 32-Bit, in 64-bit, just the unzipped stuff of experimental build into my game folder, just to make sure, nothing works. It will either crash or freeze up in loading when he trys to load "FNSmallerAugmentedArcJet" god damn it i want the science lab and the drive techs back *sigh*
  15. Well, thanks WaveFunctionP for the experimental version, but i dont get it to run at the moment. I guess i use to mutch different mods to let it run propably. 2 versions ago it still worked fine with all the mods and the original KSP Interstellar, but i can´t get your experimental build to run with my mod pack, it always crashes the game and on rare occasions it just freeze in the loading screen. Tryed it allready with stripped down, only KAS + Kerbonite + OpenResource and KSP Interstellr, still crashes. Anyway thanks for the effort you put in to keep the mod going.
  16. Well i think i found the issue allready... KSP Interstellar seems broken, but it was just mentioned on the last side of the mod, not the first side :/ Sooo i have to wait for a version that will work with .2 and stop my warp 1 program so another 4 days of playing for the trashbin.... oh cruel world. Well... gimme another mod like Hollowed asteroids thats not in dev and i take it, otherwise, shut up and let me kill my pc with your excellent mod idears! They are to good to wait for stable versions!
  17. I looked through the topic and i didnt see directly the answer i was looking, so, question. Is it possible that there is an incompatibility with KSP Interstellar? For some reasons, and thats the funny part, it seems like i dont have the tech in my techtree. On the otherhand, i dont have even the Tech from the Nasa Addon available, the "stock" claw. I am a bit confused what kind of issue could that be. I guess it has somethin to do with the modpack... but it couldn´t be the dev version of hollow asteroids, yes?
  18. Well so far the Mod works good for me. The only issue i got is that i didnt find a good way at the moment to mine the stuff on the mun and shoot it back to my space station around the mun. That stuff seems to be a lot heavyer then regular fuel, could it be? My little mining lander has real issues to climb again when it has a full kerbonit tank with it. With a standart issue fueltank of the same size it doesnt seem to have that issues....
  19. Thank you so mutch for that alternative to Kethane. *two thumps up* I will just purge kethane and put this into KSP. No offense, i like Kethane. But i dont like the License.
  20. From all Mods i see so far i am the most intressted in this one. Expanding the Game to multiple solarsystems would be amazing. But if i get it right, it´s still in early devolopment and works only with some other mods to create own solar systems? I will deffinitly keep my eye on this one until it gets so far that i can simply download the mod and got a bunch of new solar systems when i start the game. Great work, great idear, keep it up! *thumps up* For all KSP Interstellar players out there
  21. @Stephanie the Viking: When you are close enough, i think even 500 meters are enough, you can switch to the Kerbal and take Control of him. Then you simply use his Jetpack to fly him to your rocket, put him in, and thats technicly it. For the rest... I think the most importent points has been mentioned here allready. To be honest, i enjoy the Testing of new Parts on the ground, it feels like a real "prototype" test before you fit it to a rocket. But thats only a personal view. I agree, you get at some of the contracts way to mutch science points. But i had allready 25 contracts done, 3 mun missions, 2 minmus mission and even a duna mission and the techtree isn´t still finished. For an alphastatus the balance is okay at the moment, but for a later version it will need balancing. Space Station contracts would be cool, too. Even mutch cooler if you could use your science module, where you have to make experiments, depending on your contract. The button could show up to do the experiment like the "run test" button from parts, but i would cleary attach some kind of timer to the tests. And even maybe some extra items you have to get up there, before you can run the experiment. Some of the contracts are alot overpowered. Here i a simple example what happend to me: I was contracted to test that giant 4 nozzle size 3 rocketthrusters with 10 tons or so, around the moon. For 1,4 million kerbal dollars. So i just striped a unmaned rocket together for around 100K and fired it up, flyed it to the moon and with the last 0.01% fuel i made the TestRun around the moon and bingo, got the money. After that, selfdestruct. Clearly, the contract system can be easly exploited to get quick money until your account gets 8 digits. But i am confident that this dedicated devolopment team of KSP will find some solutions, and a good balancing, for that issue. And without a doubt, great patch! *thumps up*
  22. Well, The Topic explains it mostly. We got in theory 1 tracking station on kerbal The idea is to downscale the tracking ability of the tracking station and increase the chance to find asteroids with each launched satellite around kerbal. Maybe even with influence of the orbit altitude. So finally i would have a reason to shoot up satellites with a telescope part, as example, without using a mod that makes satellites a useful endeavor. Why the suggestion? I still think stock satellites comes to short in KSP at the moment. And i like Satellites with a purpose instead of only deco in stock mode
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