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etheoma

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Everything posted by etheoma

  1. Says its an unsupported version with 1.0.3 but apears to be working, if you could update KSP-AVC Plugin when you get a chance its no big deal its not disabled it or anything.
  2. Erm well wiping the hole KSP install and reinstalling KSP and just KSPIE seems to have fixed it what ever the problem was... Sorry for what I said before I hadn't slept in like 40 hours. I don't know what went wrong I removed the Warp Plugin folder before updating and it was working before but w.e. Humm just dragging in the mods from my old install minus everything to do with KSPIE seems to have broken it again it seems like a conflict with something, it wasn't conflicting before. I am slowly re-adding the mods in sets of 3 - 5 then I will just remove one by one the last five that I installed got a lot of mods. Seems like I suspected but didn't want to be ture its B9 that was incompatible well I managed to fix it it was actually hotrockets which was contained in B9 that was incompatible and there is a hotrockets 1.0.2 version so all I had to do was install that and overwrite the old files from B9. Tbh I think Hot rockets should be default for KSPI as far as I have seen so far the FX are better in my opinion. apart from the Atlas Thruster which doesn't get any effects.
  3. They are producing the same thrust with no reactor or with a reactor unless you have removed the reactor from the equation which if so just remove it from interstellar because the stock engines are better because you can actually take off from the ground with them with a cargo and the plane necessary to take off with the cargo and I was using the pre-coolers. Also weather I am moving or not. https://youtu.be/koB12MPV2qQ It will take a while to encode in a quaulty which you will be able to see the numbers but it never went above 36.5kN and the speed was upto 100m/s its the same without a reactor and the reactor is on and producing power the orignal video was longer but got cut up for some reason and it showed the reactor being on. Every time I have been certain something is a bug without adding that did you change that it has been a bug so if you could stop doubting me every time I post a bug that would be great.
  4. Errr well I know the engines were working before with power and now they only have those stock default settings they don't work anymore with reactors, frist I thought you had just nerfed them into the ground, but with the VAB window on the engine I could see it was supposedly supposed to be putting out 323.5kN obviously with optimal air intake. Tbh though the nerf's that you have done have been excessive to the thermal turbojet as far as I saw before this happened by what I mean is the overheating which only allows you to run them at full throttle for like 5 - 10 seconds, and its not like if you run them at even 1/3 they overheat still with almost exactly the same deltaV produced. I like the concept of overheating on the engines but last time I had the engines working the execution was horrendous. dude I'm really not having a go here this is just a suggestion but implementing things when massive components are missing seems counter productive like the reactors not starting off electric charge when your missing capacitors or this when you hadn't tied engine overheating properly into the waste heat system. if this was still WIP then you can say its a work in process I'm adding things and there gonna be half finished but Beta means your bug testing and carrying over some half finished features, implementing something half finished is not bug testing and its not fixing a already existing feature so its not Beta.
  5. Errr you just completely killed the thermal turbo jet btw with 2x1.25m RAM air intakes I'm getting anywhere from 18kn to 32kn at with a 1.25m fusion reactor and 1.25m turbojet, and looking at it further it seems like the turbojet is completely broken even without a reactor it generates thrust.
  6. THANK YOU my game is now 1.6GB rather than 3.1GB PLENTY of space for Transitional memory leaks etc, at this point I could even add more mods if I wanted to... And I think I might give real solar system another try.
  7. So yeah really are there any plans for this mod or another mod to compress DDS textures because I'm kinda up a creak now...
  8. Were you talking about KSPI transmitters or Remote tech, because remote tech already has the distances from the start point to each relay to the next to the end point, I would assume from that you can add a calculation to calculate how much power you should save/reclaim/keep... I'm not sure on what word I should use there.
  9. They are "targeted" at the specific ship just you are not involved in the targeting. anyways laser transmission of power would increase the range but the efficiency, the amount you could transmit and the efficiency in atmos would go down, but I do think the way its calculated at the moment is a bit lack lustre. Masers would fix the atmospheric efficiency as they emit microwaves which travel relatively efficiently though the atmosphere. But even now with massive advances they are no where near as powerful as lasers and certainly not powerful enough to drive an engine, right now there so low powered that there only current suggested use is for communications. But a nice addon to the current system would be being able to use multiple satellites to for example capture and retransmit to correct the boardness of the beam, you would still lose efficiency to space dust but that can't be helped.
  10. Sorry one minute, my bad it seems I was trying to use real fuels when its not 1.0 DERRRRRRRRRRRRRP! Looks like I have to wait to build my SSTO until RealFuels is updated. The tanks have there default sizes which means I can only get in 500L into the Mk2 to 1.25m adapter rather than the 5900L which the deltaV will be about 11x what you see obviously you don't get a linier increase because you must carry the extra weight of the fuel but I would expect about 4000-5000 deltaV, I'm also waiting on RCS Build Aid to get the fuel centred so that my Fuel while empty doesn't change my centre of mass, I know I could do that by just emptying it and refilling it until I get it on centre but that a real pain. I know the wings on the back look like I'm trying too hard to make it look cool but failing, but I'm using new FAR and it actually reduces my Wave Drag Area and increases stability so. *shrugs* also I know it looks more like a rocket than a plane but its an SSTO and making it long and thin reduces drag so that's just the most optimum shape, obviosly I took Skylon as a little bit of a starting point, its even probe powered which skylon is also supposed to be computer driven driven, but it was done that way really in my case because the cockputs are not aerodynamic enough under high mark numbers. And this is appropriate here because I'm using a fusion reactor and thermal turbojet to power it XD also designing this as an Eve explorer which the low lift area really wont matter there due to crazy high atmospheric pressure although due to changes in how the engines work, it will need a interplanetary section which will dock with it, which isn't really much of a problem as it would need fuel tanks to dock with anyway to go interplanetary and come back, thats a point it needs a docking port.
  11. With deadly re-entry the Thermal Terbojet with liquid fuel overheats and explodes if you run it at full power I don't know if this behaviour exists in stock also I'll test it later but I'm tired right now, is this a bugs or... a feature... Because it seems like an annoying feature if it is because blowing up your engines just because you run them for 5 seconds at full power is annoying at least having them throttle would be nice to stop them exploding. I noticed it a bit while running in atmos mode but a pre-cooler fixed it so I assumed it was the same heating as before but more erratic, now when running it on liquid fuel it overheats which I don't think thats supposed to happen. Also Omega Fusion Reactor is still 1 mill, its fine if you want to keep it that way its just you said you would change it, and it doesn't make much sense in the light of the standard larger fusion reactor being so much cheaper, as I said raising the price of the standard fusion reactor is also a choice which would make sense considering the fuel for it is so cheap and the reactor and the Gas Core Reactor is slightly more expensive so a rise to 500k or somewhere there about would be within reason, then that makes sense that a miniaturized version would be that much more expensive. Then that makes the progression more sensible for the Gas Core, Large Fusion Reactor, AIM and Omega Fusion Reactor Gas core + fuel 260k Large Fusion reactor 500k AIM + fuel "excluding antimatter" 725k Omega Fusion Reactor 1m Just a suggestion.
  12. There seems to be a problem with compressing KAS/Parts/cPort1/part/KAS_CPort1 been on it for like 20 minutes... Oh dw seems like its not working without ATM.
  13. Humm should have copied KSP to my RAM disk before running this only getting 82 - 90% CPU utilization although. Have a 3570k overclocked to 4.6Ghz so not surprisingly my SSD can't keep up. And I managed that overlclock with only 1.22v increased the minimum to 1v because when my computer was idling it would crash because the stock low was to low and when it kicked up the clock it wouldn't up the voltage quickly enough. putting it upto 1v mimum and 1.04v usual idle seems to have stabilized it though... Ehhhhhh I'm only getting 35 - 45% CPU utilization now...
  14. - - - Updated - - - Well there are various ways you could make B9 not so RAM heavy and reduce the part list. Before I knew bac9 was MIA I was hoping for procedural parts doing that you could cut the RAM requirements by 3/5th at least. As you wouldn't have to have models for each of the different sized cargo bays, wings, fuselages etc. Dw I don't expect a maintenance port of B9 to overhaul B9 Aerospace to that degree but it would have been nice, but B9 doesn't really fit the cartoonish athletic of KSP so it will never happen anyway. - - - Updated - - - Just make NuFAR and Deadly re-entry a pre-requisite people will be better off for it anyways. XD
  15. NOOOOO!!! WE CANNOT WAIT!!! XD No but seriously I'm not trying to rush you or anything seriously, But Just under FAR and Editor Extensions this is my must have mods and if even if your looking for a stock like experience Editor extensions and your mod are a must have. You have done a brilliant job even coming up with this concept never mind implementing and maintaining it thank you. And I am glad to know RCS build aid is coming to 1.0.2. This is the last thing I'm waiting for before I will start my Career mode now I know that its coming.
  16. YAY KSPI-E is now doesn't need KSPI-M, My PSU was on the friz and my computer kept retarting so I went and change over the power supply turned on my computer without the screen on and I it seems like it was trying to run a repair on the MRB but because my screen was off I couldn't tell. Anyways meant I had to reinstall EVERYTHING! so I have had to reinstall KSP which means reinstalling all the mods.
  17. hu this was working with 1.0.2 but its not anymore... Ah just a few posts above I saw the P wing maintenance, ALL HAIL Crzyrndm!!!
  18. I know it decreases the usefulness but the by-products from U233/Thorium fissioning are actually U235 and later down the chain you actually generate Protonium and some useful stuff so a reduction in power is actually kinda unrealistic all it does is increase efficiency of fuel. I haven't been sleeping so much so forgive me because it just occurred to me now for example in Molten Salt cores us thing thorim its just fissioned in the process and all fissionable material is used up unlike in current fission which doesn't start as high up the chain so it's far less efficient, so in actuality all you have to do is represent that in that in efficiency my bad and the waste will still be as high it will just be of a different kind with a very longer half life and there for is less dangerous. Everything is fine the way it is... except thorium should produce less actinide produced and be more fuel efficient, not really all that important in game at least.
  19. Also to the Omega Fusion Reactor I don't think it being more expensive than the normal one is bad because of its higher TWR and smaller form but 10x would be to much for me to stomach unless there was an application I couldn't do without it. 1.5x or 2x would be fine as it is un-lockable latter in the game where you are likely to have enough money to be able to pay for that easily, and it is handy being able to have that much energy density in a small place. Tbh if you just increased the price of the large fusion reactor I would have no complains as what makes fusion so expensive is the reactor not the fuel, although Thorium is a little expensive in game as its one of the most common elements on earth. I don't have any argument against Enriched uranium or Uranium-235 being as expensive as it is because its as rear as platinum but if you decreased the price of Thorium it would kind of break the game as it is now. Do you have any plans for a more realist fuel cycle, like using Thorium to increase the efficiency of the reaction etc by using up nuclear waste etc. Edit: I just copied and pasted the stuff I edited my last post into this one so I know that the fuel prices are not your decision. And just to exploit the bug to its fullest I wanted to see if increasing the size would increase the negative but it doesn't
  20. To make sure I wasn't making a mistake with the Gas Core reactor I checked by placing the part and removing the fuel to make sure it wasn't fuel cost which sorry my bad again it is but... Nice way to hack some money into your game, but otherwise a little broken.
  21. And the Gas Core reactor's, also the Omega Fusion reactor like do as you like but it basically makes the Omega Fusion reactor useless as I would proffer just to build a larger ship at the point of where I am spending 10x the price on the smaller less fuel efficient, lower power generating reactor, with admittedly higher TWR but that is somewhat countered by the fact that you would keep the rest of the ship to mostly the same mass. And for the Gas Core, Fusion straight up is better all over and cheaper. Which reality wise makes no sense as a even a Gas core reactor would be less complicated than a fusion reactor, and it doesn't really make sense from a game balancing prospective either so I don't get the reasoning.
  22. As I said I have NO PROBLEM With the antimatter reactor and the Warpdrive being up in the 10's of millions mark, but I have a problem when there is a complete mismatch in pricing, as I said the antimatter ractor is 50k the warp drive is 14 million that is 280x out.
  23. Well considering the cost of antimatter reactors fusion reactors etc excluding the Omega fusion reactor and Gas Core Reactor and Antimatter Imitated Reactor 2 million is way more than any other part. Tbh I'm not so much worried about the price of stuff except maybe the Omega Fusion reactor being 500k - 1.55M its just when everything else is SOOOOO cheap in comparison it makes absoultely no sense for the warp drive to be SOOOO expensive, when your talking about the thing that powers it the antimatter reactor being 50k and the warp drive its self being 14 million that's just plain stupid. If the antimatter reactor were even 500k to 1 million it would make some sense but it being out by a factor of 280 times 50k vs 14 million its just ridiculous.
  24. Just encase the Omega fusion reactor still reactors still shows up as being 1.25m when the its actually 1.875m, and not the KSPI number show it up as being 1.25 m when its actually 1.875 which means when you scale it down to 1.25m it shows up as 0.805m in the KSPI numbers which means the power output is reduced to 122.2MW power output and 293.5 Thermal output. Where as at 1.25m it should be 500MW power output and 1200MW thermal output. I know you probably know this but I just wanted to make sure. Although the Tweekscales and KSPI numbers now match up but when I say its actually 1.875m I mean the model that shows up in the editor and in-flight is 1.875m As I said I'm sure your aware and working on it but I wasn't 100% clear so I thought I would reiterate. Although not being able to scale it down is fixed now so I assume that was what you were talking about. Also why is the Omega fusion reactor so expensive, its more expensive than the full sized reactor at 1,000,000 for the Omega fusion reactor and 100,000 for the normal fusion reactor. Actually taking a closer look at the prices of the reactors there all over the place you have the Antimatter reactor at 50k then the Gas Core Reactor at 1.55 million, which seems a little backwards. Ok looking into it even more. Deuterium/Tritium Radial Cyrostat 1.3 million Helium 3 Radial Cryostat 630k Large Antimatter Containment Device 8.12M Small Antimatter containment drive 1.03M Therium Terraflouride (ThF4) Tank 572k DT Vista Inertial Fusion Engine 490k Alcubierre Drives 1.25 - 11.25 mill 2.5m - 4.5 mill 3.75m - 13.5 mill I get the last three should maybe in the realms of 500k - 2 mill but that's going a little far, I assume you haven't done price balancing yet and some of the old prices are leaking though from KSPI before Career mode. Although I do think some things need a price increase, because KSPI parts should be more expensive than stock by quite a bit and you should have to be smart with how you use reactors and engines as they are complicated prices of hardware which should be recovered / reused, for example I don't actually have a problem with the DT Vista Inertial Fusion Engine being as expensive as it is, its just its completely out of wack with everything else. Edit: sorry my bad in the end if you actually put the fuel parts on they are not that expensive.
  25. Well if its something you could do just by rewriting the .cfg you could use the stock battery model for now and just give them different properties, just as a place holder.Although I would suggest an increase in mass as the stock batteries are still too light, also having the capacitors discharge quickly could also add to your waste heat not something that needs to be implemented but it would be realistic. Also the jump start button when you get the capacitors could work with batteries and capacitors to take charge slowly from the batteries and charge up the capacitor, also a button on the capacitor to charge it or discharge to batteries would be nice if you do end up implementing the capacitors not being able to hold charge well.
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