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Donziboy2

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Everything posted by Donziboy2

  1. Already deleted the relevant FAR patch code, deleted the B9 file and don't have SETI, yet still getting nerfed jets. edit... found it.
  2. Can someone please tell me how to denerf the damn jet engines.... I deleted the relevant bits from the FAR config yet the damn things are still getting nerfed, if I deleted the whole FAR folder the engines are no longer nerfed when I start the game.
  3. Thats the way KSP works. The amount of a resource per tick increases with time warp, if you don't have a large enough reserve then the tick drains more then you can replace and you run out.
  4. Between EL and MKS my current game is pretty much void of pilots and scientists.......
  5. OMFG that should be stock!!!!! That looks so awesome
  6. Just an FYI Roverdude, you may want to add this thread to your catalog list;)
  7. Whatever is in the fairing is wobbling alot from the looks of it........
  8. This was also the case for me thanks Hupherius It actually broke my TAC Life Support, I installed both MFT and Tac at the same time and none of the modules had any life support in them.
  9. This may help, it does not actually go to zero when you start the warp drive, it does so once you start to move the throttle and warp drive starts moving the craft.
  10. Leave Kerbins SOI and go to the Suns SOI then come back.
  11. The only ones we share in common are the Karbonite, Karbonite Plus and Ward Drive. USI, TAC Life, TAC Fuel, FAR, Mechjeb I have managed to continue playing my save, I tend to not fly in any of the SOI's for very long and I usually stop warping just short of the planets SOI and do most of my orbit repair there then let my craft fall into the SOI and finish my burns. I have mostly just stuck around kerbin snatching the roids for K+.
  12. What mods do you have installed Shimitty, I have this problem to but so far I have been unable to locate the offending mod.
  13. The drills seem to have a range limit that may be a little low not sure. Also I have to mining craft on 1 asteroid and when I anchored the second one I noticed I could not use its excavator. Also when the asteroid is depleted the mining lasers cant be disabled, they aren't on but the button to turn them off does not change from showing them enabled. The same happens for the excavator.
  14. Nope, I have found that if I have enough solar panels or a reactor that puts out 2k+ EC/s I can make it go to 1EM/s. I can activate an NFT reactor and once it gets past about 1.5k EC/s that EM/s will jump from like 0.18 to 1. I think Fractal_UK ran into something similar early on, its why he uses his own power resources.
  15. Charging the warp drive with EC's works pretty well for KSPI..... I do think it charges way to fast and there seems to be a bug most likely game related that once you pass a few thousand EC/s point it just jumps to 1EM/s charging. I dont see a need to tie it down by forcing a Karborundum dependency for charging. This will only slow or annoy players but eventually they will reach a point where they have so much Karborundum they wont care.
  16. Its me again:) Just looking at the ISRU, I noticed the mass of my craft was going up pretty fast when converting water to LFO. At present it converts 2 units of water into 0.9 units Liquid Fuel and 1.1 units Oxidizer. This would be all well and good if both had the same mass. Water is 1kg per unit, Liquid Fuel is 5kg per unit and Oxidizer is 5kg per unit. So basically you take 2kg and make 10kg Current code. MODULE { name = REGO_ModuleResourceConverter StartActionName = Start H2O->LFO StopActionName = Stop H2O->LFO RecipeInputs = ElectricCharge,10,Water,2 RecipeOutputs = LiquidFuel,0.9,false,Oxidizer,1.1,false Proposed change for conservation of mass. MODULE { name = REGO_ModuleResourceConverter StartActionName = Start H2O->LFO StopActionName = Stop H2O->LFO RecipeInputs = ElectricCharge,10,Water,2 RecipeOutputs = LiquidFuel,0.18,false,Oxidizer,0.22,false There should probably be some losses but ill leave that up to you guys to discuss.
  17. So far I have been unable to reproduce it with just Regolith and the Warp drive installed on a clean KSP :/ Its not the first time it happened to a craft so I was hoping it was something the could be reproduced easily....
  18. Turn off the exotic matter creator after you are done filling the tank or it will constantly suck 10k EC and things will go boom.
  19. Lemme set up a clean build with just Regolith and Warp Drive installed, so I can give you more info and maybe an easy way to recreate it.
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