Donziboy2
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
If this keeps up I will need a vacation from my vacation..... So I launched a small warp ship to survey roids and take K+ if I found any. Well found a rock got some K+ and decided to head back to Kerbin to drop off the load. Soon as I hit Kerbins SOI I get a NaN error in logs and while I have the warp drive active or every time I activate it, it puts my Orbital Velocity to 0 and throws more errors at me.... Logs KSP.log output_log.txt -
Roverdude, Can you explain a little more how Regolith sets up resources on asteroids. I thought it gave % values based on the actual mass of the roid but it seems not to, since I get far more resources from them then i expected to. Also the mass seems to increase as you mine it. I also had 1 roid that seemed to not have any more resources so I repositioned my craft to move the rock and the mass increased and it had more resources to mine....
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Bah this game really annoys me, found a K+ asteroid with about 1k units, started mining. Quicksaved and jumped to another craft, then jumped back and the damn warp drive activated and blew up the fing roid....... It has been used but I have not staged it so ........ Figured out a work around, I went into the quicksave and changed the Warpdrive from not staged to staged, for some reason if it wasn't staged before you saved it stages when you reload it..... -
I noticed the KW Rocketry 5m parts were missing MFT so here it is. @PART[KW5mtankL05] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 7680 type = Default } } @PART[KW5mtankL1_5] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 23040 type = Default } } @PART[KW5mtankL3_5] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 53760 type = Default } } @PART[KWFuelAdapter5x2] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 7027.64 type = Default } } @PART[KWFuelAdapter5x3] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 5296.398 type = Default } }
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Will give it a try in the morning, been having issues keeping my craft together for a voyage to Eeloo, after 3 designs and 2 dozen attempts at different speeds I called it quits for a while. Sadly I think Unity is the main cause and its not something that will get fixed soon if ever. -
Ive been playing with the idea of splitting water to make LiquidHydrogen. From what I can gather the hydrogen from water is only about 11.2% of H2O's total mass. I went ahead and whipped this module up for the ISRU. Water = 1kg/unit = 0.28 units LiquidHydrogen and 629ish units Oxygen. LiquidHydrogen = 0.4kg/unit Oxygen = 0.00141kg/unit MODULE { name = REGO_ModuleResourceConverter StartActionName = Start H2O->LqH StopActionName = Stop H2O->LqH RecipeInputs = ElectricCharge,10,Water,2 RecipeOutputs = LiquidHydrogen,0.56,false,Oxygen,1259,true } Setting the second output true from false will allow the converter to run even after the Oxygen is full, it will not stop until it runs out of water or fills the Liquid Hydrogen. Thoughts?
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Roverdude, can you give us a breakdown on the endgame use for Karborundum? Other then driving myself nuts trying to build an EVE SSTO and after probably 70 hours of design work deciding that its not worth the effort then going to Eeloo only to find it has no Karbonite to refuel with.... So other then a few fancy engines (there are tons of fancy engines ingame already) what is it good for? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
RoverDude, I noticed the drive does not use Exotic Matter when enabled but the throttle is zero. Shouldn't there be some fuel usage? Also is it possible to use the xenon thrusters separately? Would reduce the need for extra engines on lighter low part craft.... -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Hmm good timing I need to do a Karborundum hunting trip to Eeloo Also do you have an OMFG scaled version for this? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Hyperedit is like playing Russian Roulette, sooner or later your craft/game gets the bullet. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Instead of a hard limit can you make the engine burn excessive amounts of fuel the closer to the planet it gets? 500km fuel usage = 1 100km fuel usage = 100 -
[1.12.x] Freight Transport Technologies [v0.6.0]
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Roverdude, any plans to add metal to the Kontainer mk II? I use EL alot and having to haul Ore which will loose alot of mass refining to metal at my build stations its pretty wasteful.... -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Donziboy2 replied to Stevie_D's topic in KSP1 Mod Releases
Much sadness discovered after building a 2.5kT Minmus ore miner only to find the engines doing this to me Using the Stock KSP Version and latest version of Firespitter. NullReferenceException: Object reference not set to an instance of an object at FXModuleAnimateThrottle.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 at Part.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) -
[1.12.x] Freight Transport Technologies [v0.6.0]
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Been awol a while figured I would say hello and drop a little something. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Donziboy2 replied to RoverDude's topic in KSP1 Mod Releases
Only if the prop is variable. -
From the 2HP to over 500HP motors I have seen, they have very similar torque curves. The Tesla curve at the beginning is more likely caused by traction control and inverter acceleration limiting then anything else, if you apply near instant torque to most things they tend to break unless they are made for it. You could destroy a racing rear end made for a 2000HP V8 with a 500HP electric motor because of the near instant torque.
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Wrong..... I have never seen an induction motor with such a poor torque curve. Granted most of the motors I work with are for Locomotives, Trains and Streetcars. If you apply a fixed voltage to an induction motor to say a locomotive. The torque output will be constant up to the motors saturation region for that voltage and speed. I will send you some links to PDF's with proper torque curves.