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giddonah

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  1. Do you mean the Science Laboratory? These reactors don't have Actinides, I'm talking about transferring the EnrU into the reactors and ISF tanks. How do you transfer EnrU? Even if don't use ISF tanks for EnrU and stick with the MF-2 (and the lvl1 engineer), it's an all or nothing proposition. You click transfer fuel, then click on the destination part, and all the fuel gets transferred. What if I wanted to only transfer half of what's in the tank into each of the two reactors? Or transfer anything into or out of IFS Radioactive Fuel Containers? When I try transferring in, it says "selected part can't handle radioactive storage, exiting transfer mode". I see no way to even try to move it out. So far my solution has been to land the ship at the minmus drilling site and connect it to the base with KAS connectors and let newly made EnrU collect in a Whirlijig Nuclear Reprocessor from Ore and transfer it from that to the reactors. But even still, I can only transfer all fuel, wait for more to collect, then fuel up the other reactor. But the ISF tank is useless it seems. Can't transfer into or out of, but EnrU collects in it. It's a mess, but I'm still trying to figure out how all the parts work together. Also trying to figure out Megajoules, because I'm apparently using 27,726% of my available power:
  2. Sorry if this has been answered before. I've been trying to find a solution to this for a few days. I'm still playing 1.3.0 with Interstellar Fuel Switch (via KSPI Extended 1.15.2) and Near Future Electrical 0.9.5. I can mine for EnrU using IFS parts, but how do you then transfer that fuel into a reactor? There's a Level1 engineer on board, which brings up another question. I can click transfer fuel and then click on the reactor to transfer, but is there no way to control how much fuel gets transferred? I was planning on splitting that one tank between the two reactors for example: At first I was just going to use the IFS container, but couldn't transfer fuel into the reactors, so I slapped that MF-2 tank on there to test. I'm guessing there's some code I can copy into the ISF cfg files to make them "handle radioactive storage" but I can't figure out where in the KSPIE files the code lives to copy from. EnrU is EnrU, no? Would love to be able to transfer what I have mined on minmus since that's like $1M in Enriched Uranium I'd rather not put in the reactors in the VAB.
  3. Awesome, thanks. Sorry. I feel like most of my questions are answered with some simple piece of information somewhere that I should have seen.
  4. Actually, I have a much simpler question than all that crap I just wrote. Sorry. The Antimatter Containers cost 0 in the info, but adding them costs like a bazillion dollars. And the smaller two make my ship negative cost. Is there a fix for this?
  5. I've been searching for a while now and I can't believe I can't figure this out. How do you get fusion reactors? I just went back and upgraded some radiators and I think the electric generator in flight, but there's no upgrade for the fission reactors. I have all science except the computer, but screenshots of the tech tree on here show more science to unlock that doesn't show up in my science tree. What am I missing? Much thanks to anyone who can shed some light on how this all works.
  6. Well, If you're staging batteries, you want the first stages to drain first, so you don't eject charged batteries keeping half-charged batteries on your ship.
  7. I did that exact thing. Then I had to send up a rescue for the rescue. #justkspthings That mod looks promising, I'll give that a shot. Or I'll just deal with it. Thanks!!
  8. Do you have electromagnets in any of your currently installed mods?
  9. Try the TAC Fuel Balancer mod. You can set balancing schemes for each resource. I use it to make sure my off-axis fuel tanks are balanced when moving fuels around. I had one tank drain faster than the other once (I transferred fuel to another ship or something), and my ship would end up spinning because the RCS couldn't overcome the mass imbalance.
  10. It's a small inconvenience, but if I couldn't revert, this would be a deal breaker. I set up a rocket with a Remote Guidance Unit, then, add a lander can to rescue kerbals in space. Every time I load this rocket, Jeb can't keep his ass out of the chair. I have to remove him every time I launch, so I have an empty lander can. Also, I have a science ship I'm trying to launch (with way too many reverts due to poor designs). Well, every time I revert to the VAB, all of my kerbals jump ship. I have to click on that tab and make sure there are two in the Lander Can, and 4 in the Hitch Hiker thing. EVERY time. Or else, because there's a RC-L01 in the build, I can launch without any kerbals if I'm not paying attention. How do you save the state of manning? If I put a kerbal in a pod, I want one in there every time I load the ship. If I save a ship without any kerbals, how do I keep them from sneaking in when the ship loads? It's a small annoyance because I can just revert, but it's annoying to have to go back, especially with a difficult launch, and you finally get the ship in orbit to find your kerbal is either there when you want it empty, or empty when you want kerbals in it. Am I nuts? Am I the only one with this issue?
  11. Ah, thanks for the replies. I'll just have to keep an eye on it to see how it stabilizes. I'd really like to calculate exactly what I'll need though.
  12. I'm having a hard time understanding the waste heat side of things. I tried following the tutorial, but there are a few things not defined clearly. Do you ever actually stop waste heat from accumulating? I'm just trying to put up a couple satellites for remote tech. I can do it with solar panels and batteries, but I'd like to learn how the generators work. It seems like all my ships are time bombs. Is there a good explanation somewhere of how to calculate all this? The parts aren't listed by sq. cm., they all give temp/MW ratings...
  13. Dammit, I looked at those pages for ever without seeing that. Thanks!!
  14. Is there a list somewhere of each body's SOI? I'm placing satellites and I'd like to know how high an orbit I can maintain around kerbin without being affected by Mun. I'd also like to place some in the highest orbit around Kerbin and not float off into space. I realize I can just play with it and figure it out, but if someone's already figured this out, not much point. Also, it would help a lot with intercepting other planets and moons for exploration. There has to be an easy way of documenting this, but I can't find it anywhere.
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