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Bignumbers

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Everything posted by Bignumbers

  1. Gravitational wave observatory (Laser Interferometer Gravitational wave Observatory) Neutrino detector Deep core drilling (I also wouldn't mind an extra large drilling rig for just ore, something not radially mounted.) Giant radio telescope perhaps? THE SLAB A very large NMRI. There is a mod that goes into more depth on the science (repeat experiments under different conditions) that I think would pair well, but I don't remember what the name of it is... How about a giant size mixed used science lab and habitat? Hold more data, and carry along a whole team with you! If you do decide to do that, it would be nice to have it convert data much faster then the stock module, also would be nice to have a big antenna to transmit the science faster as well.
  2. What if you tried making it so that it produces a dummy resource that gets stored within the engine as a container, and is consumed by it as a fuel? There are engines from other mods that do things like produce monopropellant when they run. So I wonder if it could just be made to produce as much fuel as it uses when it runs. **It does indeed work. I grabbed the alternator module from the stock jet engine and made it output the fuel it uses. It's a bit goofy because those show up in the VAB description pop-up but hey it works!
  3. Thought so. So this mod currently doesn't work with community tech tree, but all you have to do is change the tech required line to "TechRequired = advElectrics" and everything works fine.
  4. I checked Eve's surface to make sure it was working properly. It did report a value, so it appears to be working as intended in that regard. But my concern isn't really about the surface, but exospheric karborundum and the giant collector dish.
  5. Ok, so that explains why that guy couldn't find karbonite. What about Karborundum, which is what I was looking for? I was under the impression that the places to find it were close to the sun, Eve, and Eeloo. The scanner found no trace at any of the three locations.
  6. I have a craft with an SMS in one of the universal storage wedges that after deploying for use would not retract when I used the interface window from clicking on it. This occurred once before with another craft but the problem eventually went away. I don't know what the common factors between the two events were.
  7. Quoting this because I am having the exact same issues. The giant collector dish does not collect anywhere I go, I used hyper edit to place myself in places where it should work and all I get is the same message "nothing to collect here." I used hyper edit to put myself so close to the sun that the craft exploded after about a minute and same message. Any altitude above Eeloo, as well as Eve also does not produce results. Somethings broken with both of the particle collectors.
  8. Anyone else having issues getting the soil moisture sensor to retract?
  9. Ok, so alt and < or > works to go between a maximum of 4 times warp while under acceleration, which having been away from KSP since .25 was a new thing to me, but yet still nothing I do will change the time acceleration rate to allow higher physics warping. Also clicking on the arrows on the top left to initiate warp while throttled up now shuts off my engines. But I suspect that may just be a new KSP feature. I think I may have genuinely found a bug or some sort of mod conflict. Would my log file help? What is the directory location for that? **I have no idea what I did but it works now. Thanks for bearing with me.
  10. Ya, that's exactly what I did... It will let me change the warp rate but it absolutely refuses to let me warp while accelerating no matter what configuration I have. I have no idea what could possibly be wrong.
  11. That seems like a pretty clever solution. What if it was spawned as a flag? Those don't seem to get any physics calculations associated with them, and the "base" would just be one single "part" with functionality like EPL.
  12. Is there something wrong with the ATTILA engines? They really seem to like to gobble up fuel in a blink.
  13. Is there a users guide for this? I just got it and I just can not figure out how to make it work.
  14. Logs as in crash logs or something else? I have not suffered any crash as a result of this so I don't think the ones I have would help. I will try to get screenshots for you soon.
  15. I am having an issue with the anomaly scanner on an anomaly scan contract. I got a contract for scanning Rockarch01 on the mun and when I try to take a measurement with the BTDT anomaly scanner it repeatedly tells me that there is no signal detected. I have tried activating it both on the surface and after doing a little hop so it was "in space" but so far nothing has worked. Any way I can force it to completion?
  16. Any possibility to get critter crawlers of different sizes? The current one does not take to rescaling well.
  17. Are the contracts to conduct surveys on asteroids always given a time limit to completion of ~3 years? I have never been able to get enough dV out of the Kerbin SOI to complete within time frame.
  18. Have you been able to set static objects externally and have them function without issue? If you can then what about integrating an in-game command to execute an external process?
  19. Back in 0.25 I picked up EPL after becoming aware of its existence in searching for a mod that did just that. I put in a bunch of effort getting the massive, and horribly ugly at the time, EPL parts set up, then followed by a bunch of other missions just to get the resource chain set up. It took me about a week to do this and once everything was in place I linked the whole thing together with KAS so I could supply my own rocket parts on site. At first everything went smooth, my resources were building up in preparation for my first rocket launch originating from minmus but then for some reason my launch pad vanished. I looked around for it thinking it may have slid somewhere but it was gone, so I went to retrieve a utility rover I would need to get a new one in place from another base. When I got close enough for the physics on each ship to come into play again the entire base began shaking, then Kraken'd so hard it corrupted my save file. So, for me, the big appeal of something like this is that it achieves the same thing but in a far more light weight packaging. As far as I know, the buildings don't need any physics simulation so it's less of a strain on the system, so less chance of invoking the Kraken because your resource chain necessitates a dozen ships on site. If I were making this, I would make a cargo module of sorts that you ship a couple to the off planet site you want. Once you have enough within a certain radius they and the ships they are on get gobbled up to "build" the base. As far as keeping immersion, if it is at all possible what I would do is make a custom building where the model looks to have elements of industry on it. Like perhaps a shaft that looks like it goes down to a mine, or a smelter and what looks like a metal working plant. I don't know how much work is involved in making new buildings, but if I could that's what I would do.
  20. This is amazing, I hope you figure out the bugs in making off Kerbin bases soon!
  21. I went back to take a closer look given what you said and apparently I had forgotten you had to be in space to be able to select quantum vacuum. Thanks for keeping this mod alive! I had also came back to ask another question. Does tweaking the anti matter collector size affect its collection rate given all other parameters are equal?
  22. Did quantum vacuum get removed as an option from the plasma thruster? I really liked those
  23. That is what I have been trying to do lately, though the big problem I always run into is that the wheels keep snapping off under the weight of the reactors. Could you put up a picture of what you have been using? I noticed the same thing, and as I had mentioned a page ago the same thing happened with the 3.75 nuke. Glad to know it's not just me...
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