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Hughesdylan

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Everything posted by Hughesdylan

  1. Just out of curiosity here. I love this mod, but now all it shows is "problem loading scenario contrats". 1. Bigass mod pack 2. Started career. 3. Realised that i accidentlaly left B9_Depriciated in the folder and removed it 4. Error as above. can i reset things without restarting? Other ideas? Thanks.
  2. DOH, you are my hero Red. I did read back but i totally missed this post. Ill give it a try! Edit: Totally worked, Total time to complete processing went from 16 minutes to 1. Amazing.
  3. Just to jump on Saab's bandwagon here, i am also experiencing this issue. i have a very fast SSD, 600+megs a second on large loads, and 32 gigs of ram. KSP generally loads very very quickly, but after adding in the new B9 pack and the newest version of MM, it races to the end (same) but then STOPS DEAD for about 15 min on "before" and "After".
  4. Heya, Is anyone else having trouble with the UnStor hubs just...falling apart on re-entry? And not even fast re-entry mind. Like, splashing down at 5m/s or opening parachutes? Things just sort of disconnect. Or perhaps i'm just doing it wrong haha. Just because i believe in pics or it didnt happen: http://steamcommunity.com/sharedfiles/filedetails/?id=309288154 This is the design that breaks. I've tried it with and without the clamps, same result. I'm hoping that i'm just being really stupid and missing something. Thanks!
  5. WaveFunctionP, i seem to be having a bug with this where the interface will show up, but you can't actually check the box? It doesn't stay toggled on. It clicks, but doesn't actually activate?
  6. Yes! thank you! Anyone who knows trek knows that these use plasma to generate thrust. Granted, they dont shoot it out the back, but still. The method of operation is remarkably similar. Plasmas in KSPI can generate quite a huge amount of thrust also, if you can supply the energy. We even have the same type of reactor system, matter/antimatter. They are exactly the same kind of thing that the plasma engine is here, Fusion power, generating plasma, accelerating that plasma via coils to very high speed, generating thrust. Correct me here if i'm wrong about this. Whoh whoh whoh! Sorry man, i should have been more specific. I meant make them dangerous as a game play consideration. I didn't intend to imply that the actual power plants are somehow inherently less good than other systems. I was mainly thinking about using them in my off planet Kolony using the MKS mod. Building it off planet would reduce the ...silliness of launching one. It would also make a really neat "refueling and processing" base kind of concept.
  7. I'm honestly starting to suspect that this might be a bug. It appears to work correctly when you have a generator and reactor on board, but without that it doesn't seem to accept power correctly i have a network with so much power i could FTL without the warpdrive basically, for instance, and i see almost no power at the pad. I never saw that before since i nearly always have some sort of reactor.
  8. I strongly suggest you keep trying I understand the frustration though, trust me. almost all the time when i feel frustrated though it turns out i was just doing something goofy i shouldn't have. Whats your total network power? You do need quite a lot of power to make this work. What size of thermal receiver are you using? Small? Large?
  9. OK so correct me where i'm wrong here but, isnt that exactly what's already in KSPI? Your describing exactly the plasma thruster. It uses fuel at first, true, but later it can push directly on the interstellar vacuum. See: https://github.com/FractalUK/KSPInterstellar/wiki/Plasma-Engine Relevant quote: "The others are in between in the order they are listed above. When upgraded, the plasma engine is capable of pushing against the quantum vacuum itself to provide thrust. This mode only functions while not in an atmosphere and has the same performance as liquid fuel. However, while in this mode it requires only electricity and no fuel whatsoever." Are you directly at ground level on kerbin? Because Microwave Receivers are really badly impacted by atmosphere, See:https://github.com/FractalUK/KSPInterstellar/wiki/Microwave-Power-Transceivers#receiving-power. Try from space? I have a question on the H3 front, I would like to add H3 mining to either the Mun or Minmus. if i add an entry to the planetaryresourcedef.cfg file (or make a new one in my own mod folder with the same name?) and then make a perlin noise resource.png for minmus, would that add things in? or is the ISRU refinery hardcoded? If that's the case i'll just use the Kethane drill system, but i would much rather use KSPI's Derp! For those who are like me and wanted to know, fractal already did an excellent job explaining this here:http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-(ORS)-Mod-Resource-API-version-1-1-0 Also, can we get a set of less efficient, or perhaps dangerous CANDU reactors? Those use heavy water for their moderator, and thus have a very high flux of Tritium that could be (pretty sure) extracted. Like, less good on the reactor front, consumes heavy water to produce tritium. Citation:http://en.wikipedia.org/wiki/CANDU#Tritium_emissions Another idea would be using Deuterium and Oxidizer to produce heavy water in the same way, or perhaps using Electrolysis of Water, and then reacting that water with Deuterium (so, consume water and deut, produces Oxidizer?) to form heavy water. Some of IRL heavy water is made in this way.
  10. It's my understanding that once you have a game file, and have loaded a tree with treeloader, it puts that in the save file. So, pretty sure, at that point you dont actually need KSPI or Treeloader anymore? Edit: Yeah i just looked. it copies a Tree.cfg into your save file.
  11. I'm pretty noobish about modding here, its just stuff i've messed around with on my own, and i certainly dont want to hijack this thread. I re-used a couple of SQUAD's textures and models. Are those ok to share i wonder?
  12. Like i said, i think its both. You can use treeloader to manually load the "Interstellar" or the one i use is that combo of someone and interstellar even without KSPI installed (pretty sure). KSPI does come with its own tree.cfg though. Dunno how that would effect a currently running game though. At worst, you can just copy over the tech tree listed in your save file with whatever tree you want.
  13. Wow, holy crap alright haha. It's my understanding that you dont even need KSPI to use the tech tree? Pretty sure treeloader does that all on its own. You could delete the whole folder and it shouldn't hurt anything. Or just the parts folder from within KSPI. That said, the "tree.cfg" file is directly in /warplugin/ if you wanted to move that somewhere else
  14. Heh, thats why i made the Bridge Diode for my own game in the above post. It converts 1000EC to 1MJ, although fairly slowly. If you wanted you probably could do something similar in your game. That way you could use Solars to power your lab. In base KSPI though it's my understanding that the answer is no.
  15. if your running out of ram with KSP i strongly suggest you start with this plugin first before deleting folders:http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!
  16. Great, thanks man. I appreciate the fast response. I made an inline unmanned MJ to AM forge. I'm having it cost 4.32PJ for the same amount. Something along the lines of "since kerbals arent supervising, the efficiency is only 10% of the research lab". My math sucks though so i wanted to make sure i didn't slip a digit somewhere. For anyone whos interested, here are the two things I've created so far. Both are dependent on both KSPI and TAC. In my game i just reused the battery pack for the Bridge, and the Advanced SAS ring for the LEAR. I might make the LEAR .01% the research lab given how absolutely tiny the collider ring in this would have to be. Antimatter Forge: PART { // --- general parameters --- name = LEAR module = Part author = Skullpanda mesh = model.mu scale = 1 rescaleFactor = 1 // --- asset parameters --- scale = 1 rescaleFactor = 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0, 0.1990267, 0, 0.0, 1.0, 0.0 node_stack_bottom = 0, -0.1990267, 0, 0.0, 1.0, 0.0 // --- editor parameters --- TechRequired = electronics entryCost = 6000 cost = 1000 category = Utility subcategory = 0 title = Low Energy Antiproton Ring manufacturer = Skullpanda Industrial Coop description = Utilizing lasers, millimetre thin gold foil, and fairy dust, this process creates minuscule amounts of AntiHydrogen. Without the supervision of Kerbals the process is only .1% as efficient as the science lab. The end result is an efficiency of only .05% // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 RESOURCE { name = Megajoules amount = 0 maxAmount = 1 } // --- resource parameters --- MODULE { name = TacGenericConverter converterName = Antimatter Forge (MJ to AM) // Number of units to convert per day (24 hours) conversionRate = 1 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = Megajoules, 4320000000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Antimatter, 24, false } // --- resource parameters --- } And another module that converts between MJ and EC. it only has 90% efficiency though. PART { // --- general parameters --- name = Bridge_Diode module = Part author = Skullpanda mesh = model.mu scale = 1 rescaleFactor = 1 // --- asset parameters --- scale = 1 rescaleFactor = 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 // --- editor parameters --- TechRequired = electronics entryCost = 6000 cost = 1000 category = Utility subcategory = 0 title = Bridge Diode manufacturer = Skullpanda Industrial Coop description = Definitely not the mangled remains of a battery found in a ditch! Very Possibly not attached with superglue and hope! Probably not 99% likely to cause total protonic reversal! Slowly converts between EC and MJ. Due to the very experimental (and definitly not broken!) method of conversion, this process is only 90% efficient. // --- standard part parameters --- mass = 5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 RESOURCE { name = ElectricCharge amount = 0 maxAmount = 1000 } RESOURCE { name = Megajoules amount = 0 maxAmount = 1 } // --- resource parameters --- MODULE { name = TacGenericConverter converterName = Inverter (EC to MJ) // Number of units to convert per day (24 hours) conversionRate = 2400 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Megajoules, 0.9, false } // --- resource parameters --- MODULE { name = TacGenericConverter converterName = Rectifier (MJ to EC) // Number of units to convert per day (24 hours) conversionRate = 2400 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = Megajoules, 1 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = ElectricCharge, 900, false } }
  17. I'm creating some conversion modules for my own use, and if you guys don't mind please check my math? I want to make sure i get my units right so that i don't end up making something cheatsy. The science lab converts 5GJ into 24mg/day of antimatter. I assume that's 5GJ/second? So the total MJ cost for that 24mg of antimatter is 24X60X60X5000 or 432 million MJ or 432 TJ?
  18. I humbly suggest some sort of life support Waste product to food farm module. Even if it only had like 50% efficiency and weighed 50tons, it would still be very welcome. the only thing that TAC doesn't have for Recycling is food, which is disappointing.
  19. By self sufficient i assume you mean by grabbing more Deuterium from oceans? Is there an easy way to accomplish this besides using say a station and lifter craft? If that's not what you meant, or if there's another way to make these self sufficient i would be glad to hear it.
  20. Very much appreciate the fast response. This community never ceases to amaze me. On a related question, tritium breeding. 1. Is there a downside to enabling tritium breeding? 2. Is it possible with fusion generators only to gain more tritium than you are burning? or should fusion craft carry a small fission engine for this purpose? Thanks! :edit: Insofar as question 2 is concerned, for anyone interested. Yes. Yes you can. Strap some extra D2 to your rig, then some lithium, and a spare tank for the tritium to go into. Enable breeding, and time acellerate. You'll gain a fair chunk of extra tritium per day (~1 unit per day i think?).
  21. Apologies if this has been asked before, but how does one go about generating Helium-3 for efficient fusion electrical generation?
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