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KSP2 Release Notes
Everything posted by WaveFunctionP
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You need a compiler installer on your system. Fractal's github account is a bit annoying to get setup to compile, since he doesn't include all the files required to setup a project in an proper development environment out of the box. I'll see about fixing those problem on my experimental version if anyone wants to use the updates until fractal gets around to updating.
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Some reactors produce a portion of their power as charged particles. A generator set to direct conversion must be used to convert this output to MJ. I'll be covering this in my next video. This is why two generators is useful, one for charged particle output and one for the thermal power output. I no longer have the craft files for the Prometheus. It ended up being 3 3.75 fusion reactors, with 3 thermal nozzles, 2 vista engines under side mounted tanks, ISRUs connecting them all together, small tanks underneath the vistas to keep them from overheating, and another above the center fusion reactor to balance fuel transfer, and ensure that the ISRU's output their fuel properly, topped off with a command module and mobile science lab, and science lab for kicks, parachutes for atmo landings, landing gear and enough reaction wheels to turn the beast.
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First, the the author provides the mod as is. He doesn't get paid to make this software. Secondly, no one here has the unfortunately job to wait on your every question. And lastly, just like all other science data, the results windows will how you how much data it contains. And the transmitter tells you how much and how fast it will send data and as a result how fast it will drain electric charge.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
WaveFunctionP replied to rbray89's topic in KSP1 Mod Releases
I have one small request, rbray89. Can you include a last updated date in the thread title. Keeping track of version numbers is difficult with many mods. I tend to do an update sweep and update anything that has been updated since a certain date, and being able to scan the title for updates is very useful. Love the mod, It is an essential mod on my main saves. -
Any of the nuclear fuel tanks can store depleted fuels. Since it appears you are using UF4 mode, and you have no actinides built up yet, when you get ready to refuel, just dock a ship with a UF4 tank and reprocess the fuels. The deleted fuels will go into the tank, and can top off whatever amount of UF4 is needed with the tank. You can then undock the refueler, and recover or destroy it, as there is no use for depleted fuels.
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Days are calculated as 86400 seconds in KSPI, and it is used all over the place. They didn't change the seconds for kerbal days, so changing those calculations would mean a lot of if statements. I wouldn't bet that it would be a high priority bug. This behavior you describe is similar to stock engine behavior. Sometimes you are trading part count for efficiency.
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What matters is EC capacity for starting fusion reactors. You need enough to start the reaction for a couple of frames, then the output should sustain itself. I find that adding a single 2.5m stackable battery is enough, depending on how much capacity you have from other parts, two would be more than enough.
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The receiver is best used in when not at long interplanetary distances or if not a lot of power is needed at those distances. It is lighter and easier to fit onto a ship in multiple directions for good coverage angles. The array is best used for transmitting and relaying, since size does not matter when doing those things. The deployable array is best used to get larger amounts of power at longer distances.