Jump to content

WaveFunctionP

Members
  • Posts

    863
  • Joined

  • Last visited

Everything posted by WaveFunctionP

  1. Here you go. It uses a rescaled version of the 1.25m ATTILA. I suspect that the .625 model is bugged. But I'm just learning how things work in ksp. So I don't really know for sure. I did play around with the nodes and scaling to no effect. Maybe a collision mesh problem? Patch file for .625m ATTILA
  2. I've been messing with it, it doesn't appear to be working. Messing with config files and looking at the code right now. edit: Config files aren't even in the repo. edit: Changed the model and node configuration to the 1.25 version, it's working now.
  3. Stock-like means the art style and relative power. The arts style being a sort of cute, mildly steampunk, rough/dirty/used texture, and a specific color palette. Opposite descriptions might include the words; clean, sexy, futuristic, sharp or realistic. The relative power means that the size progression matches the increases of effectiveness of parts as a function of size/weight.
  4. Maybe try deactivating the engine? A look at the power readout wouldn't hurt either.
  5. Ah, yes, the power as it pertains to thermal nozzles refers to thermal power I believe, which is an attribute of reactor type, mode, and upgrade level, or the power converted by microwave thermal receivers.
  6. https://github.com/FractalUK/KSPInterstellar/wiki/Thermal-Rocket-Nozzle-and-Thermal-Turbojet
  7. I'll drop a lower stage sub orbital if I can afford to. I deorbit most things that I can when I'm done with them. I also keep my debris slider low, at like 25. I'll also recover/terminate when I feel like doing a little house cleaning. Basicly, I try to be realistic about it, but I'm not super serious with it. I do it when it makes the game more fun for me to do so. I have a similar philosophy about satellite constellations. I'll launch and setup their obits fairly well, but I'll hyperedit to simulate automated corrections onboard the crafts.
  8. So much work, I wouldn't even bother if I had to do all that. I didn't start interplanetary travel until I could make a single ship to do the whole mission. As for what I'm doing today, I came back to Jool and placed an antimatter farm. Doing orbital manuvers right now to optimize my orbit in the van allen belt.
  9. http://en.wikipedia.org/wiki/64-bit_computing#32-bit_vs_64-bit 64 bit isn't that big of a deal performance wise under most applications, it's the address space. 32bit already handles 64 bit length floats, and internal and external busses are larger than 32bits, even on 32 bit systems, so operating on 64 bits of data on a 32 bit machine doesn't mean it will always take twice as many clock cycles as a 64 bit machine. Modern cpus use all sorts of tricks to handle a variety of data, including double floats, quite efficiently.
  10. The problem with he-3 is that it doesn't generate in the background and the halflife of tritium is 12 years. Getting a sizable supply would mean a large amount of tritium, and a lot of time warping.
  11. Ofcourse it would be the obvious. Doh! Didn't realize that it used he-3. I've never bothered with that particular reactor because of the antimatter requirement. By the time I could get antimatter, fusion reactors were upgraded enough to do everything that needed doing.
  12. Try using a thermal generator, and see if it still quits. There's a known bug with direct drive generators, but it was concerning transmitters. This may be a similar issue. Let us know if it works or not. I've had a similar setup running on the launch pad for a while now with no problems, but I'd have to edit a save to try and duplicate your setup.
  13. You'll love this mod, I bet. http://forum.kerbalspaceprogram.com/threads/24593-WIP-RLA-Stockalike-0-9-4-released-27th-November
  14. You can unlock the whole tree inside of kerbin's soi, I believe. And Duna is a short hop away if you need a bit more. All of that can be accomplished fairly easily with the stock game. KSPI is more about making those longer interplanetary missions easier. Indeed, I was able to do single stage interplanetary missions before I completed the tree. Once you unlock fusion and the vista engine, you pretty much forget about the LV engines, or really any standard rockets. You can shutdown your reactor before transfers( its like 3 days? I don't use fission much), and/or bring along extra fuel or an isru to to refill your resources as you need them.
  15. Assuming that you aren't overheating, you may not be generating enough power. You are using a direct drive generator? Looks like you are exceeding it's power generation capabilities. Your charged particles are at 0. You can combine another generator in ktec mode to provide more power. The vista is not a thermal engine, it does not need to be connected directly to a reactor.
  16. You have no tritium in the reactor. Transfer some from the vista to the reactor, as it has a small supply. Enable tritium breeding, this will consume lithium and create tritium slightly faster than the reactor consumes it. When traveling with a vista engine, always keep a look out on your tritium supply. As it can consume tritium (and deuterium) quite fast and steal it from the reactor's supply at a rate faster than breeding creates it.
  17. I think I'm an idiot. Try adding: isDeployable = false To each MODULE in that .cfg. If it works, it's a hack at best. The radiators should work as KSPI radiators, whether they are deployed or not. Let me know if it works, I'll update the .cfg upload.
  18. The module that defines the radiators appears to reverence the animation for the module to determine if it is deployed, and indeed if it is even present on the vessel. I'm afraid that I don't believe anything can be done without rewriting the code for the module. Possibly by redefining radiator potential dissipation as a resource to make it more compatible as a module for other parts. I'm not entirely sure, my programming is weak at best.
  19. Most of my spacecraft are single stage now with interstellar, even without using beamed power. I make most of them capable of both powered take off and landing. With or without parachute assist. This tends to make them all look like landing craft. I try to make them look nice though, but I'm mostly stuck around a similar design. I would like to make a large cruiser type spacecraft capable of vtol, but it adds so much weight and/or complexity to the design without precision building tools and flight/stability controls.
  20. Test Flight of Atlantis. It went well. Trip to Jool and back. Warp makes for some very interesting orbital maneuvers. Learning a lot of tricks.
  21. EDIT: THIS DOES NOT WORK AS IS. You must add "isDeployable = false" to each module entry. This will make it work, but the radiators will work whether they are deployed or not. Only very, very roughly balanced. Better in some ways than the kspi radiators, but I didn't follow kspi power curve, so it is muted somewhat. I don't know how big those raditators are compared to kspi radiators, so I have no idea if the values make sense. It certainly doesn't follow the watts scaling listed for the NFP radiators, which it doesn't even seem to follow, really. Hopefully it works without issue. I can't guarantee that it will, or that I will be able to make it work if this doesn't do it. Download the Module Manager .cfg file here.
  22. I think 110 GW may be a bit too much network power. Hmm, now I'm getting 220 GW. I wonder what the max I have in orbit is.
  23. Oh, I see what is happening. It says power CONVECTED, not connected. Convection doesn't happen in space, so it should read 0.
×
×
  • Create New...