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RoverDude

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Everything posted by RoverDude

  1. [quote name='Profit-']No, the heat factors are too different. Stock heating is supposed to handle things like warmth from inside by kerbal activities, the KSPI-E heat system is designed to dissipate the heat of gigawatts of power generation.[/QUOTE] Actually... the stock core heat system can support whatever you want to toss at it ;) It was made extensible specifically for things like nuke reactors, etc. and has a load of dials, config options, and hooks exposed for modders.
  2. You know... My very first mod was a reconfigured RCS tank. So while this is not the mod for me, let's take it easy on the guy. To the OP: For what you're trying to do, Module Manager is indeed your friend as already noted. And have some rep for giving this a shot :)
  3. [SIZE=5][B][COLOR=#FF0000]0.1.7.0 IS UP[/COLOR][/B][/SIZE] 0.1.7 - 2015.11.19 ------------------ Pushed version number up a bit due to some version number shenanigans Adjusted mass of Nom-O-Matic 5000 (thanks mhoram!) Corrected various part costs (thanks fat-lobyte!) Fixed an issue where returned Kerbals were remaining tourists [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Minor addendum - if you have Kerbals that should not be tourists, just remove the 'trait = Tourist' line from the persistence file and it will reset to their correct trait automagically.
  4. FYI I'll be working on this this week and sorting the permanent tourist bug. Patience and all that, please.
  5. [quote name='lynwoodm']I'm not sure what I am doing wrong here, but the textures disappear when I put this in your USI folder. I currently have Reactors and Kontainers. Before I put this in the folder, I had textures on Reactors, after USI-S. I get white parts for both Reactors and Survivability while Kontainers still have textures. If this has been addressed, I do apologize for the repeat of an issue that's been addressed, but I haven't used the mods before and there's way to many pages of posts to narrow down to what I need to know in order to fix it. Do I need the entire USI collection in order for just these mod's textures to work?[/QUOTE] Install issue or mod conflict. The whole collection is not required.
  6. [quote name='smjjames']How come the ducted fans have two thrust limiters? [/QUOTE] Stock RCS has it's own thrust limiters now
  7. [quote name='smjjames']Hm, wierd, something seems to be interfering with the reactors and making them not work. I'll have to check it out in the morning, NFE might be a culprit, but I made sure I removed the plugin for the reactors in there and the reactors themselves. Edit: Maybe it's the NFE config. I'll try that in the morning.[/QUOTE] It's NFE. Already a known issue. [quote name='SnakyLeVrai']Whoopz :D it looks like there is an issue with the round tanks (at least 3.75m size) - maybe other tanks have been contaminated? [/QUOTE] Likely a breaking change if your version predates the move to core for the kontainers. [quote name='Ruedii']Since water is now useful as ballast for balancing seagoing vessels, is there a way we can get a water pump part included with this to pump and filter water from bodies of (mostly) water into tanks, and then pump water out of the tanks when we no longer need it?[/QUOTE] Log a github issue - usual deal, no guarantees, but at least it gets it on the radar :) [quote name='smjjames']Wellll, Karbonite already has an oceanic pump (node only and has to point downward, which might make for awkward configurations) which does take water. It doesn't pump out though. FTT doesn't seem like the right place to ask for that kind of thing though.[/QUOTE] Good thing this is not the FTT thread :D
  8. [quote name='mdailey403']I am having an issue that is driving me nuts. How do I refuel a nuclear reactor with enriched uranium? I have tried to EVA an engineer to it and I cannot right click the reactor and get a menu of any kind while the engineer is the active "ship". I am doing this on an orbital ship. I have tried in space and on the launch pad. I have Kontainers full of enriched uranium and a half empty reactor. What am I missing?[/QUOTE] hm, let me sort that and move some code around. [quote name='matter68']I've been having a bit of an issue with the honey badger. The VTOL fan engines show 0 intake so wont fire up. Also there is no staging icon for them (its there but blank), also a cant set up function control for them either. I have the most recent download installed and its the only one installed (along with the firespitter and other items included). Everything was fine until I installed the newest version of KSP. Is it just me or is there an issue? Thanks for the great work, I really loved the honeybadger mod :)[/QUOTE] This is sorted in the new release [quote name='Jimbodiah']I love the current ones, they match well with the Starlifter ship. I actually welded a section of K+ containers to keep partcount down. The big 15m spherical tank will hold double the amount, but only looks half as cool ;) [url]http://dasher.nl/kerbal/kerbal_02.jpg[/url][/QUOTE] Very nice pic :) Oh.. [SIZE=5][B][COLOR=#FF0000]0.4.3.0 IS UP[/COLOR][/B][/SIZE] 0.4.3 - 2015.11.16 ------------------ Fixed issues with ducted fan engines not working properly fixed node issue on large cargo rack (thanks mhoram!) Tank balancing (thanks Kerbas-ad-astra!) Fixed CTT compatibility (thanks Nori!) Corrected issue where DepletedUranium was still used instead of DepletedFuel
  9. Actually, FTT will be reverting to the core style tanks in the future so that would solve the issue, though there may be some additional models add to core over time.
  10. Answered this for you in another thread would just add that we intentionally made sure your existing bits would still work sans radiators, but at, obviously, a lower efficiency. And your ISRU actually got a buff to compensate.
  11. The gameplay value is that you have a choice, sacrifice mass for better thermal efficiency (and within that, choose vessel wide or localized thermal management). So for a long running op, say a probe based isru on duna ala 'the martian', mass might be more critical and I would be ok with extremely low efficiency. But for a manned mission or biome hopper, I might want faster drilling, and might even spring to have an engineer on board. Choice is good. And of course the best bit is that it's a framework, so it can be built off of, and I expect modders to do some creative things Re earlier question on ten drills, etc. The them all control systems use inferred heat pipes to transfer energy, but these have limits as noted in the VAB tooltips.
  12. If you're having any issues with the mks bits let me know. RNW ping me if you need help with interop.
  13. Engineers affect overall efficiency, but do not change the thermodynamics of the drill.
  14. if you look at radiators in the VAB, they will show both their radiative and core cooling (measured in kW.). For example, I believe the small deployable one can cool 50kw of core heat. A drill at peak efficiency (according to it's VAB notes) generates 100kw. so you need two deployable smalls to have your drill hit equilibrium. Rinse and repeat for ISRUs and other radiator types, figure out what works best for you. - - - Updated - - - (addendum) this math also works for any non-stock parts (mods) that utilize the new core thermal system - so things like nuke reactors, etc.
  15. 0.1.2.0 IS UP 0.1.2 - 2015.11.14 ------------------ Put trickle charge back in for reactors Updated CRP to 0.4.7
  16. 0.4.7.0 IS UP 0.4.7 - 2015.11.14 ------------------ Merged MKS and MKS-L resources into CRP
  17. Try on a completely clean KSP install (though HyperEdit should be fine).
  18. Makes sense, esp. since I have alternate configs if NFE is installed.
  19. Yup It's one of the systems I made for 1.0.5
  20. No worries, was a merge issue Sorting it with tonight's update
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