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KSP2 Release Notes
Everything posted by juanml82
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Hi, is there some documentation somewhere regarding what the values in the resource definitions mean and how to add a resource to planets? I'm gathering that Global Resource adds it to all planets. Is it then overruled by Planetary Resource which is in turn overruled by Biome Resource?
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
juanml82 replied to Poodmund's topic in KSP1 Mod Releases
Or you can downgrade to 1.7.3 -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
juanml82 replied to Poodmund's topic in KSP1 Mod Releases
Kopernicus isn't updated for 1.8 so no planet packs, including this one, work on 1.8 -
[1.12.x] Near Future Technologies (September 6)
juanml82 replied to Nertea's topic in KSP1 Mod Releases
Thanks. I had checked the extras folder at some time but didn't know about that patch. In any case, I'm not complaining - I don't like the long burn times of the Nerv so I'm happy with the high isp/reasonably high thrust engines of this mod. I just talk myself against using them as landers -
[1.12.x] Near Future Technologies (September 6)
juanml82 replied to Nertea's topic in KSP1 Mod Releases
I thought I had enough of this when I made an mk2 rover/lander with a full science loadout which had over 5,000 dV and could land in all low gravity moons. It had a garnet nuclear reactor and a bunch of the GW3 (I think) argon thrusters. I'm now trying to stick to a personal rule of "No NFP nuclear-electric landers" - they are just too overpowered. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
juanml82 replied to TriggerAu's topic in KSP1 Mod Releases
It works perfectly fine as it is -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
juanml82 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Question, are the wedge goo and material bays only supposed to be able to be run only a limited amount of times, even with a scientist restoring them?- 1,554 replies
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If you need a lot of power, you can use nuclear reactors. NF Electrics, KPBS and MKS (or some of its related mods) provide powerful nuclear reactors. You may also want to use Nertea's Heat Control radiators to cool them down.
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I don't know either. A quick google search lead me to this https://www.quora.com/How-much-water-is-required-to-produce-1-kg-of-hydrogen which states it's 9kg of water per kg of hydrogen, assuming a perfect conversion. I think electrolysis of water has an effectiveness rate of 70%. So it's about 13 kg of water per kg of hydrogen? If so, this pair of SSPER containers with 840,000 kg should be, more or less, enough to fill up the spherical LH2 tank, which holds a about 61,000 kg of hydrogen (840,000/13=66,461) However, all that water only fills up to 133,000 units of LH2, which equal to about 9,400 kg of hydrogen
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It's me again. Are the water to LH2 proportions right? It takes a lot of water to produce very little LH2
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How is the radial intake supposed to work as an atmospheric resource harvester? I have it in a parked rover in Duna and it's absorbing CO2 rather at random and only in small quantities. Is it supposed to be used in flight instead of parked?
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Hi, that cfg doesn't seem to be working. Nonetheless, the problem is this: the drills extract Rational Resources "water", but since that's a different resource than IFS "Liquid Water", it can't be stored in IFS tanks. Therefore, even if the engine is switched to use IFS Liquid Water instead of RR Water, it can't be refueled in situ EDIT: Or I can just use SSPR instead of IFS for fuel tanks
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Wouldn't this prevent me from refueling the engine from your mod's "water"? IFS internal name is indeed LqdWater
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By the way, is there a recommended mod with fuel tanks to use with the dual CO2/Water Nerv? IFS has liquid CO2 tanks available that work, but they switch to "liquid water", which doesn't work with the "water" resource the engine expects. Stockalike Station Parts Redux has cargo containers with water, which works with that engine, but no liquid CO2 setup
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Huh, shouldn't Duna have quite a bit of water at the ice caps?
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Is there a good guide or tutorial you guys would recommend about using the blades, turboshafts, ducted shourds and all that stuff included with Breaking Ground? I'm stuck at the part "put a turboshaft thingy, attach blades, see the thing crawl and twist in the runway" and I'm simply not sure how things are supposed to work to make things fly, whether on purpose or not.
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Great stuff in the background!
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Helium-3 and mining it for fusion engines discussion
juanml82 replied to GoldForest's topic in Prelaunch KSP2 Discussion
As far as gameplay is concerned, yes, unless you want to abstract all those steps and just use one part that takes "water", converts some if it into "fusionables" and feeds it to another part called "fusion reactor". Otherwise, it's like KSPI-E with dozens of different resources and, as the player, you keep cycling through fuels, reactor types and reactor fuels wondering "Which one should I use to take this payload to Neidon" and finding no answer anywhere -
Helium-3 and mining it for fusion engines discussion
juanml82 replied to GoldForest's topic in Prelaunch KSP2 Discussion
Too complex. It reminds me of KSPI-E and its interminable list of fuels and no clear in game explanation (because there is no adequate gui other than the KSPedia) regarding which one to use. I want to play a game, not to browse forums for answers. -
Keep in mind that's a limit of photo cameras. The human eye can deal with much higher contrasts than cameras, both film and digital
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I'd like ion engines that work like real ion engines. The stock Dawn is fun, but it's a magic engine. And NFP engines, which go further in the electric engine route, are cheat engines (with them, I can build rovers with over 4,000 dV which can land and take off from any Mun/Vall like moon. Fun, but also a cheat engine)
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Yesterday I screwed the burn of a training ship heading out of Minmus and into just outside Kerbin's SOI. The "just outside" turned into a highly elliptical solar orbit. The ship has no heat shields, because I expected it to return to Kerbin in a gentle(ish?) descend. It doesn't have enough dV to return to Kerbin, but I managed to get two intercepts with Eve, hoping the gravity slingshot would allow me to get somewhere (we'll see). Without reentry heating, I can just dip low enough into Eve atmosphere to aerobreak there, or try the same with a Kerbin intercept. But I can't, because the ship doesn't have heat shields.
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The game not crawling to a halt if too many parts and resource processing are within physics range, specially since it's going to support stock bases Some sort of VR support, although I'm not sure how much KSP lends itself to it. It would be awesome to fly around revamped Kerbin, Laythe or Eve in first person VR, but more complex interfaces like ship building may not work so well in VR, specially due the limited controls Good EVA controls, including EVA first person view and idle animations for non controlled Kerbals in EVA