

artforz
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Unless I'm mistaken, with base R&D 30 sci/day should be about 7300 upgrade points. Even with T3 R&D, it's still ~3650 upgrade points. I find spending north of 40M funds on R&D and science upgrades while still in T2/T3 era a bit hard to imagine. Are you sure it's sci/day and not sci/year (afaict KCT displays sci/year until you get above 36.5 sci/yr = 0.1 sci/day)?
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That's... odd. I tested with just a command pod, a extendable solar panel and a AM bottle on the pad, and it works pretty much as expected. When <= 1e-8 AM stored: Enabling charging makes it consume 1EC/s and charges up at 2 charge/s until it reaches 1000 charge, then it drops to 0.5EC/s and maintains 1000 charge. Disabling charging ... disables charging. No EC consumed. Charge level stays at whatever it is at. When > 1e-8 AM stored: Enabling charging makes it consume 1EC/s and charge up at 1 charge/s until it hits 1000, and it keeps consuming 1EC/s. Disabling charging ... does nothing. Still consumes EC and charges up, exactly the same as if charging was enabled. If it runs out of EC, charge starts dropping at 1 charge/s. If it hits 0 charge, no explosion. I'm just limited to <= 50x timewarp due to the "Cannot Time Warp faster than 50x while Antimatter Tank is Unpowered" thing. ... Is it me or is there basically no downside to always keep charging stopped on AM bottles (saves power below the "free" fill threshold, makes no difference otherwise)? edit: This whole behavior seems rather counter-intuitive. Wouldn't it make more sense to have it drop to 0 EC/s when below the "free" threshold and fully charged, and above the threshold drop to 0.5EC/s when fully charged?
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As small AM bottles only require 0.5EC/s to maintain their charge, I suspect the solar panels were enough for that draw to not really show. Unless I'm reading the code wrong, AM containers can hold 0.001% of their max capacity for free. If they contain more than that, they will always consume MJ or if that isn't available EC to maintain 1000 charge, regardless of the "Charging/Discharging/No Power Required" display. And yeah, there's a bit of a bug there: The checks for "should consume charge" and "should consume MJ/EC to replenish charge" in OnFixedUpdate use (current_antimatter > 0.00001 * antimatter.maxAmount) The checks for buttons and display state in OnUpdate use (current_antimatter > 0.01) ... edit: ... and another bug. A small AM bottle can't ever explode, as DoExplode() does nothing if current_antimatter is <= 0.1 ...
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The parts do remember their state, which should be enough. The problem is the anim init code in OnStart, as it currently is we *always* play the !state->state animation. Swapping the normalizedTime around for the IsEnabled and !IsEnabled cases makes parts not do the weird animation dance when switching to a vessel.
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Indeed, in the Tokamaks D/He3 is rather sad and pure He3 is close to useless. For pure He3 upgraded 1.25m produces a net excess of ~465MW_cp, uses ~11.5% of total output for laser power, weighs 2.7t including generator upgraded 2.5m can't even power itself. upgraded 3.75m produces a net of ~768MW_cp, uses about 67.4% of total output for plasma heating, 44.5t including generator So for pure He3, a pair of 1.25m fusion reactors has more usable output power, about 10 times the power/weight ratio and higher efficiency at every load point...
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LqdWater is flow mode STACK_PRIORITY_SEARCH, and the only water tank in stock KSPi is a radial... put a fuel line going from the empty water tank to the stack the scoop is in and it should work. As for the Nitrogen... no idea. Looks like KSPi doesn't turn it into a tank-able resource and the only place it's used is in a check in the Refinery for the Haber Process (only works if atmospheric density * atmospheric nitrogen abundance is >= 0.1). Odd.
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"New and improved atmosphere, now with 134% extractable resources.":D As for ISRU... I suspect for land/ocean resource extraction you could add FNModuleResourceExtraction for new resources to the ISRU via MM (or create your own "miner" part that has a bunch of FNModuleResourceExtraction). ISRU Processing... nope. That's hard-coded. Though makes me wonder how hard it'd be to generalize the concept and turn all the copypasta in FNRefinery into a part file configured generic "x of A + y of B + z MJ (which is really just a special case of the more general C, D, E, ...) -> some of this + some of that + ..." FNResourceProcessor module.
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I think you should be able to just stick it in any .cfg As for making a atmospheric water resource, something like ATMOSPHERIC_RESOURCE_DEFINITION { name = KerbinWater guiName = Water Vapor celestialBodyName = Kerbin abundance = 0.01 resourceName = LqdWater } Should do the trick The way ORS/KSPi generally do things appears to be to have the generic resource def without a resourceName in ORS, then add that with a MM @ line in KSPi. as for how it works... name is what's used to refer to the atmospheric/oceanic/... resource within KSPi or with a MM line guiName is what it's displayed as by the scanner celestialBodyName is obvious abundance is *I think* a fraction of ... something (intakeatm by volume? by mass? who knows?) resourceName is the name of the actual the-kind-you-store-in-tanks resource it turns into
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If you're using the KSPi 0.11 tree for 0.23.5, Vista is in Advanced Fusion Power. You should have gotten a "Interstellar Tech Tree Update" notification box from KSPi in the space center after selecting the interstellar tree with TreeLoader. Click "Install Update" in that, exit to main menu and resume that save. If you didn't... exit KSP and manually copy the the tree.cfg from GameData\WarpPlugin into that save.
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Yup. The IR telescope doesn't actively use helium, the cryostats constantly boil off helium at a rate of maxAmount*1.667794e-8 per second when powered and at 25 times that rate when unpowered. So no matter how many cryostats you have, if they start full they will last for about 694 earth days powered or a bit under 28 earth days unpowered.