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galactictaco

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Everything posted by galactictaco

  1. shucks. i was hoping id thought of something surprisingly obvious and useful. or maybe huzzah? since i DID think of something obvious and useful?
  2. would it be feasible to create a mod that calculates the weight of your fuel (and the rate of consumption) and adjusts your burn times to reflect the change in weight? for example, a 3 minute burn tends to be unevenly distributed if you just start at T-1:30, so maybe the mod could calculate when you should actually start burning to evenly distribute your delta V around the maneuver node. so it would say start at T-1:15 or whatever. not that this is a crucial game function, but it would make realistic campaigns relying on remote tech or mechjeb (i imagine, i don't use it tho) less annoying when your flight computer gives you an impact trajectory rather than a low orbit one.
  3. so...this means that.....the converters are permanently broken? until an updated kethane mod?
  4. so how do we modify the .cfg on our converters so the computer understands it? my outputs are zero across the board on both converters in game. i cross checked on the ISRU and the language is totally different, and my limited understanding of cut and paste didnt make things work. instead i got less than zero, with no readout whatsoever in the description box. so i obviously missed an important part of the ISRU .cfg. so if someone can work around that, i see no reason kethane cant be functionally normal in this 1.0 environment. unless im just stupid and it works already, in which case, whatd i do wrong?
  5. i did as you suggested and indeed i can now see contracts and flags, however the game crashes in VAB, launchpad or sometimes on load. is there a way to modify ATM to allow contracts and also keep the game running? although i did notice many parts had no texture when i played the first time. i had initially gotten all the way through a science mission (just couldnt get contracts) when i had ATM loaded. so itd be nice to get the playability along with the contracts...unless i should just play in science mode? on the whole im worried because the 1.0 aerodynamics match FAR and FAR always made my game twitchy going in and out of VAB or launchpad.
  6. im not sure how to describe it, other than that. i started a brand new game for 1.0 and mission control is empty, as are my flags when i set up the save, but im less concerned about that. im using remote tech, infernalrobotics, kethane, hyper edit, kas, kerbal engineer and am using active texture management. beyond that my mods are parts like stationparts or fueled wings etc. nothing gamebreaking i wouldnt think.
  7. will there be plans to make things a little less maintenance heavy? or is that considered an essential feature? im referring to constant refueling missions mostly. i feel like real life reactors last more than a few months. the fuel farming process feels a bit grueling too, but i can live with it as long as im not constantly launching more fuel. even just making fuel canisters hold more active fuel....is this .... i can fix in the config files?
  8. ok im back yet again. so if i wanted to build a beamed power network, whats the best way to go about this? is a munar based set of reactors feasible or is a kerbal orbit best? my main goal is having an in system shuttle that consistently gets good coverage and never goes too far astray from a reactor, but id like to have as few operational locations as possible. i was thinking near and far side locations on the surface of the mun but i cant find any "literature" regarding the exact equation used for calculating distance/power input ratios.
  9. so i put a reactor and generator in space, with a transmitter. when i transmit i uses up my megajoules like fuel and when i stop transmitting i regain my megajoules. why am i losing my megajoules? do i just need 2 reactors or something?
  10. can some one explain how to use the beamed power engines for launches/space planes? i think i get it more or less, and can use the thermal turbotjets no problem, but the thermal rockets do very little for me, even when bolted to a massive reactor, and the other engines (plasma and attila) work as intended but dont help me get my space planes or rockets out of the atmosphere. am i missing some key ingredient for my thermal rockets? im full on thermal power and megajoules according to my resource counter.
  11. evidently my ksp wasnt updated, i hadnt been using steam to activate it recently so it hadnt auto updated, my apologies, things appear to have worked out.
  12. http://pastebin.com/DbYBXAnh idk what a log file is, i only half understand what a persistence file is.
  13. i reinstalled to be sure, its the current version, and i also tried a sandbox mode throwing pieces together without an asteroid base, same result. how do i send a persistence file? just copy and paste the whole thing i nthe quick reply box?
  14. im having some trouble with my craft. i got an asteroid, docked a science vessel to it and then docked a few plant experiments. however these dont seem to register, they are docked to a stock built adapter unit which is in turn docked to the science vessel, which, when right clicked, says no experiments. so do they have to be stacked or directly docked? i double checked my altitudes, all over 250k kerbin orbit
  15. why do the cargo bays not have functions either thru right click or action groups? i got the .24 version and its still not working
  16. so i replaced my warp plugin, and when i loaded up i had a load of new techs, but im having trouble with some. my radiators wont deploy, some interstellar science equipment like the gamma ray detector doesnt do anything, some items dont react at all to right clicks like the IR telescope and my reactors. now what do i have to replace?
  17. judging from my game data, im missing parts.cfgs for some files, including the arrays. i have .tgas, a .mu and a file called transmitter.cfg but other files have the equivalent files, plus a part.cfg. is this my problem and would redownloading the files work to fix it?
  18. i have the reveiver in specialized electrics, but the only things in experimental electrics is my lazor system, which is a separate mod, but maybe thats how i beam power? no mention of a power transceiver or transmitter or anything anywhere in my tech tree, however i do see it in my gamedata file, if that means anything.
  19. so can any one help me find my microwave transceivers? from what i can tell i have all the techs available to me, but there are no transceivers either in the tree or in the VAB. i loaded a sandbox version to find them and was also unable.
  20. do i transfer every .cnfg in the boulderco file to game data or just leave them all as one big file in the gamedata?
  21. i downloaded this today on a mac, with the kethane and modular kolonization mods installed, and am having difficulty making it run. i followed the directions and cannot get the game to turn on, failing at the very end of the loading process. when i remove the warpplugin, but leave the rest of the mod in place, the game turns on, however this means i cant use the parts. i tried transplanting the parts file out of the warpplugin, but this also wont load. am i doing it all wrong or am i just not using a good enough computer?
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