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Paleophyte

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Everything posted by Paleophyte

  1. Thanks for keeping this going while N3m3mia is busy with real life Micha. It's a great mod and I'd hate to have lost it to upgrades. Could you do those of us who trained on earlier versions a big favour? Post a big flashing note in the OP to RTF-KIS-M regarding PEC attachment. It is... Frustrating... To have successfully launched a shiny new rocket into Loco with all your KEES needs stowed safely aboard only to discover that On the bright side, the expendable ship let me test its reentry capabilities. The good news is that a ~5 degree reentry at ~2400 m/s that burnt through nearly 40% of the ablator in the 1.25 m heat shield never even raised the mildest of overheat warnings in the KEES payload bays. So long as you go on EVA and get the experiments off of the PECs they shouldn't have any difficulty surviving reentry. The bad news is that if you try and deorbit a double batch of KEES experiments, as I'm used to doing to get the bulk of the science in one pass, the mass and terminal velocity of the craft are high enough that you lithobrake before reaching safe parachute opening velocities. Oh well, you live you learn. Or in Jeb's case you respawn. Thanx again. -S
  2. I'm running KSP 0.25 with Interstellar 0.13 and the fusion reactors are giving me grief. In sandbox mode, none of the fusion reactors generate thermal or charged power. Same problem from the 3.25 m Tokomak down through the 0.75 m Kiwi. I haven't tried in science or career mode yet. I was messing about in sandbox mode and built a very basic ship. Fuel tank, 2.5 m tokomak, thermal rocket nozzle. And a couple of heat radiators and D-T cryostats for fuel. On launch the reactor is inert. There's an initial fiddling amount of thermal power, charged particles and waste heat produced but <5% and never increases. Radiators dissipate the waste heat to 0 almost immediately. Right-clicking on the reactor brings up: Active: 100%, 0% cp, 0% th. My first attempt was even worse. Launching the ship caused most functions to lock up. Not a complete lock up of KSP, just many normal functions. The "stage" light stayed red, action groups didn't work, staging didn't work and even trying to retract the "gear" (nonexistent but there's an indicator anyway) did nothing. Had to revert to VAB. Starting a new game fixed that, staging now works normally but reactors are still dead. Thermal rocket fires but provides 0 kN thrust (big surprise, there's no power). Standard fission reactors work fine. No problem there. Ship launches and crashes as usual due to low TWR. I've tried deleting the WarpPlugin folder (and all Interstellar folders) but no improvement. I'm running a number of other mods but nothing that should obviously interfere. Thots? -S
  3. Paleophyte

    Havoc

    Is NASA covertly using KSP to crowd-source advanced exploration concepts? They really should be. I ask because is (1) very cool and (2) suspiciously familiar.
  4. Errrr.... I hope that you haven't spent too much time on it. I just did some testing trying to drive the offending vehicle to site and had the same problem without any HL parts attached. Now I don't know where the fault is. Sorry about that.
  5. OK, wee-bitty problem with saves. I know, you can't save while your craft's in the air. For some reason I can't save while my craft's on the ground either. Only happens occasionally but always with HL airships. My current craft is landed solidly, Cirrus has been detached and has wandered off into the stratosphere, craft has docked with a second craft, also ground-based. Can't switch back to KSC, can't switch to any other craft. F5 is non-functional, Alt-F5 likewise. My only options are to Resume Flight or Revert and neither is getting me much of anywhere. Sounds like the landing is failing to register for some reason. Not sure why. Thots?
  6. Have you tried adding "Toggle Squid" to the landing gear action group? This should automatically activate/deactivate Squid as your gear deploys/retracts.
  7. In July of 1994 fragments of comet SL-9 collided with Jupiter over a 6 day period. Each fragment delivered more energy than the world's nuclear arsenals by a couple of orders of magnitude. The largest impact was estimated at 6 Terratons TNT equivalent. They made some very impressive smudges in Jupiter's atmosphere which were studied intently for several months. No trace of them exists today. Nothing that we could begin to attempt could heap more abuse on Jupiter than nature heaps on it every decade or so.
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