Jump to content

FreeThinker

Members
  • Posts

    8,583
  • Joined

  • Last visited

Posts posted by FreeThinker

  1. On 11/20/2021 at 10:46 PM, theicon32 said:

    I'm having a problem with ion engines. They simply do not produce any thrust, despite being activated and having all requirements met. 

    HuNZR5Y.png

    MMXHqoB.png

     

    I've search and have seen this exact same problem here, which is why I've posted it in this thread, but I'm confused by OP's resolution. I've uninstalled KSP-IE and reinstalled older versions, but I just can't get the ion engines to work.  I do not have Realism Overhaul installed which seems to be a conflict. 

     

    My player log is here. Modlist is here.

    Have you tried stock solar panels?

  2. On 11/13/2021 at 7:32 AM, GenerallyCompetent said:

    Alright, after quite a while of tampering with the design, I think I have a winner.

    Introducing the U.S.S. Vainglory, as it goes to Proxima Centari B and back in 27 years, and has a one way travel time of 13 years.

    The main power source is magic a quatum singularity reactor with a magnetic nozzle attached, combined with more magic Mach Effect thrusters as afterburners. For the record, although the STL systems in KSPIE are pretty balanced, these parts are crazy good, even more so than antimatter reactors, so naturally, I had to exploit them for profit  maximum speed.

    Proof (Warning: Long): 

    https://imgur.com/a/7bKurxp

    Congratulation on completing the first Quantum Singularity Powered return trip to Proxima Centauri. Yes combining the QSR with the Mangnetic Scoop (or magnetic sail) technically makes it capable of doing grand universe similar to a Bussard Ramjet Ship, but much more efficient due to its much high Mass to Energy conversion rate.

  3. 2 hours ago, alexander_xxx said:

    Hi, I installed interstellar on ksp 1.12.2, and I got error during the load ksp, ADDON BINDER: Cannot resolve assembly: Scale.PartDB.18x, but file Scale.PartDB.18x.dll exists.

    https://ibb.co/HtsdMbV
    This error dissapear, if I delete file 999_Scale_Redist.dll or folder TweakScale, but then I of course can't change parts scale. How to fix this issue?

    please ask here

    https://forum.kerbalspaceprogram.com/index.php?/topic/179030-130/

  4. 22 hours ago, adriangm44 said:

    How can I do to make the tanks have ARGON GAS inside? 

    I downloaded INTERSTELLAR FUEL SWITCH CORE, INTRSTLR. REDISTRIBUTABLE, KSP INTRSLR.  EXTENDED and THIS MOD. 

    It will only show all different types of fuels but argon gas... There is a Liquid Argon but my engines from NEAR FUTURE PROPULSION, can't use it.

    Use one of the  the IFS Gas Tanks

  5. On 8/5/2021 at 2:39 AM, ss8913 said:

     

    @FreeThinker - separate topic, something I've been meaning to ask for a while - the Winged Edge graphene radiators have a maximum pressure limit before they will dissipate heat - it seems to be the same limit as the folding graphene radiators (which makes sense for those, you can't extend them if there's high dynamic pressure for obvious reasons).. but considering that none of the other fixed graphene radiators have that limit, and considering that it's a "winged edge" radiator, why do the parts not work in the presence of significant dynamic pressure?  they don't *break*, they just *don't dissipate heat*.  It seems a bit counterintuitive that these particular parts would have that particular limitation?  As I recall they didn't always do this, either.

    Your totally correct and its simply an oversight, it should behaive exactly like a Edge Radiator. Is was missing a isDeployable = false setting in the config file. You may add it manually or wait for the next update this weekend

    to do it manually open Kerbal Space Program\GameData\WarpPlugin\Parts\Radiators\LargeFlatRadiator\radiator.cfg and update FlatFNRadiotor to look like this

     

    	MODULE
    	{
    		name = FlatFNRadiator
    		isDeployable = false
    		partMass = 0.43  		// -30% mass for static radiators -50% reduced weight by graphite
    		radiatorArea = 215
    
    		surfaceAreaUpgradeTechReq = metaMaterials
    
    		emissiveTextureLocation = WarpPlugin/Parts/Radiators/LargeFlatRadiator/glow
    		bumpMapTextureLocation = WarpPlugin/Parts/Radiators/LargeFlatRadiator/radtex_n
    	}

     

  6. So has anyone created this monster yet in KSP?

    baszbfjxypb71.jpg

    Just imagine this flying around, getting a supercarier around the world in a  day and when combined with thermal nuclear turbojet it could maintain in the air for months without refueling

  7. Version 1.29.2 for Kerbal Space Program 1.8.1 - 1.12.1

    Released on 2021-07-05

    • Added high detail Daedalus Fusion Engine Model and Exhaust by Kepler
    • Added Support for scaling of engines with Waterfall exhaust (requires TweakScaleCompanion that is included in the package)
    • Will hide Tweakscale Widget on Waterfall enabled engines when TweakScaleCompanion isn't installed
    • Included Waterfall 0.6.5 in the download package
    • Included ModuleManagerWatchDog 1.0.0.0 which will verify if there are no duplicates of Interstellar_Redist.dll

     

  8. 7 hours ago, Kielm said:
    
    
    
    [LOG 00:24:12.335] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs:
    TweakScalerWaterfallFX 0.0.2.0 GameData\TweakScaleCompanion\Visuals\Waterfall\TweakScalerWaterfallFX.dll

    Version 1.29.0 will not load on KSP 1.11.2. Is it safe to remove the TweakScaleCompanion addon to bypass this?

    Yes, but it wil cause you no longer to be able to tweakscale waterfall enabled engines while waterfall is installed. Perhaps a better solution can be provided by @Lisias

  9. 17 hours ago, atomontage said:

    When updating from previous versions, it is not.

    I think you mean "updated to previous version of 1.28.13 with KSP 1.12.x". That  have to confirm which is a side effect of KSP 1.12 that does not allow multiple copies of the same dll to be present in the GameData folder. However you can install 1.18.13 with older version of KSP, so in most instances you should be fine.

  10. 7 minutes ago, RoverDude said:

    With distribution removed from CRP,  there is absolutely no reason for a mod to explicitly remove or reduce resources set by another mod.  This goes double if your mod does not actually even use the resources in question.

    Alright, lets try to think out of the box here. Lets say your the author of Rational Resources and wanted to reduce the distribution of ore globally by 95%, how would you try to realize this rationally?

  11. 14 minutes ago, RoverDude said:

    Then the right way to solve that is to put updated planetary distributions in it.  Problem solved.  That's exactly how everything is designed to work.  The wrong approach is to wipe out planetary/biome configs of other mods.

    There reason this happens is that the CRP has a serious shortcomming which is that you can only add (positive values), not reduce or multiply or divide with a rational number. One of of the first steps Ration Resource is to remove all Ore resource because There is no other way to achieve low rational resource distribution globally.

  12. 50 minutes ago, RoverDude said:

    That becomes an inter-mod discussion, with the right answer not being 'I will just overwrite your stuff'.

    There's a really wide gap between 'here is the crafted resource list for the planet pack I make, and I have my own baselines and defaults' - which is perfectly fine and using the system as intended - and 'I am going to explicitly strip everything out'.  It's actually a losing battle to do the latter, because of how stock works (you're kinda fighting against the system).  Especially when there are already tons of built in levers and options to do it in a more neighbor-friendly way.

    Yes but there is also some merit in the reasoning that people download Rational Resources precisely because they agree the stock atomistic resource distribution solution is unbalanced/boring and they want a more holistic high entropy distribution for resources. That this might make some mods like MKS a lot more challanging is a fact they accept and the goal of the mod in the first place. Off cource there might be players that didn't make thisconcious disssiion , but it realy is thir choice and fault to make.

  13. 9 minutes ago, RoverDude said:

    I'm really not asking to unite, I'm asking (nicely) for the USI suite not to be messed with.  The starting point and the question at hand is whether we're good with moving resource distribution out of CRP.  Because the other option is defensive coding, or to flat out make Rational Resources have explicit incompatibility with CRP, which is likely not a path we want to go down.

    Well you can remove all resource distribution out of CRP but it won't change Rational Resources main aim to create entropy, the only possible solution I see is that a compromise could be made, in the case of water, certain polar biomes might add water, this could be done by USI

  14. 2 minutes ago, RoverDude said:

    So the proposed solution is to remove resource distribution from CRP and let mods handle their own, so if someone had RR as a baseline they could do whatever they want (even if it's a bit odd messing with resources you don't even use).  So there would really be no need for the stomping. 

    No it wil not solve anything because your proposed solution is Atomistic while Rational Resources is Hollistic, they cannot be united.

  15. 10 minutes ago, RoverDude said:

     which should also eliminate the need for Rational Resources to stomp over it and do their own baselines.

    Well Rational Resources as I understand it, takes a more hollistic view on resources as resources are not only give meaning as a positive presence but also with there absence as this creates entropy which makes a game more chalanging.

  16. 7 minutes ago, RoverDude said:

     KSPIE reactors are super overpowered yet I do not ask you to change them :)  

    Well this is something I can fix, and you don't even have to ask.

    9 minutes ago, RoverDude said:

     but if both MKS and KSPIE were in the same save, the more optimistic view would take precedence as that's how stock works (and it's a fair assumption that folks playing with MKS expect a certain resource distribution for stock planets).

    This is where we fundemetally differ in opinion, just because it currently works that way, doesn't make it valid or fair one.

  17. 13 minutes ago, RoverDude said:

    The point being you would not have to account for MKS at all.   You would have no water on the mun, but I'd include mun water in the USI configs, so it's only there if MKS is installed (or some other mod that adds mun water configs).  Beyond that, as to what a part pack does or does not do is really up to the individual modder and a topic more for the MKS threads than this one.

    Yes, but the mere fact that MKS adds water to the surface of the Mun, causes it to be convertable into Hydrogen upsetting the balance and realism. A solution would be if MKS uses something different than Water for its processes.

×
×
  • Create New...