Jump to content

FreeThinker

Members
  • Posts

    8,590
  • Joined

  • Last visited

Everything posted by FreeThinker

  1. Notice that the calculation of deltaV will differ when in an atmsophere or not as it affects the effective isp.
  2. @samooo2 Beamed power availability is distributed on a first come first serve scheme meaning if there is another part on a vessel in reciever mode, parts the are further away from the probe core will receive much less or nothing. In this case you should dissable Inline transducer to allow the inline reciever to reciever the beamd power
  3. Well that will be problematic because from a realism perspective, only compressed gasses (like Xenon Gas, Hydrogen, CompressedAir) would be able to flow at the rate executed by the fuel valve. Any other resource would have to be powered by a megawatt powered turbo pump. The exception might be resources that can act as monopropellants (like HTP and Hydrazine) which are able to provide power to the turbo pump of the fuel valve.
  4. If you want to experience what 4 light years to proxima centauri travel realy means, you should build a deadalus powered colony ship and try to get there within 50 years.
  5. I don't know if anyone has noticed but KSP 1.9 introduced a Fuel Valve which is able to drain any kind of CRP resource and generate large amount of thrust from it. For many resource this makes absolutely no sence at all. Fortunatly there is a solution which is to add a RESOURCE_DRAIN_DEFINITION to the resource definition which will look something like this: RESOURCE_DEFINITION { name = XenonGas displayName = #autoLOC_501003 //#autoLOC_501003 = Xenon Gas abbreviation = #autoLOC_6002099 //#autoLOC_6002099 = Xe density = 0.0001 unitCost = 4 hsp = 120 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 0.1 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 5 drainForceISP = 5 drainFXDefinition = gasDraining } }
  6. Version 1.25.11 for Kerbal Space Program 1.4.2 - 1.7.3, 1.8.1 - 1.9 Added warp speed sound pitch to Alcubiere Warpdrive Added high altitude resource scanning to deployable phased array Balance: Increased Maximum allowed warp speed Alcubiere Warpdrive to 100000c Balance: Increased maximum science from Computer Core Balance: Limited ratio telescope experiment on Phased Array to Biome specific Low Orbit and High Orbit Fixed issue where Alcubiere Warpdrive would not be able to enter warp despite being charged up. Fixed critical overheating issue on Timberwind
  7. Notice that with the latest release of KSPIE you can travel to TRAPPIST by Alcubiere warpdrive in less then 50 hours game time. This can of cource be speed up with timewarp
  8. Yes it should work, though wasteheat only makes sence if you use any reactor or power receiver
  9. Have your tried to make the final mass and cost negative after applying negative modifiers? By that I mean implemented IPartCostModifier and IPartMassModifier and make GetModuleCost and GetModuleMass return negative values that would previously result in a final negative number?
  10. Version 3.14.0.5 for Kerbal Space Program 1.4.3 - 1.7.3, 1.8.1 Released on 2020-02-11 Added Chinese localization for Global resource switching script (by tinygrox)
  11. Yes that explains it, IFS has a hard dependancy on 999_Scale_Redist.dll which if it isn't avaiable will not be able to load properly
  12. mmm, not sure but is should still work. Are you sure you have loaded the right version? perhaps removing Structural will help
  13. Version 1.25.10 for Kerbal Space Program 1.4.2 - 1.7.3, 1.8.1 Added VAB configuration of visible warp trail effect for every Alcubiere drive (on by default) Added VAB configuration of Alcubiere drive control drive Added Action group for Warp Control Window Added Automated drop out of warp functionality when one of the drives get destroyed Balance: tweaked reaction wheel strength on Alcubiere warp drives during warp Balance: Increased Tweakscaling sizes Alcubiere Warp Drives Balance: Reduce storage capacity positron antimatter storage devices Fixed active warp drive sound on Alcubiere warp-drive (configurable) Fixed graphic glitch on warp trail after a change of speed or direction Reduced jerkiness Alcubiere warp-drive during a change of direction Removed disabled and empty files
  14. We apparently is does because if you tweakscale a engine, it exhaust with be scaled up as well.
  15. You appear to contradicting yourself. You claim to like it and at the same time not at all , so what it is? If your looking for the above model, it can be found at WarpPlugin\Parts\Engines\MPD Personally I don't like it and therefore replaced it with a better looking model for a Plasma Engine, the ELF, the Electrodeless Lorentz Force Plasma Engine, which technically the same as the original more technically accurate. it should still work if you remove the TechHidden = True and replace TechRequired = hidden by TechRequired = advIonPropulsion
  16. I'm not mean to travel by FTL, I'm mean to travel with more feasible future (KSP 2) methods like Fusion Engines and antimatter drives
  17. Could you please add some late carreer contract that require you to go interstellar and create a colony in another solar system? The reward should scale depending on the distance to the target star system (interstellar vessel are expansive you know).
  18. The most important question is, does 0.9 implement KSP 1.8.1 new terrain texture feature?
  19. In the Ideal world where have everything under control I would agree with you, but we do not live in a ideal world and are dependent on third party code the get inherited. For example, for the stock partmodule ModuleEngine there are many classes that inherit from it (both stock and non stock) where you might want to add behavior or properties with a MM script.
  20. @GrimT KSPIE also offers a realistic alternative to LFO ISRU production on the Mun, Aluminium Oxygen ISRU and Rocket . It offers 7 methods to use use it for propulsion 1 Hybrid (Solid/Liquid), 2 chemical mixture engine (Pneumatic and Liquid Metal), 2 Thermal Propulsion modes 2 Monopropellant engine ( Resistojet RCS and Monopropellant Engine)
  21. Version 1.25.9 for Kerbal Space Program 1.4.2 - 1.7.3, 1.8.1 Released on 2020-02-03 Added SAGE Positron Antimatter Engine Added Fuel flow throttling to SURGE Engine Added integrated radiator to Aluminium Fueled Engines Replaced Thermal Ramjet model by new by Wyveren Turbo Ramjet model Balance: improved maximum isp for non-lfo, non-jet engine modes on SURGE Engine Improved display of fuel flow for fuel throttled engines Fixed issue of Fission Fragment Reactor not able to function Fixed issue of alternator not producing any wasteheat Fixed issue where unused power would produce wasteheat. Fixed some log spamming issues Fixed ELF Engine exception spamming in VAB Fixed Tri Alpha ability to produce power
  22. I would like you continue in the spirit of Hooligaslab and add a twist to make it your own.
×
×
  • Create New...