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KSP2 Release Notes
Everything posted by FreeThinker
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Version 1.27.1 for Kerbal Space Program 1.8.1 - 1.11.2 Released on 2021-03-23 Fixed ISRU Initialisation Fixed dived by Zero with Nuclear Processor Fixed Berylium consumption during U-233 Breeding Protactinium233 now affect Neutron poisoning in Molten Salt Reactor Limited U-233 Breeding and Thorium Fuel Cycle to Molten Salt Reactor connected with Nuclear Fuel Processor
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Hello, I'm trying to replace all occurances of a specific module by another module. I tried the following script @PART[*]:HAS[@MODULE[IFSResourceTransfer]] { @MODULE[IFSResourceTransfer] { @name = FNResourceTransfer } MM_PATCH_LOOP {} } I also tried another way @PART[*] { @MODULE[IFSResourceTransfer],* { @name = FNResourceTransfer } } But both script not seem to work. So how to do it right?
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KSP Interstellar Extended Support Thread
FreeThinker replied to FreeThinker's topic in KSP1 Mods Discussions
You need to install Community Resource Project, it is something that was once integrated in KSPIE but taken out Yes, it caused by a MM script not doing what is intended. -
KSP Interstellar Extended Support Thread
FreeThinker replied to FreeThinker's topic in KSP1 Mods Discussions
You need a Nuclear Fuel Processor to do that. It will basicly replace the actinies with fresh fuel Edit: this works , but there is currenly a bug preventing the Actinide being transfered from the Nuclear Fuel Processor to the storage tank -
Version 1.27.0 for Kerbal Space Program 1.8.1 - 1.11.2 Released on 2021-03-21 Compatible with KSP 1.8.1 - 1.11.2 Added U-233 Breeding Mode to Molten Salt Reactor Overhauled Molten Salt Reactor Thorium Cycle Mode Overhauled Nuclear Fuel Reprocessing Improve context Interface Isru Processors Balance: Lowered Cost End Game Tech nodes
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KSP Interstellar Extended Support Thread
FreeThinker replied to FreeThinker's topic in KSP1 Mods Discussions
Its variable -
KSP Interstellar Extended Support Thread
FreeThinker replied to FreeThinker's topic in KSP1 Mods Discussions
I see there is a large percentage of wasteheat build up, this causes the engine and rectenna to decrease its maximum capacity. Make sure you add sufficient amount of radiators to increase engine performance yes -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
FreeThinker replied to FreeThinker's topic in KSP1 Mod Releases
the standard is 1 MW is converted into 1000 KW = 1000 EC- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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KSP Interstellar Extended Support Thread
FreeThinker replied to FreeThinker's topic in KSP1 Mods Discussions
What ever works for you I just though you had a fuel capacity issue. A valid stratagy is to only bring NSW mixes and Liquid Water in orbit and only mix them when needed for limited bursts -
Version 1.26.26 for Kerbal Space Program 1.8.1 - 1.11.1 Released on 2021-03-12 Added support for Efficient Propulsion Techtree Extension Added IXS Laser, IXS Scanner, IXS Scoop, IXS Antimatter Collector, IXS Crew, IXS Science Lab, IXS Relay Dish Added automated charge and initiate FTL for Alcubiere Warpdrive Added automated Safe drop out of FTL for Alcubiere Warpdrive Prevent Alcubiere Warpdrive to initiate FTL faster than the speed of light. Improved MinMagOrion engine presentation Fixed Alcubiere Warpdrive charging instabilities
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KSP Interstellar Extended
FreeThinker replied to DrMike432's topic in KSP1 Gameplay Questions and Tutorials
Aluminium Liquid Metal Injection engine requires the metal to be molted before it can be injected into the engine before it can react with liquid hydrogen. This requires a large amount of power. Therefore there need to be a large KSPIE compatible power source avaialble, either from capaciator, super lithoim battery, an onboard reactor or beamed power. -
KSP Interstellar Extended Support Thread
FreeThinker replied to FreeThinker's topic in KSP1 Mods Discussions
Currently they are autoamaticly upgraded when a tech is unlocked. In the future It will require an skilled engineer to do it. The engine need fuel the operate. Instead of a single burn you probably need to do several short burns -
Well this is important to understand, it will use the heading of your controlling part up direction to determine the direction which should align with your orbit heading. If it doesn't align it won't do any background acceleration. This is safety feature to prevent you from accelerating in wrong heading while you are not looking.
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Wel, several thing can go wrong as it attempt to simulate if the condition for propulsion are present. Your version relies on Kerbalsim for all resource managagement, if Kerbalism rutns no resources are presentt, it will not do any acceleration in the background. At the time of release this worked but I never tested it with the more recent version of Kerbalsim
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[1.11.2] Improved Tree Engine Placement (8th May 2021)
FreeThinker replied to KawaiiLucy's topic in KSP1 Mod Releases
Alright, I integrated the Improved Techtree Engine Mod into KSPIE As you can see, the Exotic Nuclear Propulsion (which unlock the Nuclear Salt Water Rockets) now has a dependancy to the Tremendous Efficiency Propulsion (whch will unlock Metalic Hydrogen Engines) -
KSP Interstellar Extended Support Thread
FreeThinker replied to FreeThinker's topic in KSP1 Mods Discussions
Yes you are correct. I will add a patch next release which will add the partmodule to several parts -
[1.11.2] Improved Tree Engine Placement (8th May 2021)
FreeThinker replied to KawaiiLucy's topic in KSP1 Mod Releases
Fuel tanks already have their own tech branches, no need to split it up. In KSP the most usefull parts are engines so people tend to focus on them for quick progression. To mitigate that, it helps to split them up. For that reason I l also made a split between fusion engine and fission engines in KSPIE. Talking about KSPIE, I will integrate this mod into the KSPIE extended CTT tech tree, which use the same realestate in the techtree. In the KSPIE techtree, I also moved the electric engine branch up near the other engine techs, this makes a lot of sence as it allows you to cluster all engine technology neatly together.