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Everything posted by Gecko99
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HI Rover Quick question bro - the large ducted fans, how do I reduce their atmospheric curve some? Im using them on my VTOL SSTO and when im landing on a mountain even 1000m up they dont produce enough thrust to hover... am i doing something wrong? Im not doing anything with hover mode etc, just trying to get enough thrust out of the Large ducted fans to land - example - Kerbin mountains next to KSC i cant land at bec they are a few thousand meters up and the ducted fans wont work at an appreciable level up there. Any suggestions as to how to make them less aggressively atmospheric density dependant? Regards The Gecko
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Couldn't agree more! Im interested in the radiation belts being another hurdle to have to deal with in the game play, like shielding the crew compartments against radiation, but it doesn't need to be overly complex... There's a reason why x3 and the sort never took off for everyone - too complex, and not everyone gets massive pleasure from conducting a cosmic orchestra of networks and economy, but something more visceral and playable (ie : KSPilite ) is alot easier to grasp and fundamentally very much the same! just my two cents worth Regards The Gecko
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Hi there Im guessing that your satellite has enough battery capacity to transmit everything it receives from the solar panels? Assuming this is so, there needs to be a receiver pointing at the satellites general direction, and there needs to be line of sight, the hassle there is when the satellite goes behind the Sun, then you get no power, unless you have relays. So assuming you have done all these correctly, there will be additional power to the network, but not a huge amount as about ~50% of the power bleeds away over the distance. If you're interested, use Near Future Solar's giant OKEB 500 pannels and move the satellite really close to the sun, like 140 000 km, you'll get huge power and its all for free Regards The Gecko
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Hi Fractal To date, I have been unable to combine a thermal turbo jet with a precooler to get anywhere near 2000m/s While I have heard this is possible, I am yet to achieve it, is there something i am missing, or something im doing wrong, standard set up is (in order from front to back) Sabre M intake, sabre precooler, microwave receiver/reactor, thermal turbojet. This far, as soon as i get over 1100m/s the overheating starts and usually by about 1400m/s the engines have shut down. Any thoughts or comments would be appreciated. Regards The Gecko
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Hi Wave Please Bro, whatever you do, don't let KSPI-lite die... I can't go through another massive mod change and this mod has been the core of my space program with its microwave power system and the hugely increased playability that is offered here as opposed to the original version of KSPI. So big thanks and keep up the awesome work! Regards The Gecko
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Hi Guys I have just done a fresh install on a new game download and I have found that my interstellar parts arent happy... particularly my plasma engine doesn't wanna use anything but liquid fuel - so what am I doing wrong to cause this or have i installed something in the wrong order? Fresh install, using a few other mods, which all used to get along happily before... I am unable to switch fuel modes on the engine or to activate the anti matter generators. (so unable to use xenon etc as fuel) Using sandbox and a brand new save game. Thanks The Gecko
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[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
OK, iv now done a complete restore of my gamedata folder to the one I was using a week ago, same problem. This issue is something to do with my save game I think and not your parts, but I will confirm. Regards The Gecko EDIT : I dont know what to make of it, one moment everything is working perfectly, one Kraken later, none of the honeybadger parts work no matter what I do... sad situation! Second EDIT : any craft with honeybadger parts is unrecoverable, crew doesnt show up in the bottom of screen, and the craft it totally bugged. Sad Gecko here -
[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
Appreciate your help mate! -
[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
Ok, i have updated the firespitter plugin to the latest, and still same problem. I just downloaded and installed the latest version of FTT 0.1.3 and all the cargo parts (the openable cargo bay and the 1 and 3 stack cargo containers cant be right-clicked. EDIT : just happening with honeybadger parts sadly -
[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
Yessir coming right up! EDIT : running the latest version that came with FTT 0.1.3 Now im stumped -
[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
Havent done anything, dont even know what those are, but my doors are unclosable now and every honeybadger gets a craken -
[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
Guys Has anyone run into the issue where the cargo bays are not able to be closed, even in the SPH, and when the ship is loaded, the kraken visits? Something iv done in the last day has totally screwed up my game and I CANNOT figure out what... help pleeeeze Regards The Gecko EDIT: when i say something iv done, im meaning a mod or something in game, not to do with editing anything. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
Thanks Bud, always a helper! No I don't use FAR purely because i don't want the wings of my craft ripped off if I exceed the G limits, that being said, id LOVE to be able to make use of fairings... depends what you can reasonably get, but someting like 12 - 17 tons, anywhere in that ball park id be happy - my current SSTO spaceplane has a payload of 35 tons but its got a BIG powerplant, and its not what ud call "nimble" it, however, cant seem to fit the PackRat rover, which was what it was intended, and to carry 3 kerbals. Now i COULD potentially work around this very easily, but Id like to know the capabilities and limits of this fine mod before i commit to another few hours of "drawingboard" time ... so thanks in advance Certainly something i can put to use on Eve and Duna, just need a few hours to work through it Thanks guys!! Regards The Gecko -
[1.12.x] Freight Transport Technologies [v0.6.0]
Gecko99 replied to RoverDude's topic in KSP1 Mod Releases
WARNING : NOOB REQUEST AHEAD ********************************** Guys, stupid question Im about to ask, but is they honeybadger designed to be a SSTO freighter, and if so, can someone point me to the craft file? Thanks in advance, I am desperate for an SSTO type reusable freighter as iv spend 30+- hours on a SSTO VTOL space plane that works but its as unrefined as the old X-15 on the early 60's Thanks Regards The Gecko -
Hi Rover amazing mod, having fun with it on kerbin already. I am having a problem loading it into the cargo bay of my S2 wide chassis cargo bay, even with its delivery system. Am i missing something? In the SPH, i have assembled the packrat, with its delivery cradle, and made it as a subassembly, but it wont stick to the cargo bay, and if it does, when i want to drop it, it falls apart... Can anyone shed some light on what im dealing with here, or can I only assemble it using KAS? It is possible i am just being a ......, though Thanks in advance Regards The Gecko
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Hi there Dude, iv been playing with this trying to get it right and cant seem to get my head around it, could you be a real MVP and post here the text needed, or make a cfg to add to tweakscale to make these parts scalable, or point me in the direction of someone who has already done it. Thanks and much appreciated! Regards The Gecko *************** EDIT : nevermind, figured it out - for anyone struggling to get these parts to work with tweakscale, simply add the following ITALICIZED text to the very end of the .cfg in question - VERBATIM! MODULE { name = TweakScale type = stack defaultScale = 1.25 } } where it says "1.25" that can be changed to whatever you want as the default size, but it will allow the parts to scale :D
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Hello Not sure what you mean by an MM config (I am still a nub here ) i just edited the .cfg directly for the antimatter reactor. And yes, I do believe I put in the full tweakscale version. Without it, none of my other parts scale up, and some solar panels are needed for MOAR POWER Thoughts? Regards The Gecko
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Hi Wave Again, awesome mod, and I have NO PROBLEMS to report this time, however I do have a question. I have tweaked the stats on some of the reactors to change their power out puts for a sort of "test bench" and some such madness. BUT, when I scale something down, from 2.5 to 1.25 and 0.625 (I am in the process of testing if it behaves the same on the up scaling - from a 2.5 to a 5m part) the values revert to the default value. ************* EDIT : seems upscaling has the same "reduced" effect, as in, my tweaked 2.5 reactor performs 2% better in terms of thrust than my 5m reactor, but with a WAY different TWR and mass. 2.5m 5m FURTHER EDIT : I attached a 0.625m antimatter reactor to the back of the Stock Albatros, and at full wick, it was out performed by the Basic Jet Engines - It produced ~120kN and the Jet Engines produced ~160kN. LAST EDIT I PROMISE XD : that being said, the reactor/generator/rocket set up weighed alot less than the basic jet engines ************** So, in the case of the 2.5m antimatter reactor, I have increased its power and thermal power by a factor of 10, for testing low altitude drag on some of my craft. BUT, when i scale the reactor down to a 1.25m reactor and thermal turbojet, the power reverts to its unmodified state. Now i THINK i understand that this has to do with tweakscale and the sort, but please tell me how i can work around this with all the sized of antimatter reactors and plasma engines/thermal turbojets, as not having it how I have tweaked it for the 2.5m parts is going to seriously impact my game testing Again, thanks for your continuous hard work and maintenance of this mod! Regards The Gecko