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KSP2 Release Notes
Everything posted by Gecko99
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HI there GREAT mod thus far, made me smile when i saw the small "Space Suit" command pod. I do have a question and admittedly i have been goofing around with the fans to try and balance a light VTOL craft. So far everything is going well but I have a question. Firstly, how are they "connected to the rcs system" when in use they give no indication of expelling rcs, so can one of you fine Sirs please explain it to me. And secondly, I noticed in the .cfg file that it checks for Oxygen: does this mean it will work only in an oxygen atmosphere, or any atmosphere? Thanks for your time and patience, great mods and parts so far, going to be making a Munar Rover out of these shortly! Regards The Gecko EDIT : Thanks to this mod and Interstellar, My VTOL SSTO is working, and very much alive, if a little ungainly! Pic below. BIG CUDOS!!
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This is soon going to be my stock option for big interplanetary travel - soooo you'll get a lot of traffic here from me promise i wont be a pest! The concept is amazing so please keep it alive, otherwise there will be a sad Gecko in orbit one day without his BSG style (FTL) Jump Drive As i am yet to figure out how to optimize my warp drive jumps with KSPiL, this is my choice for ease of use Regards The Gecko
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[24.2] Karbonite Ongoing Dev and Discussion
Gecko99 replied to RoverDude's topic in KSP1 Mod Development
Thanks Mate Appreciate you getting back to me... alright ill do some testing(mayne a rethink of the landing jets), but just so you know, with your amazing mod, and that of Wave's Interstellar, i managed to get a ~200 ton STOL-SSTO into orbit, capable of an insanely large amount of Delta-V(so much so I hat to limit the trust), and if I had the time and patience and inclination to balance it, it would be a VTOL-SSTO, capable of carrying 7 Kerbals anywhere in the Solar system, with enough TAC support and resources to go anywhere... JUST the landing i need to work on Thanks man Regards The Gecko -
[24.2] Karbonite Ongoing Dev and Discussion
Gecko99 replied to RoverDude's topic in KSP1 Mod Development
Soooo how do i fix or work around or is this just the way it is? -
[24.2] Karbonite Ongoing Dev and Discussion
Gecko99 replied to RoverDude's topic in KSP1 Mod Development
Hi there Sorry for delay. Using the KA-800LA scoop and flying through one of the "Hot-Spots" yields the following. (See Picture) At ANY altitude, using the KA-2500 yields almost nothing, even your recommended ones, so maybe im doing something wrong, or just being stupid, but im coming up dry (see below Pics) Note that the Karbonite resource only goes up by a small amount - like 2 units. mining the stuff works a treat (see below), but landing my SSTO monster is NOT easy. (any yes I have tweaked the mining rates somewhat to test it) Any thoughts? Regards The Gecko -
[24.2] Karbonite Ongoing Dev and Discussion
Gecko99 replied to RoverDude's topic in KSP1 Mod Development
I'm about to check about the ground mining, altitude, anything from ground level, flying through the hot spots, right up to 300km in orbit yields nothing on Kerbin. I'll check the mining on the ground with a rover now and report the findings. Regards The Gecko -
[24.2] Karbonite Ongoing Dev and Discussion
Gecko99 replied to RoverDude's topic in KSP1 Mod Development
Hi Gents I have had a look and can't seem to figure something out... My collector on my ssto isn't getting any karbonite when I'm orbiting a planet (kerbin) I'm using the karbonite as a power generator on the ssto and a converter for my mono prop and xenon, but from orbit the collector isn't getting anywhere... Can someone shed some light on my problem? Or is this a function that isn't coming till a later release? Regards The Gecko -
Fully agreed! I feel I get the grasp of a game pretty quick, but KSP stock took me a week to get my head around, and Original KSPi another weekend of nothing but playing in the VAB and launch pad (boy did my wife love me ) What im getting at is this new version makes for a MUCH easier immersion, Previously it was like lowering yourself into a bath that's just TOO hot for the Colonels. So BIG thanks to Wave for turning down the wick and making the experience more detailed and less painful to get used too Regards The Gecko
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DOWNLOAD (WITH SOURCE) (I haven't set up Curse yet): https://dl.dropboxusercontent.com/u/13276416/KSP/JumpDrive.zip Installation should be the same as with any other mod. Instructions: First, make sure there is a jump beacon somewhere in space: - Launch a ship that includes a jump beacon part, e.g. the G-02 Cynotsosural Field Generator. Note that it will require a very large amount of electric charge! - Once in a stable orbit, right-click the beacon and select "Activate" to activate the beacon. The Jump Drive is activated via an action group or a context menu in flight. After clicking "Activate", select a target from the list of beacons that appears, and the drive will start to charge. When it has reached a full jump charge, it will teleport your ship to a location near the target vessel. Before the jump completes, you can cancel it at any time using the "Cancel" button in the part's context menu. The mod still being in development, this thread is for feedback and suggestions! Tell me what you guys think. As far as I know there aren't any other up-to-date jump drives out (unless you count HyperEdit), but let me know if anyone else is working on something like this. Planned future features include [functional] surface-based receiving pads and an "advanced" beacon ring that can precisely position incoming ships where they can be easily docked (good for wrangling asteroids). UPDATE: New models, textures, animations, and now SOUND EFFECTS!!!!1!!!!!11 http://imgur.com/a/YJCtH MAN o man! Is this what i have been looking for! Sir this mod is too amazing! Keep the updates coming! Very keen to play with this one! Regards The Gecko ****** EDIT : played, worked like a charm, getting a orbiter from kerbin to mun with relatively low Delta-V. Next step is to try put something ON the surface.
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Thanks Alewx - my reliable source of answers The twr was 4.something - i have a standard heavy lifter which i use for all payloads over 25 tons - this pay load was 28, sooo maybe slightly overpowered, suppose i should drop a booster or two Ill give it a try after work tonight and let you know if this has helped. Thanks man! Regards The Gecko ******* EDIT : as promised, i did check it out. Fix Worked like a charm, managed to get hardly any yellow numbers d/t reduced frame rated, docking with another ship proved easy and smooth!
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HI Guys Admittedly i have only read about 10 pages of this forum, and a few Google searches came up dry. Has anyone else had the issue where a rocket with welded parts reaches roughly 7000m and then just explodes? Im not even talking a Kraken strike, it just goes bananas... I am using quite a few other mods, but i have already proven that this mod improves gameplay HUGELY! If anyone can shed some light on this it would be much appreciated! The mods I am using are as follows : MechJeb B9 KW Rocketry Spaceplane Plus Neat future (everything) Interstellar lite Tweakscale and a few others, but those are the main culprits... Any thoughts? FANTASTIC mod btw, probably the most practical one iv come across to date!
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DUUUUDE!!! that is so cool! if it cuts down on part count - and by extension lag - I SO want a piece of that action! When i dock two or more of my smaller ships to an already large space station i get lag of death with the part count exceeding 500... so if this is a way to effectively remove that, MAN am I Happy!:wink:
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Thanks bud, appreciate it! I had already found a fix for it, just removed all the previous interstellar experimental parts and applied the new patch. NOTE to all, what undercoveryankee says about a ship failing to load and being gone etc is true, BUT i have found, in my experience, if you press alt+f4 when that message shows, tha game wont save. It only appears to auto save when you click quite to main menu... just a thought Regards The Gecko
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I have just applied the patch and am getting the following error message : ship not loaded because it had the following part missing "phasedArray1" I need to know what to fix and where to fix it as i spent 3 hours last night building new ground based power rovers and deploying them and i really dont wanna have to do it again. Please help or tell me what to fix bud. Thanks The Gecko EDIT: FIXED with removing all the old interstellar parts and replacing with the new "lite" pack
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Amphibious VTOLSSTO (Image heavy)
Gecko99 replied to Levelord's topic in KSP1 The Spacecraft Exchange
Bro you are the real MVP, posting craft files of such amazing crafts! The Gecko Approves! Much love -
Hi Wave Just something I have come across in the last two mins : when using the mod ken (alt) to duplicate an object and place it on your ship, the weight of the newly cloned piece doubles. Been messing around with stock space planes and when adding thermal rockets to them this error pops up. Easily corrected by going back to the parts bin and reselecting the part fresh, but just thought this might be something you might want to look at Thanks The Gecko
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Ok fairly long answer coming Firstly, you'll probably want to switch to using WaveFunctionP's new KSP EXPERIMENTAL version, as this one is no longer supported. Secondly, the problem you're dealing with is native to the previous version. In short, the warp drive takes everything it can get its hands on and then some. Best option (if you wanna charge it on the pad) is to have a ground based power rover that has a microwave transmitter set to transmit, and put a receiver on your current ship. This way, you wont kill your reactor and the microwave power will only give you so much before throttling itself, but again, this problem doesn't exist on the new version, along with quite a few of the parts you probably used to build it. In short, about your last question, it needs A LOT of any power you throw at it. Charging my warp drive, regardless of where it was, took a solid 7 mins and i had a 1TW microwave network supplied by 8 fusion generators (5 in orbit and 3 on the ground) as well as a few of the big antimatter orbital boys with a ton of collectors. So, in short, you aren't doing anything wrong. I'm assuming you're playing in sandbox mode? Your drive will charge, just slowly EDIT : Link is here http://forum.kerbalspaceprogram.com/threads/91867-0-24-2-Interstellar-Experimental-Tweakscale-Integration-v0-12exp-Aug-25
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WaveFunctionP i have an error to report. When adding a Deuterium/Tritium tank it falls off... I am attaching it to the generator and a battery pack... the rocket doesn't fall apart or break in hald, but the tank falls off... Is this something you have picked up? I am using a new save game since my last one fell apart When you get a chance mate. Thanks The Gecko EDIT : Only with the D/T Cryostat tank, the smaller radial mounted D/T tanks work fine... thoughts?
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OK this is gonna take a while so bear with me Ground rover question: The simple answer was easy of deployment, i could put (and i stand to be corrected here) roughly 8GW of beamed at the launch pad, which was enough for me to get my relay sats into geostationary orbit with a small conventional rocket lifter with thermal jets and some quantum plasma thrusters for orbital maneuvering. I know what you're thinking, ill go into a detailed procedure at the end of the post. Relay related question : relay satellites will pass on all available power they receive, kind of like a perfect mirror. I like having redundancy purely for the added coverage...you never know when having a satellite closer will give you that extra power needed etc. :wink: "Microwave thermal receivers" question (WavefunctionP jump in here if im wrong): the name says it, and as i understand, these bad boys are for receiving only, no other use intended - if you strap them to a plasma thruster or generator, you'll power it as though it was a reactor. As you noted, they do provide both forms of power, and are super useful for putting small things into orbit. Have a satellite you want up there with just microwave power, thermal rocket and plasma thruster baby. I did most of my relay satellites with a SSTO type launch. Tweakscale question : looks like its been answered, BUT it will work better after this next update, which id love to get my hands on soon OK, the procedure I used centered around having the max amount of microwave power at any place on or around Kerbin. This is just the procedure I used to establish a microwave power network, others are welcome to use, edit or not use, and improvements are welcome! I started with the ground based rovers, they were fusion power plants with solar panels for a lil extra oomph (the OKEB 500 panel from Near Future Solar Mod) just to add to the mix. Each rover weighed in at about 300 tons (useless science module was just for giggles), so moving them was a task, but worth it. Each had the necessary reactor/generator/fuel/cooling necessary for a 10GW power plant (i always over spec the cooling), as well as 2 microwave transmitters (1 relay + 1 transmit) ... oh and big wheels, lots of them! (Im at work now, but ill edit this post later to include pics) (Rover pic goes here) (can you tell i like my spotlights) Once those were in place (4 around KSC), i sort of got lazy and pointed the rover right side up, thinned it down A LOT (like a serious amount), put my standard "probe assembly" onto it stuck it to a rocket and put it into geosync orbit. Figuring out the nuances of getting a geosync orbit and the object where you wanted it took me 5 tries, so I have 5 power relays, fairly well spaced, each putting about 4 GW or so of Tokomak fusion power (reactor generated and solar) into the network, and relaying anything else they receive. (relay sat pic goes here) Once that was accomplished i used as many thermal rockets (for atmosphere work) and quantum vacuum powered plasma thrusters as i could manage per craft, this helped alot with Delta-V requirements etc. Finally I turned to the task of an anti-matter farm... I started by putting up my collectors. Each collector rack as i called them, had 50 collectors, attached with fuel lines (that bits important) to the anti matter tanks. Sent 4 of those up, with the big docking ring on the front. Once they were all up I began the task of sending up a 2.5m antimatter reactor, with a few of its own collectors and other necessities (radiators etc) and docking them... that was challenging, but worth it, because once done, I can max out any of my thermal turbojets or plasma thrusters in the greater Kerbin system. Going to Mun or Minimus is a breeze. Each of the below sats puts up about 1 TW of power, so i really have over killed it by colossal proportions, but again, this is Kerbin...anything goes (Anti matter rack pic goes here) (Real FPS killer that rig - like trying to dock a moon, and yes all the radiators are necessary ) I was going to send up my solar farm satellites but decided to hold off with the impending break of save game coming, but for their purposes i have designed an "orbital tug" which happens to be warp capable. That will tow 8 satellites into a 140 000 000 m orbit around the sun and relay everything they get. Using those large Near Future Solar OKEB 500 panels, each satellite will add roughly 1 GW to the network (by the time it gets back to Kerbin - assuming a 50% loss). The final step of my master plan was to put some antimatter collector/reactor satellites in the flux belt around KERBOL, which has pretty dense flux, and put a relay+transmitter set up on them, that'll add LOTS of power (about 1TW per satallite) that isn't going to need much in the way of maintenance. Once that's done, there will be an abundance of microwave power in the solar system, gonna make an Eve trip much easier than before Sorry for the essay but i hope it helped. (No appropriate potato could be found at time of going to press.) Regards The Gecko:wink: EDIT : took so long to write this post its home time so the pics are in there
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The atmosphere will limit your transmission, it cuts a lot of power, and the distance from the sun causes a loss of about 50% of the beamed power. So if you're beaming back 1 GW, you're only going to be seeing 500MW in Low orbit, and alot is going to be lost in the atmosphere. Solution, see my link at the bottom which is my "Relay Plan" and shows a way that i have about 8 GW anywhere on Kerbin and in LKO. The solar farm close to the Sun is the best "fire and forget" power source. Finally, make some reactor rovers in the space plane building and drive them a few KM away to the Hills, with fusion/fission reactors and microwave transmitters, they send power directly to the launchpad and are barely affected by the atmosphere over such a short distance. Hope that helps. http://imgur.com/7Vk4vLK