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caipi

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Everything posted by caipi

  1. Ah ok, thanks. The one sentence I didn't read (I stopped after "this is a prereq..." got it.. well, obviously not ) Never mind then.
  2. I love those cargo bays, roverdude I just came up with a new way to build me space station: (It's still work in progress, but that's gonna be the final stage of the rocket that delivers the station parts ). It's awesome that the station parts fit perfectly into the cargobay. I wonder if I'll be able to deliver a ground base in a similar way With the cargobay opening not to the top, but on the belly to gently release the parts onto the ground
  3. Mhm, is it just me or is 1.13f creating way too much redundant AGExt00xxx.cfg-files? It might just be because I am currently playing on a multiplayer server (DMP), but looking at my single player folder shows that there are also multiple AGExt000xx.cfg files with redundant information. I know you separated/outsourced the AGext configs from the persistant/quicksave configs to get rid of that weird reset bug. Ignore my posting if this intentional and/or just a temporary setting.
  4. Pull-what-now? Pull request? What's that? Do I hold a finger in front of you and ask you to pull it? "Pull my finger"Sorry, I meant to say that I'm a github noob. I hope I didn't mess anything up and that you enjoyed my first time as much as I did. I've put CLS into every part that looked like it had a hatch in the middle. That also included the "outrigger", where it looks like you could pass through from the front to the rear, but not from side to side of course. Unfortunately CLS will not restrict it and so it'll be possible to switch from one trunk to another. mhm, damn.
  5. Mhm, I just noticed that you didn't include Connected Living Space-Support this time :-/ Are you planning to add this in the future (like in your other mods)? If not I will have to add it myself, which is of course no problem, this is thankfully a rather slim, yet versatile mod. But it would be nice to know if it's worth investing the time or if it's redundant since you'll be adding it anyways.
  6. Yet another awesome Roverdude-mod Can't wait for the RC :) Keep it up. Although I think at some point we'll have to start paying you for all that glorious content you keep creating.
  7. OK, my bad. The thermal rockets seems to scale korrectly. Sorry for the fuzz about it. However getting 1366.4kN out of a 0.625m rocket nozzle, and over 21000kN out of a 2.5m nozzle seems a bit excessive. The last result is just the last number I saw before running out of fuel It was still rising. http://abload.de/img/screenshot5t4kiz.png I think those numbers should be tweaked down a tad. They shouldn't be able to achieve such a high thrust, not even with remote power. I don't mean to nerf the efficiency, merely the cap! I was using a 1024GW (~512GW) reactor in geostationary orbit for this test. Scaling seems to work with a stock KSP klient. Krap, now I have to look which mod creates the scaling bug. Weird thing is, those two thermal powered engines are the only one affected.
  8. I will try a clean install. Strange thing is: in the VAB it gets rescaled to 5m, in the SPH to 2,5m... I'll test a bit further, with a clean install and report my findings
  9. So far I only assumed it, sorry. But when I tried to recreate it, I encountered another bug: Each time I scale the Turbojet or the Thermal rocket, it is displayed correctly in the VAB/SPH. But once I try to launch the rocket, the engine resizes back to its default value.I'm not certain if this is merely a display bug or something else. I could therefore not determine if different sizes produce the same amount of thrust with a thermal receiver (btw: I am not talking about thermal power from reactors - those are automatically scaled due to the power scaling of the reactor).
  10. This one should do it (tested and worked, but I guess you might want to change the scale factor, or not, since you seem to be rather comfortable with the 3). TWEAKSCALEEXPONENTS { name = ElectricEngineController maxPower = 3 }Belongs of course into the interstellar_tweakscale.cfg It also fixes the Plasma thruster engines. It doesn't fix the Thermal Rocket/Turbojet though. They also need to be scaled because of the Thermal receiver! But it should be an easy equivalent to the fix above. I'm also putting it on github.
  11. Mhm, it doesn't scale in my version! I get 3636,4kN of thrust at 277,8GW power with all versions, from 0.625m all the way to 5m. BTW: The Plasma thruster (formerly known as ATTILA) have a button called "enable QVP", but they don't use quantum vacuum power.
  12. Hey wave, thanks for keeping this mod up to date and for all the effort you put into it. I noticed that you dismissed a lot of parts and while I appreciate the reduction of parts, it also creates a few issues. For example the plasma engines: There is no benefit in using proper sizes anymore. If you use the smallest plasma engine, you will get the highest TWR because all sizes have the same energy limit (277.8GW), which results in the same max thrust for all sizes. If you use a satellite network with remote power, it is very easy to use the full thrust even without heavy reactors. But even with heavy reactors there is a benefit in using the small engine, because the appropriate size is usually rather heavy. Same goes of course for turbojets and thermal rockets. I think you will have to reintroduce the versions in different sizes with different power caps. Furthermore: I really miss charged particles and I think that 50% carnot efficiency is a bit too low. Guess I have to put a 400GW transmitter into orbit again /edit: BTW: I like the idea of full AM tanks! I always put a few labs and an extra reactor on my rocket before the launch, fast forwarded and filled my AM tank. It just seemed silly that you can generate AM anywhere, even on the ground, detach it and start but you cannot fill your tanks in the VAB.
  13. Why would you ever give the stick to Bill in the first place? You know he has OCD, don't you? He almost crashed his first plane I let him fly because he kept toggling the landing gear when landing. Luckily Bob took over. But seriously: nice plugin, awesome introduction text.
  14. Ah Crap, I see my error: after using your mod, I deleted most of the EPL files (to clean out parts I don't use anyways), but the rocket shop was using the spacedock images and put it on top. Since I deleted it, it looked like there is no spacedock on top of the workshop. Never mind. My mistake. -.-' You're absolutely right, there shouldn't be a node. Thanks for the quick fix of the miniature smelter.
  15. Hi Rabid ninja wombat, I just installed your mod and I really like it. I'm a fan of MKS/OKS for some time and always used the EPL as well. Your mod fits perfectly into these two branches. Two things I've noticed so far: The Orbital Rocket Workshop is missing an attachment node at the top The Miniature Blast Furnace has no nodes at all Keep it up
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