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X40c

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Everything posted by X40c

  1. [quote name='Snark']The mod has no custom support for any mod, and I have never run KSPI, so I don't know the answer without knowing something about how their engines work. That said, I wrote it as generically as possible. It queries the ship for all its engines, asks the engines about their propellant requirements, scans the ship for a tally of how much of those propellants are on board. Any engine that works basically like a stock engine does ("I have a thrust amount, I have an ISP, I require the following propellants carried on board in order to work") ought to be fine. Though if KER and MechJeb stub their toes, that would be a pretty tough act to follow. What's so special about the engines in KSPI?[/QUOTE] Variable thrust and ISP (e.g. lower thrust = higher ISP and vice versa), engine's that provide near-infinite amount of dV at low thrust as long as they're powered and of course the whole power system that I don't really expect to be accounted for. There's also stuff like soot buildup and what not.
  2. Does this support more complicated modded engines, like the ones from KSPI? The one thing the vanilla brurntime indicator had going for it, was that it could sometimes give you an inkling about engines that MechJeb or Engineer weren't able to.
  3. 0.000% Maybe it has something to do with the power requirements of fusion reactors? Seems like fusion reactors this patch will actually activate if you do not enough energy to power them, but will produce 0 power. It strangely didn't produce anything when I still had EC and why did it shutdown in the first place then?
  4. Currently there are only 2 generators (CP and TP) and 1 reactors on the station. I did use reactors for the thermal rockets I used to bring both the module and the station to orbit, but I undocked them afterwards and it didn't act up when I bought the station up and they had their own generators too. The reactor and the generators are stacked up directly and where properly connected previously. The generators seem to also now generate minuscule amounts of power and I tried to change fuel types on the reactor which also changed the output on the reactor and the generators which suggests that they are indeed connected, but the reactor is still not trying to meet demand. It seems like there is something amiss with the demand and supply system on the KSPI power system.
  5. I seem to have a problem with a magnetic confinement fusion reactor on my AM harvesting station (which is kinda unnerving). I'm using a D-Li6 reactor, but it seems to only produce minuscule amounts of power, maybe its not connected to the generators anymore? It worked fine at the beginning, but after I added a new module to the station it started to act up. Waste heat is fine and fuel is abundant. There is a massive drain on the EC system, but it seems like my solar panels are still keeping the station alive, kinda. The CP generator seems to still work, I think, but the reactor is refusing to match demand.
  6. Awsome, thanks a lot! Doesn't Mk2-KSPI Integration already do that?
  7. I used fusion rectors to power the thermal engines and the moment I went above 30-50% thrust they started to overheat and explode very quickly. I have used such setups before and they worked fine, so I don't think I overworked the engines or if I did the bar I feel is way too low, making them rather useless in any more advanced configuration. I have my self felt as well that the ISRU is somewhat incompatible with other mods. I tried to use New Horizons with the mod, but the resource extractors for KSPI didn't work. Even though atmospheric compositions where defined, the atmospheric scoops only returned errors and the refineries didn't care for uranite, metal etc. deposits either. Maybe it would be worth a second look on how to make KSPI compatible with some of the more simplistic resource systems out there? Btw, thanks for the response and great work on continuing KSPI, great mod.
  8. Is it me or do thermal engines now overheat and explode really fast now since the last update?
  9. Hey, awsome mod, but I have small issue. I've built some SSTO spaceplanes, but its seems like KER miscalculates or doesn't update thrust values, when I disable the atmospheric engines and switch over to the rocket engines. It seems to assume that atmospheric engines are still giving thrust, even through they are disabled. This ends up giving me wrong TWR and maneuver values. Maybe its because the atmo-engines are in a active stage and the rocket engines in an inactive stage? Anyway to fix this?
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