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Everything posted by Liquid5n0w
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KSP Interstellar Extended Support Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mods Discussions
Why not build it in space with Global Construction? Just need to launch the mass in nice and compact form. -
KSP Interstellar Extended Support Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mods Discussions
I was just getting 1100isp in flight while KER said I should see 1700 in the VAB. I didn't go and check how much change I would get out of a burn, but why does the estimate in KER switch from VAB to in game? -
I've been trying to use this in the latest version with an up to date modset around KSPI-E. When I try to split, I get errors or crashes, depending on what I'm doing. The node is in ~100 days, my orbit is circular at 200km, 0 inclination. If I set the repeat option anywhere, the game locks up and has to be force quit when I click apply. If I manually choose the splits, I either get an ingame error about an encounter, or that there was fewer burns then specified and it makes no changes to the nodes. It seems to work by apoapsis, but that is quite hard to use well. I suspect user error rather then a problem with the game/mods. What am I doing wrong?
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
Seems you turned my Hex ISRU processors into refrigerators. I'll have to go manually switch one out on my moonbase setup. Easy to do with KAS and EL. -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
I'd love to load up that craft file and see how you have it set up, please share it! -
And now it's working on my main version of the game that I didn't change a single thing on. I loaded a brand new sandbox in it, but that wasn't working an hour ago. Okay something weird happened, check out the screenshot and the log for this screenshot. I loaded my original copy of the game, it quickloaded into my testing sandbox save. It was working completely correct there. I then loaded my main save and I noticed the alt-right click was working correctly on some of the buttons in my home but then not others. Then I clicked on the JC button and saw stuff in it I put in the sandbox save, but it also wasn't taken off the toolbar? Note both of the Ground Construction buttons are working. https://1drv.ms/u/s!Av1EdAOGC27IirBlpvG_XxOGJzuOeA
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So I took out half my mods, created a new save and the alt-right click was working in the fresh save. But then without closing KSP I went back to game load and loaded my big save game, clicked through all my crafts that failed to load, and I Could Not right click the menu? Here is a new log of that game session: https://1drv.ms/u/s!Av1EdAOGC27IirBkB9kehqY0k_IaXQ
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I've been trying all of the buttons on my toolbar randomly. I had JC installed for a while and it was working before, but today I went through and updated all of my mods that were not getting updated by CKAN. I read through the changes on here and was excited to get your mod working again but then it wasn't? I suspect it is some kind of interaction with one of my many mods. I had QuickHide installed which hides stuff in the stock toolbar, but it still happens after I uninstalled that.
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I've been trying to use JC, but when I install it and alt-right click on my stock toolbar nothing comes up, the interface acts like I did nothing. I've tried deleting and reinstalling. I just realized I only tried to reinstall from CKAN, should I try to download from github and try that? I also tried to remove any references to Janitor's Closet from other places, but I'm not seeing anything in my save files or outside of the mod's folder? Is there any other place the config is stored? EDIT: I can block parts in the VAB/SPH.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Releases
That makes a lot of sense. ISRU has kind of been hanging off the end of KSPI-E which was always more focused on propulsion. Maybe consider splitting it into 3 mods, 1 for fuel storage, 1 for propulsion/reactors and one for ISRU?- 1,187 replies
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker When changing the fuel of the MPD in the VAB, why doesn't the thrust and ISP change when you middle click on it? Also the reported thrust for Hydrogen is about 5x higher than it should be? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
Have you considered putting a blinking NEAR FUTURE ELECTIC MODE ON in the power helper? Then it could be turned off for people. -
Great update thank you!
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
Um, everytime I end my timewarp the Regolith drills deactivate, when they were active the whole warp. This happens for even a 20x warp for a few seconds, so it isn't resource related. I also have tons of power. Anyone else? -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Releases
That sounds very useful. Any plans for LqdHydrogen and Hydrogen, because certain fusion reactions require Hydrogen?- 1,187 replies
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
So the only number that affects the game is Reactor power, all others are just flavour used to make the reactor power number? Also it appears that the P-Li6 reaction power doesn't match this table. P-Li6 is getting 7.932GW / 8.773GW = 0.9041 power relative to the reactor, when the table says it should be 0.22 P-Li7 gets 9.639GW / 8.773GW = 1.098 power relative to base reactor, when the table says 0.977 And they both have the same Fusion Maintenance power of 512MW when the table says one is 6x and the other is 8x? Am I doing this right? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
Well that explains how it affects the real world, which honestly I already knew. But I meant more of how does it affect the game in context? Does that mean reaction rate does nothing ingame? What's the difference between reaction energy and reaction power? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker I have been looking at the Fusion Reactor Fuel Modes table from the OP, and I don't understand the difference between Reaction Power, Reaction Energy and Reaction Rate? I understand that certain reactions make less power, also certain ones need a higher energy level to start like P-B11. Is the Rate fuel usage? Also I assume Brems-strahlung means energy output that isn't charged particles but also isn't damaging the reactor like Neutrons? So just pure thermal power output. EDIT: I put a trialpha on a test stand and the numbers in the table don't seem to make any sense when compared to the table? The P-Li6 isn't even close and the P-Li6 and P-Li7 have the same maint power even though they should be different? And why does each fuel have two maintenance powers in the table, how do I pick between neutral plasma and not? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
I almost always use Hydrogen unless I need high thrust for launch or landing. ISP is truly king and even the next best is basically half of hydrogen's ISP. -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
Regarding number 5, hydrogen is the best by mass, but you were comparing by volume. Hydrogen's big disadvantage is that is takes up a lot of tanks space for very little mass, so if you want to compare the performance of Hydrogen to say Hydrazine, you need to make sure you have the same mass of each. As for 3: Tritium Breeding - This is a process that allows the reactor to produce Tritium which is used in a fusion reactor. Tritium breeding requires a compatible reactor as well as a supply of Lithium and a tank to store the Tritium which is created from the free neutrons. Tritium is the 3rd most valuable fuel in KSPI and is one of the required fuels to power the Vista Engine. Tritium will decay into Helium 3, which is the second most valuable resource in KSPI and can be used for efficient aneutronic Fusion. -
You can use the mod that freezes them, I forget its name.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Liquid5n0w replied to RoverDude's topic in KSP1 Mod Releases
KSP patch is what you mean I assume? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Liquid5n0w replied to RoverDude's topic in KSP1 Mod Releases
I am getting that as well too, it's an odd freeze too. Just started in the last 3 days.