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Everything posted by Liquid5n0w
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
Well in that case, thanks @FreeThinker that was a really great change to ISRU, and very timely for my playthrough! -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker I just started using Fusion power and I noticed that the Tri-Alpha built in generator upgrades it's efficiency at highEnergyScience instead of highPowerElectricalSystems like the separate genny does? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
The issue there is that I could process solar wind and Regolith at the same time with one part, now it needs two parts. Not much of an issue though because of the new hex parts are so modular and sweet. That was a really good idea @EvilGeorge. As for Deuterium in the Regolith, I though the logic was that it would have the same resources as Solar wind, as it would come from trapped solar wind products? Also I find it hard to believe that the regolith would have so much hydrogen, lots of He4 and a bit of He3 and not even trace amounts of Deuterium. Actually you should expect trace amounts of lithium and Boron too right? I just started using Fusion power and I noticed that the Tri-Alpha built in generator upgrades it's efficiency at highEnergyScience instead of highPowerElectricalSystems like the separate genny does? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker I updated and now my ISRU I have already inplace can't process solar wind anymore? and Regolith processing doesn't output Deuterium either? EDIT: oh, Solar wind is now in the ISRU menu instead of directly on the part, that is a bit of a drag. But Deuterium should be in the regolith along with He3 correct? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
So does that mean that the ATILLA gets higher ISP the lower it is throttled? I've noticed the opposite I believe. -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker In poking around in engine configs I found a setting in the ATILLA thruster, what does the gearing do? ispGears = 1 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Liquid5n0w replied to RoverDude's topic in KSP1 Mod Releases
Oh, so if I setup a base mining rare metals and a small tank I need to watch it to get it's mining output into PL? What could be causing my problem supplies not going in then? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
If you have near future electric installed KSPI will adapt it's numbers to near future levels. Live with it or uninstall near future electric. Search this thread for more details about it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Liquid5n0w replied to RoverDude's topic in KSP1 Mod Releases
Great thank you. Is it intended that supplies mulch and fertilizer can't participate as well? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Liquid5n0w replied to RoverDude's topic in KSP1 Mod Releases
Well I did accidentally put some things into planetary storage on Gael (the home planet in the GPP pack), including machinery. So it must be possible to get machinery into the planet somehow... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Liquid5n0w replied to RoverDude's topic in KSP1 Mod Releases
How can I force push machinery? I tried putting it in its ISM with planetary logistics then disable the tank. Normally that pushes the contents into the planet but it isn't working. Also happens with supplies and fertilizer? -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
So for my ship launching base on the moon making ships with EL I will need to ship in UF4 and uranium nitride to power my ships? but I can get He3 from Regolith, I've already got that working. One other question, how can I mine Deuterium for my ships? On the moon that is. -
@allista The engine i've been using lots is the FNSmallAugmentedArcjet from KSPI-E (in the warp plugin folder). In game it's called ATTILA Thruster. Here is the cfg for the part I am looking at: https://drive.google.com/open?id=0B0STyNDHlUuyZm1KcUtKYlA2UVk
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Well the MJ powered engines don't know their thrust and ISP until they are running as it's based on available power which can change dramatically when it's beamed power. Is based on the orientation of the ship compared to incoming beams, distance, etc. Mechjeb can't do burns on that type of engine either. But we should be able to solve the engines if they are locally producing power in a reliable way. Or could you use the last observed thrust of the engines and ISP of engines instead of the thrust that is reported?
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I am aware this is probably not a solvable problem, but I have been using ships that are powered by beamed infrared in KSPI-E, and TCA has huge trouble landing these. I've noticed from doing maneuver nodes in the ship that it waits until t=0 before starting the burn, which is probably what it does in the final burn of landing, but waiting until touching the ground before landing is sub-optimal. A craft file won't help because the ships rely on a beamed power station and a relay network. Do you want my save?
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No loss of contracts for me either, thanks for the fix!
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
I don't think I can get a craft file, as I have built the base organically. I can provide you my savegame, but I have it loaded with mods. But it should work as long as you have MKS. I'll get you the save file tomorrow. -
I've used both of those many times without the issue.
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
Okay great. I've having trouble between MKS and KSPI-E. For hydrogen and water, the ISRU won't use the inflatable storage for planetary storage. Not only that, my ISRU will now not even put output into anything except it's built in 10 units of storage, refusing to put it into even new tanks I've built. Without water and hydrogen it's quite hard to do much with ISRU for fuels. -
KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker I just started adding ISRU to my MKS base, but when I built the ISRU and tried to open the ISRU control window it came up blank. I can turn on and off the processing on the right click menu, but I can't do stuff like Regolith processing. It was working when I tested the ISRU on the pad, but when I built the same thing with EL on my base it doesn't work? Also related question, when I was looking at the ISRU parts, there are 3, the old white dome one, and two inline ones, one called refinery and one is a constructor that appears to do nothing? I went through the ISRU stuff on the first post and the wiki and didn't see anything about it. -
Oh that makes so much sense, center of vessel! How many meters away can I get from the center with a level 3 pilot?
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Well, I had two stations, neither with crew, but I had put the stake right next to the MKS Pioneer module and it still wasn't finding the stake. Does it use the average of the two locations to measure the distance to the origin stake?
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I would suggest turning off jump to vessel until it's resolved to help others out there silently suffering.
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I have been building my MKS base using EL, but I just went to add another piece and now I can't find the survey stake? You can see in this screenshot it is telling me there are no sites found in the UI, but there is clearly a stake right next to my EL build location? Am I doing something wrong or is this a bug? Edit: I just did a test on the launch pad and I am getting the site found there. Should I try to scrap my two EL modules in my base and fly a new EL module over?
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KSP Interstellar Extended Continued Development Thread
Liquid5n0w replied to FreeThinker's topic in KSP1 Mod Development
The mass of the gen is set based on the mass of the reactor it's attached to, so if you put it on a 8T reactor it will be 5T, while you can get 100ec out of a mini-molten salt of 200kg + 150kg gen. Or the 0.625 reactor from MKS (what I use in every probe + a small rad).