Jump to content

Liquid5n0w

Members
  • Posts

    200
  • Joined

  • Last visited

Everything posted by Liquid5n0w

  1. oh, it's not inside the Module but in the base information for the part? I understand.
  2. I'm having trouble as to where to fix this in code temporarily while waiting for the update, I suspect it needs to be added in each part under microwave but I didn't have much luck with that?
  3. I've been having problems with my beamed power network, similar to the users above. I did get it up and running before on Infrared, with 2 different generator power stations and 3 infrared mirror relays. I launched several sats from the ground using it and ATILLA. But now new things I build won't connect, and my unchanged ship and unchanged network doesn't even work! What is going on?
  4. Well I'm using ETT, which I don't recommend right now. But it does effectively double how much science you need to collect, and is quite fun.
  5. Agreed about too complicated, in my current playthrough I just don't use the lab at all. This really isn't a problem with KSPI-E, we should just leave it as stock behavior.
  6. Yeah I was having problems with a tank after it got bigger then 5m diameter.
  7. Yeah I saw that work around for IR, but didn't understand it. I need to change the config of the Klaw and then it works with KJR? or that only works on IR parts?
  8. I was looking for the dev thread, but I guess they don't have a separate thread. Also farram really isn't active it seems. I'm wondering if I should stop using KJR?
  9. Is this still the issue with the Klaw still a problem? The only work around would be that we have to uninstall Joint Reinforcement? There is no way to make KJR not affect that part?
  10. I can't find the dev thread for joint reinforcement, can you link it?
  11. I haven't used it yet but the use case for Extreme UV would be getting small spot size out to Jool and beyond, so that you can actually receive power. With the large dish doing the relay you should receive overall far more power then other solutions, even after the 20% efficiency.
  12. I would if I knew how MM patches work(I could probably learn quick enough, they don't look complicated), but I've been testing it more and it seems with my one powerstat using the gas core reactor it is still stuck at 30% eff, but using my second design with a dusty plasma the changes I did seems to have made both the thermal gen and the charged particle work at the second tech level. I still only vaguely understand how KSPI-E decides if something has received it's upgrade or not. I'm helping the maker of ETT(in the thread) with placement of things in his tree, not just KSPI-E stuff. I think he doesn't know about the upgrades that happen in KSPI-E. Maybe you can explain him the process so that the patches he makes can be better.
  13. I just realised that you have updated, but the github for the project shows the last changes were in June. Whats going on there? Also, what timeframe were you thinking for that update? I am about to start into MKS in my game, but if ETT isn't updated I'm going to have to manually go and change the tech nodes of a bunch of MKS stuff so I can use it at my tech level.
  14. I think I have found the problem, as I am using ETT which moves around a lot of nodes. I think that ETT completely removes or renames a tech called highpowerelectrics and the upgrade for the generator relies on it. Can I change the upgrade required tech node in the cfg or is it hardcoded? EDIT: Just tested changing the config and my eff is back to starting at 64% as it should with the upgrade. So the whole problem was because of ETT.
  15. I believe I am getting a crash because of this, as when my game CTD the last line in the log was ARP trying to load some textures.
  16. Good to know, I hadn't heard that anywhere else. It totally makes sense, but because nothing in the UI told me that I assumed it wasn't a limit in the mod. From this screenshot it looks like the efficiency is still based on the hot bath temp of 58841K. If it was based on 3500k, I would expect it to have much less than 30%. I still have the non-upgraded efficiency problem though. I have made certain I have enough cooling, but it is still showing ~30% eff instead of the 60% I would expect.
  17. What? my cold bath temp in that screenshot was 1600k, and hot bath was 58000k. That should be right close to the ideal efficiency of 62% shouldn't it? but it looks like it is very close to the not upgraded 32% efficiency? Also the rads installed on it can get rid of all heat at their max temp of 4100k, which at that cold bath temp should barely affect the efficiency. I'll try it again and double the rads.
  18. MODULE { name = FNGenerator pCarnotEff = 0.32 maxThermalPower = 15000 upgradedpCarnotEff = 0.64 upgradedName = KTEC Solid State Generator originalName = Brayton Cycle Gas Turbine upgradeTechReq = specializedElectrics This is weird, in my screenshot the name is KTEC, but the efficiency is 30%. That makes no sense as they are supposed to change at the same time as per this config file for the thermal gen. Is this something in my mods, a problem with ETT because there is no advanced nuclear reactors node?
  19. I'm quite sure I have every fission tech node unlocked in ETT, but I'm still getting low efficiency? I also have the node that is supposed to unlock the upgrade in electrical. Where can I look in the EngTechTree.cfg file that is in the ETT folder to see where this upgrade unlocks? or is it hardcoded in KSPI-E and not in a cfg?
  20. Well i'm using ETT, so the upgrades in that are all over the place. But my picture says I have a KTEC? is something going on?
  21. Why is my thermal gen efficiency still ~30% even though I have the KTEC upgrade?
  22. First off, the molten salt reactor is very likely too heavy and not hot enough to launch from the ground. Try the same build with the pebble bed. Second, I find KER incorrect reads the thrust of parts regularly. Disconnecting and reconnecting the part size, or just resize up then down, can help. But even still I often find the Kerbal Engineer estimate very inaccurate. it's best to build it then test on a stand. I have never gotten dV that is tiny though, that sounds new.
  23. Also, where you are placing the USI-MKS parts doesn't make much sense. All of the ranger class items should be unlocked early (around 100 to 250 science), then all of the Duna modules, then the tundra stuff. The system is designed to start your colony with a basic ranger base, add Duna modules to it's a bit more self sufficient then build tundras on site to be totally self sufficient. The way you layed out their tree makes this progression impossible,
  24. You can use relays that are marked as mirrors for 1 part relaying correct?
×
×
  • Create New...