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Jarardo1
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[0.90] KSP Interstellar port maintance thread
Jarardo1 replied to Boris-Barboris's topic in KSP1 Mod Development
Here it is: https://www.dropbox.com/s/sri8xh4s0s84wjm/persistent.sfs?dl=0 -
[0.90] KSP Interstellar port maintance thread
Jarardo1 replied to Boris-Barboris's topic in KSP1 Mod Development
Posting my issue with micro beamed power here. Lot of info, want to cover all the bases. Let me know what else I can try or provide. Moving save from .25 to .90 with this port. Major mods are KSPI and MKS/TAC. Issue: Vessels not receiving microwave beamed power after moving to .90 (all mods updated). In previous build with same power infrastructure, could receive 40gigs at KSC and 70gigs around Kerban in vacuum. Exisisting Beamed Power Resources: Kerban has 4 relay sats about 975km out, at 12, 3, 6, and 9 clock positions. 3 Beam stations on ground 2.5km away from launch pad. 1 20gig and 2 10 gig stations. The stations are all at least 2.5km from eachother as well as KSC. 3-4 Beam stations in orbit of Kerban, 2 also have relay dishes that are active(all 10gig stations). 3-4 additional stations are beaming power while on rout to other planets(some may have relays active), and 1 solar sat about 350000km from the sun beaming a few hundred MW(dissapointing - but not relevant here). Duna has a 5 relay network surrounding it, mun has 3 relay sats, might be a relay or 2 here or there that is active that I'm not thinking of. Testing: I swithced to/loaded and made sure all relays around Kerban are active, while testing, I noticed 1 relay sat was able to receive power while over KSC (About 7gigs). I tracked down the functioning beam station to the large 20gig station on the ground near KSC. I made a test craft with a few dishes, while pointing at the large station I was able to receive 9-13gigs while on the ground. In orbit about 100km, am able to receive 21 gigs while over KSC. I tried activating and deactivating the stations around the 20gig station, 1-2 times the amount received on the launchpad did change around 3 gigs, but the effect isn't consistent. After going to another vessel and loading the test vessel on the LP again the amount would be either 9gigs or 12 gigs. Turning off the 20gig station, no power can be received anywhere. All Beam stations do show that they are beaming power when the vessel is loaded. Relays don't seem to be functioning at all, when receiving power only 1 or maybe 2 sats are ever shown as linked(don't remember if I saw 2 once. The 20gig functioning station has 2 tokomak reactors, and 2 solid state thermal gens. All other stations only have 1 reactor. I orbited Kerban several times, and was not able to get any power from any of the orbital stations even when close with a direct line of site. The power amount from over KSC was consistent. Might be an efficiency error with the amount received while in vacuum over Kerban, can receive 21gigs, while the working station actually only outputs a little under 20gigs(just making note in case it's related). Thanks for your time and effort sir. -
Is microwave beamed power working? While looking at the transmitters I am seeing beamed power, but no reception from any other vessels. I saw a post a few pages back about a modified dll for microwave, but I think the link is deleted. I'm working on transferring a .25 save with the latest release by Boris. I also have MKS/TAC
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[0.90] KSP Interstellar port maintance thread
Jarardo1 replied to Boris-Barboris's topic in KSP1 Mod Development
I copied the KSPI_techtree_0.90 (from this .90 warpplugin folder) to the techmanager folder, and deleted the tree.cfg from the save folder, it's working for me now. I also installed the latest version of techmanager, which included some other files/folder, not sure if that was necessary. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Jarardo1 replied to Arsonide's topic in KSP1 Mod Releases
Is there still a way to edit the rewards for the missions now that this is stock? I just edited the cfg file when it was a separate mod -
[0.90] KSP Interstellar port maintance thread
Jarardo1 replied to Boris-Barboris's topic in KSP1 Mod Development
Does this include undercoveryankees crossover configs from here: http://forum.kerbalspaceprogram.com/threads/94876-0-24-2-0-25-Community-Resource-Pack-integration-for-KSPI-0-12-%28ORSX-version%29/page4 Or will I need to download that again to work with KSPI and MKS/TAC? I thought I saw a post about it, though now I'm thinking the post was regarding the argon tank size configs etc. -
Has Fractal ever discussed a continuation of the tech tree? If not, what are some of anyone's thoughts? What kinds of future tech might be included? Would be nice to keep the need for science as a game objective after all is researched (Especially as more stars and planets are added!) I have about 10k to go to get the final tech in a save, very fun game!
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So what does it mean that this will deprecate OSR-X? I have a save from .25 - mks/TAC and KSPI (need to trans save to .90), will everything continue to work? I'll be using Boris's current port release of KSPI. Thanks Roverdude and all involved for all your work on this project! Things like this will really have a lasting impact as the game continues to develop.
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They are working now thank you sir! With the patch from the wiki, I had a problem with Antimatter in the vab. The tank always costs what a full tank would cost, even when empty. Adjusting the amount didn't change the cost. I removed the below, it went back to costing nothing. @PART[AntimatterTank*]:AFTER[WarpPlugin] { costOfResources = #$/RESOURCE[Antimatter]/maxAmount$ // We should be able to pull the cost of antimatter from the resource // definition. Since that isn't working for some reason, I've copied and // pasted the current number. // @costOfResources *= #$@RESOURCE_DEFINITION[Antimatter]/unitCost$ @costOfResources *= 4819.22 @cost += #$costOfResources$ !costOfResources = null
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I am playing in career and haven't unlocked warp drive or antimatter reactors. The bigger reactors are good for a microwave power network. Which can give enough energy to use thermal and plasma engines. My network has around 70 gigawatts. I haven't needed to go beyond that, I think if you really go crazy you can have overheating problems. I have 40gs on the ground from a few reactors about 2.5 km from the space center, and 70gs in space.
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It needs diterium and tritium. You need to attach tanks containing those. Fill them up all the way with diterium, and just the smallest amount of tritium you can place. If you use the large diterium/trit cryostat you will need to use undercoveryankees config fix or there is an issue with cost. It does need energy to start but not 50000. I normally use 8-12k but might not need that much.
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Test planet is Kerbin. The craft has storage for argon and LFO. Each tank has some available storage. I was able to get one if the scoops (the rounder large scoop with the flat ends) to show some flow when set to oxygen. I will post a ss of the resource listing when I get home. Using the Karbonite scoops, I can get a large amount of Argon flow without any intakes. Looking at the configs for the parts, the Karbonite scoop shows a (this is from memory so I might have the object names wrong, I'll correct when I'm home tonight) "intakeatm" value, while the kspi scoops (warpplugin folder) shows a "isruscoop" or "isruscoopair" value. Thanks for your assistance and contributions to these awesome mods!
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Did you make the changes in the patch guide? If nothing else the tech tree won't work without using tech manager and removing treeloader. For ram usage - I use this along with about 18 other mods. Active texture management mod and also the -force-opengl command extension are necessary for me. Normally use about 2.2-2.5 gigs of ram using both of those. I use the more aggressive texture management mod. The lighter option wasnt enough. Haven't noticed any difference in how the game looks.
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Using .25 about 200 hours into a career. Is there a trick for making the atmosphere scoops harvest resources? I have power, I've tried about every combo I can think of with air intakes and coolers. The KSPI intakes aren't supposed to affect anymore (I did enable them to show up in vab to try). Do I need a refinery on the ship? The scoops are always just showing 0 flow. I also have mks with undercoveryankees crossover config files. Thanks!
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Anyone have problems with more than 1 Microwave receiver/thermal rocket on a craft? I have a craft in orbit that has one thermal rocket on each side of the craft, so they both need to fire at the same time or the craft will just spin veryvery fast. It worked fine during launch, but now that it's in orbit I can only get 1 of the receivers to get any power. The other just shows 0 input. Changing the reception on either one hasn't had an effect. I thought maybe adding an action group to activate them both at the same time might work for future craft, haven't tried it yet though. Thanks!