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MatterBeam

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Everything posted by MatterBeam

  1. Do you skill have these .cfg files in the main EPL folder:? seat_tasks.cfg settings.cfg EL_MM.cfg
  2. Sounds interesting... but how is it different then from the 'suicide burn' calculator from Kerbal Engineer or MechJeb?
  3. Check that you have Launchpads.dll in your folders somewhere. MY installs generally have a Extraplanetary launchpads folder (with parts removed) plus USI next to it.
  4. Would this work in a rescaled (x6.4/RSS) system?Wouldthe benefits there be similarly marginal, considering that circularization burns are greater?
  5. What would I have to do to make kerbals consume exactly 5kg per human day?
  6. Hi. I was wondering if it was possible to give a probe core Experience Traits, like kerbals? Example: EXPERIENCE_TRAIT { name = Engineer title = Engineer desc = Engineers are capable of repairing broken parts, if at all possible. EFFECT { name = RepairSkill } }
  7. Hi! Has anything come of this? I've had players requesting that I look into creating 'automated construction' parts, and I'd like to know if it is possible with the current EPL files.
  8. Oh I see. Automatic rocket building, with no kerbals needed. I will talk to @taniwha to see if this is possible.
  9. You want a part that does printing? That's the Mobile Processing Lab.
  10. I'll finish SimpleNuclear first, then start with 2200. It will be released, of course, then once I've set up InterSolar, I'll release both a save and a career mod so anyone can try colonizing a post-apocalyptic solar system. Expect 2 weeks for SimpleNuclear, and the rest within a month, plus or minus an exam period.
  11. I'm working on restarting this series with SimpleNuclear and a new series of 'mid-future' resource mods called '2200'. Glad you're still interested
  12. Do like the current version or do you want less parts?
  13. What's the bus craft's final orbit? Are you using RemoteTech, because I don't see the massive interplanetary dish on it?
  14. So, did some tweaking of the SN 'core' and added the first integration package for Near Future. The Near Future reactors now don't use Uranium, produce MWe and the engines consume MWe as propellant. I've kept the original balance (kW scale) and I'm working on creating a MW-scale balance for that package. BTW, @Nertea, your models are beautiful.
  15. There's a .cfg file called 'OreTanksSwitch' in the Parts folder that handles multi-resource capability for the stock Ore tanks. As for the Interstellar Fuel Switch plugin, I thought you already had it from EPL? Originally, InterstellarFuelSwitch.dll and InterstellarFuelSwitch.version are found in SimpleConstruction/Plugins and are needed for tank switching. If you cannot find an 'InterstellarFuelSwitch' folder in your GameData, just keep those two files inside SimpleConstruction. If anything is still confusing, don't hesitate to ask for a picture guide.
  16. I see you around the forum. You're quite active!
  17. If you wish to make EPL and SimpleConstruction work together, then you need to install SimpleConstruction (place it in GameData), then open it and delete everything except the 'Parts' folder. Thanks for asking!
  18. I've looked through it, and while it uses FSfuelSwitch and FSmeshSwitch, it relies on 'JSIUtilities' to handle PartModule modification, and that was last updated for 0.90.... Thanks for the suggestion anyway.
  19. Hi. I'm looking into the FireSpitter mod and the list of modules such as FSmeshSwitch, FStextureSwitch2 and FSfuelSwitch. I'd like to experiment with something that switches Modules inside a .cfg file for a part, like how FStextureSwitch2 switches the textures a part is using. Specifically, I'd like to give the player the option to click through a list of options for an Engine part in the VAB. Each option is a ModuleEnginesFX with a separate name. The end result be some kind of FSModuleSwitch. Does this option currently exist? Can FsfuelSwitch, which I know how to use, be reconfigured towards this effect? Is @Snjo still around?
  20. These are all valid critisisms, don't worry! Thermal turbojet: I based the numbers on the Tory-IIC engine, designed for the Project Pluto nuclear Ramjet. The Thermal Turbojet doesn't work like a normal jet engine. It has low thrust when stationary, but since it is also a ramjet, and higher speeds allow for compressing more air into the heat exchanger, its thrust increases with speed. At Mach 0.8, it will produce 250kN. At Mach 2, it will produce 375kN. at Mach 6, it produces 750kN. It produces some thrust all the way up to Mach 10 (3000m/s), but it will not provide enough thrust to weight ratio to maintain that speed. I still have to tweak the Isp curve, so it's till being balanced. Thermal Rocket Nozzle: The Isp and thrust were calculated directly from the power output (700MW). The LV-N, when upscaled to 2.5m, weighs about 24 tons. A 2.5m Thermal Rocket Nozzle + 2.5m Solid Fission Reactor weigh together about 10.5 tons. This makes it have a much better thrust-to-weight ratio and even better deltaV. If you have radiators that can handle the heat, the Gas Core reactor allows you to get 300kN thrust out of 5.5 tons of engine and reactor. Fission Fragment reactor is supposed to give you easy access to MWe in very small sizes. It is supposed to be very dense but have low output per weight ratio. I'm still collecting data for final balance. If someone wants to use these engines, it is to give them more options in deciding their playstyle. In stock KSP, liquid fuel engines are very good, so even the slightly better nuclear engines are not needed. In rescaled (bigger) solar systems, like Real Solar System or x6.4 KSP, you will need the higher Isp. I appreciate all criticisms, as it allows me to improve my mod. Just remember, this mod is still in development and hasn't been released yet.
  21. An entire black screen is very very weird. It might even be a graphics card driver problem. My suggestions, in order: -Make sure there is no 'extraplanetary launchpads' or 'USI' folder in your GameData. They both have configs and .dlls that duplicate or replace my mod. -Test without graphics mods/without OpenGL. -Test without KJR. -(If nothing works) Post log and look into updating/reinstalling drivers. Your ideas should be entirely possible. Your only limit would be frames per second, in fact.
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