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MatterBeam

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Everything posted by MatterBeam

  1. I was thinking more along the lines of: how do I calculate atm fraction for use when writing .cfg files for a modded jet engine?
  2. So currently, it's one reactor per engine, no way around it? Also, I was wondering if there was some way to make Microwave Power Relays function in stock, ie consuming and transmitting Electric Current while producing stock Heat. Is it possible to do this with .cfg file manipulation?
  3. Actually, if I get a decent dV map, I might actually start my career on this.
  4. Hello. What's the relationship between altitude (meters) and pressure (atm) on Kerbin? How do I know what pressure there is at 12km altitude? If I set my parachutes to open at 0.3atm, at which altitude will they open at?
  5. Hello. I might be interested in this mod. If you track a mission, then launch a Routine Mission, will you be able to switch to the new craft and watch it repeat your movements, or will it just teleport to the final position?
  6. If it wasn't against forum rules, I'd post the Darth Vader NOOOOOOOOOOOOO! right here.
  7. I'm sorry! I've never suggested anything to Nertea before.
  8. 64K... it's a resized Kerbal system, right?
  9. Just to confirm: NearFuturePropulsionX_5_3 is the latest build for NFP? Also, two suggestions: -Electric/Thermoelectric jet engines. I'll create my own .cfg file and share it here if anyone is interested. -Microwave power relay. It's the only thing of interest to me in KSP-Interstellar, but lately I'm having problem after problem with it, so I just removed everything and stuck with Near Future. Is there any way of converting KSPI's microwave receivers and transceivers into something that works with Nertea's NF-Electrical? Is there any chance of getting a native analogue for this system in Near Future?
  10. Sorry to bother you again: New 'revert' bug after installing latest version. Upon reverting a flight to spaceplane hanger, the game isn't reset. If I kill a Kerbal, then revert to spaceplane hangar, that kerbal is considered Missing. Upon reverting a flight to launch, the entire KSPI assembly stops working. Reactor produces no energy, the radiators don't heat up and the turbine plays the animations without producing any thrust. Log: http://www./view/ftfp8vieu0q2bki/output_log.txt Also, a few questions: -What's up with the numerous empty tech nodes? -Why won't the Atmospheric scoops collect resources when powered correctly? Why won't the thermal turbine use these resources if the scoops are active (refuses to switch to Nitrogen, for example)? -Why is it, that when I put three nuclear reactors in series, only one of them is active and producing thermal power, while the rest idle?
  11. I'll try and build a few rovers. Also, is your avatar pic anything related to the Kzinti?
  12. Ah, in that case, it doesn't not need to be aerodynamic, but it does have to be dark grey or charcoal black. A hot chemical reactor running on Mars/Duna would heat quicker than on Earth/Kerbin due to the thinner atmosphere and lack of radiators. Since sunlight is low, the black color helps it radiate its heat away.
  13. After much forum-surfing, it turns out you have to write a .dll for that. To write a .dll, you need to learn C# To learn C# you need to either work at home for a few years, or abandon your current studies.
  14. From the github page, do I download everything as .zip and extract into Gamedata, or do I only put Kopernicus in Gamedata?
  15. The yellow line has to go into the negative (slope downwards). More negative value: more stable in my experience. According to that table, the more you pitch it (Angle of Attack/AoA), the less stable it will be and more prone to flipping over.
  16. How useful is the x64 if you've only got 4GB of total RAM anyways?
  17. If I install KSPI-E's latest update, will it write over the Community Resources correctly?
  18. F10 toggles them on/off. Some mods have the option to disable them automatically.
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