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jhook777

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Everything posted by jhook777

  1. Hi, first time posting on this topic. Just recently started using this mod and a handful of associated IVA's. Love it. llooooove it! It's so great! One tiny thing, and I'm fairly certain it's a KSP issue and not actually an issue from this mod but there's a slim chance so here goes: With the file MOARdv/FlightSystems/squad.txt the clamp o tron and clamp o tron jr fail to load. removing this file results in the parts showing back up. Looking at the file I see no reason for this to happen. Super confusing. Checking the below linked log showed something about the part failing to compile account of 'shader' being null or some such nonsense. Bizarre. Makes no sense why this would happen but has something to do with adding the cam to those two docking ports. the other squad docking ports, like the inline, mk2 and senior and expandable all still load with this particular file left in. So... makes no sense why it fails to load those two docking ports. Not game breaking but strange so here's my log.txt dropbox link thingamajig. Thank you again for such an amazing work of art! https://www.dropbox.com/s/f1hxjvohd82ys0h/ksp.log?dl=0 ps: log shows that i dont have dependancies installed that moardv needs (or any other mods) but that's because of incremental install till the problem showed up. The only variable that made a difference was whether or not that squad.txt file was present. so patching those two docking ports borks them in 1.8.1 for whatever reason. I saw other errors thrown, I suppose it wouldn't hurt to verify if other parts are affected by this and i just didn't notice. more searching points to restock issues... so this may be something that was fixed by something else and i missed it? nope, that wasn't it. more searching: loaded all my mods back (including this one and dependencies) but without that one squad patch file. heres a snip from the log generated:
  2. Random. How to SSTO with the Magnetized Targeted Fusion Reactor. An often overlooked reactor that loves the role of SSTO power plant. edit: if anyone is interested in more details i can cover this reactor in more depth I've seen this happen on parts attached to TweakScaled parts in the past. I couldn't reproduce the effect reliably though and later patches and reinstalls cleared it up. maybe see if the part it's attached to has some funky tweakscale settings?
  3. Ok, so this isn't really a tutorial, per say. Unless you find yourself needing a tutorial on how to clear asteroids using antimatter. If that's the case, here you go. Enjoy! Made with KSP 1.7.3 and the latest KSPIE for that version. Upgraded to 1.8.1 after this video.
  4. How to antigravity to Mun: 00:00 intro and build 04:40 pre-launch tests 06:40 launch window 07:55 transfer 10:55 prepare for flyby 14:20 prepare for impact 15:57 flyby and return 18:20 atmosphering (loss of two non-essential parts) 20:53 landing
  5. A pre-warp civilization was discovered. Technology was shared. The transmission has been intercepted and presented here for your educational benefaction... or some such. Enjoy! ps: not sure if it shows up blurry in the preview for everyone but it's actually clear on the youtubes. I'll get time stamps on it in the morning to make it easier to navigate.
  6. Episode four covering how to polar orbit with the warp drive for mapping purposes: Next video up will be thermal rocket things with MSR's and maybe some lasers (going to jump down the tech tree and show it from an un-upgraded point of view).
  7. Episode 3 featuring warp mechanics near a super large gravity well. And other cool stuff. Next episode will be warp techniques to establish mapping (polar) orbits. After that, we downgrade the tech tree and show some low-tech thermal rockets and turbojets! Enjoy!
  8. A demonstration of this since I don't think I explained it very well:
  9. Hi! I've noticed that the Z-Pinch will start in 'fusion pellets' mode when first launched (or when the engine gets staged). This will cause it to burn only fusion pellets and nothing else. On the runway, this means an empty tank in seconds. What you should do is right click the engine after it is activated and manually switch the fusion mode. Atmospheric if on the runway (be wary of static pressure or you still won't get thrust!) and use a propellent mode (like nitrogen, etc) in space. Try a vessel that has just a Z-Pinch aerospike, a probe core and an sas unit (aerospike z pinch has it's own air intakes but you can always add moar!). Something like that should launch off the runway and explode from g forces fairly quickly Remember, only atmopsheric mode works in atmo. All other zpinch fusion modes are vacume only!
  10. Taking what we've learned in previous lessons and applying them to studying a quantum singularity!
  11. I love this! The whole time I was making it I was thinking, "I want this thing to work like something right out of star wars." (minus the pew pew) Thank you for the compliment! Ps: I've since gotten better at sticking the landing with these type of crafts
  12. Thank you! I really like the idea of some sort of chemical reactor for producing water, etc, that would be fun (warping is fun but 98.076% of why I love this mod is because it lets me solve problems with a little basic chemistry <3). I did enjoy the challenge of synthesising H20 in a roundabout way, though. Honestly not even my fearless Kerbals thought it a good idea to just light up a Bunsen burner inside of a pressurized capsule in order to combust H2 and O2. We thought about it... but went for the H2O2 + NH3 => H2O + N2H4 mechanism instead. Seemed safer. I totally missed a step in electrolysing more CO2 (when making methane) to keep the reaction cycle going longer. Still, water can be pulled from a star, more or less, with the right tech. So cool! Still, a tool to skip the peroxide steps would be super awesome! My next mission is to put some instruments in orbit of Murph, from the Event Horizon mod. Curious if anything might be scooped up from the accretion disk....
  13. Oh sorry. I meant the IXS crew module that you already found. With that and the warp rings, engines, fuel tanks and science doodads from the interstellar extended mod, i believe a reproduction of the below craft is possible: note the central module in the picture corresponds to one of the fusion reactors in KSPIE. image source: The Washington Post
  14. At around 00:04:30 - launch with warp rings At around 00:08:32 - time lapse SSTO with warp rings At around 00:09:23 - orbit reached, radiators deploy At around 00:12:54 - explosion At around 00:18:00 - ISRU with star stuff At around 00:37:03 - brief demo of the xray free electron laser
  15. @zit: [shameless plug] Hi! welcome to the forums. If you search jhook777 on youtube you will find a handful of tutorials I've made that come close to being useful. I'm not the best (at ksp, kspie or youtube) but if you set playback to 2X speed on the longer vids you'll be warping in no time! Check out the ones with 'antigravity' in their title to see the warp rings doing their antigrav magic. Next video was going to cover ablative nozzles but I can put that off and do specifically getting to orbit with the warp rings if it would help you. Cheers and have fun! PS: I also like using the IXS crew module! Sadly the other parts of that mod don't seem to work anymore (?) but with the module and this [interstellar extended] mod you can still reconstruct it (or improve on it!) with fairly decent fidelity.
  16. On first glance the power output of your antimatter reactor seams off. If it's only giving you 110 MW of power when it is at the 1.875m scaling (approximated since it says your reactor mass is about 11 tonnes) then you aren't getting the appropriate amount of power to begin with. Maybe add more radiators? Or perhaps a mod is conflicting with the power output of your reactor? You should be in the gigawatt range on that thing: While I'm not familiar with Near Future mod stuffs, I think they might change some configs of interstellar parts to balance them against that mod?
  17. So what happened was I ended up losing control of the vessel and the game itself. Nothing worked, not staging, not parachutes, not quick loading! I was able to eva one of the kerbals, thinking I'd be able to deploy chutes and save them, but I had no control over the kerbal as well. Couldn't switch vessels or anything. After the crash, I couldn't even open the escape menu. Game stuck, had to reload. So no, wasn't meant to crash but circumstance and laziness prevented me from doing a retake. It's a thing that has happened to me in kerbal before. Not an interstellar bug as it's happened without the mod even installed. Just cost of doing business when playing ksp and I figured it went with the theme of O Fortuna so... yeah, I left it in
  18. Not a tutorial, just a tribute. The resolution was too low to use as a tutorial. A thousand, million, trillion blessings on you @FreeThinker. You are the best.
  19. Wow thank you for the update! You rock! One tiny thing though. While the charging issue is for sure fixed, as far as I can tell, the warp trail is persistent on any vessel with two alcubierre drives. I tested with the folding and large warp drives, having two on the vessel causes the warp trail to show up (and extend far into the distance) whether the drive is active or not. It's just there. It does not appear to affect anything, gameplay wise, it's like a graphical glitch or something. I reverted back to 1.23.1 and the issue does not exist there (but the charging issue does) and also 1.23.4 has the persistent warp trail as well. Back to 1.23.5, still there. Appears on newly loaded vessels as well as those that were already in play. I have EVE and Scatterer installed, could it be a conflict with one of those visual mods? Is there a way to toggle the effect on and off, by chance? Let me know if you need more info. Thank you again for the update!
  20. That makes sense. I was kinda thinking it had to do with the heliosphere. I need to do a lot more research on the subject because wow there is so much to learn! Thank you for clearing that up. A brief video to demonstrate this in action:
  21. I had an issue with internet latency with the live stream (but it helped by cutting the video length in half). This is the full version and there will be a link in the description to the shorter version. This demonstrates use of the mag scoop, bussard engine and muon catalyzed fusion reactor while travelling between stars. Have fun!
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