The Pav
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Everything posted by The Pav
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
The Pav replied to sirkut's topic in KSP1 Mod Releases
I don't get any of the new parts when I install it, just all the old stuff. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I just posted a couple images there and will continue to do so... if I have anything worth posting that is. -
Sparrow class light exploration cruiser. Carries a scientific lander which is capable of Kerbin reentry and landing. Driven by Open cycle Gas Core reactor and Thermal nozzle. Kestral class medium exploration cruiser. Carries a skycrane lander and 4 scientific packages. Allows 4 bodies/biomes to be explored with all materials returned. Scientific packages and lander are capable of Kerbin reentry and landing. Driven by Open Cycle Gas core reactor and thermal nozzle.
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KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I've been trying this over and over and it just does nothing. Can anyone help? I can not get either type of ISRU to reprocess nuclear fuel to remove actinides. Nothing happens at all. I've asked this a few times and never got a response. If it doesn't work, someone please let me know that. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
For the life of me, I can't get nuclear fuel reprocessing to work. It just says "no target". I was trying to do it on the same reactor that powers the ISRU. Can anyone help? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
FreeThinker, do you maintain any kind of gallery for showcasing designs made utilizing Interstellar Extended? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
Oh ok. Thanks for letting me know. I have another question which arose while testing the craft on a trip to Dres. I'm a little unclear on the core temperature and Thermal P mechanics for the open cycle gas core. I understand that it drops in a gravity well and under acceleration and I did notice a slow steady drop while the thermal nozzle was running. I expected that but I shut down the reactor to save on nuclear fuel for the long transit and when I restarted it a couple days before Dres, the thermal P was really low. Instead of .75 (as it was at the beginning of the trip), it was listed as something like .21 out of .23 with really low thrust and never improved. I wasn't in a gravity well. What could cause that? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I've encountered an odd behaviour which may be a bug using the open cycle gas core reactor with a thermal nozzle. I designed a vessel using this in sandbox before I had the requisite technology in my career game. In sandbox I had the maximum upgraded version of course. In my career game I have finally unlocked all required technologies including experimental rocketry and fusion rocketry for the reactor upgrades but in career, the same craft still has significantly less DV. It never improved with upgraded tech. It's not an existing craft. These are values in the VAB, verified by launching. It's the same craft file with the same amount and type of all resources. I've even removed the reactor in the vab and replaced with a new one in case it was an update problem with an existing part but that wasn't the case. I'm just not getting upgraded reactor values in career. Here is the vessel in Sandbox mode with maximum upgrade. Here is the same craft file pasted into the career game followed by a screenshot of the techtree for that career. It should be fully upgraded according to the information here. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
Ok I was just wondering since the thrust values weren't listed in the chart and this reactor behaved quite a bit differently with a thermal nozzle the last time I had tried an earlier version of the mod. I hit a sweet spot with this. The thrust is fine since I manged to design a small light interplanetary vessel using this. Only 55 tons (including lander) and gets over 23k DV. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I was testing the new version using an upgraded 2.5m gas core reactor with a thermal nozzle using hydrazine and liquid fuel. In both cases there was really high isp but quite a low thrust. I think around 135 kn for the liquid fuel and a little higher for the hydrazine. Is it supposed to be that low now? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
Thanks! It seems to work perfectly! - - - Updated - - - I just want all of you to know, FreeThinker, ABZB and Trollception that you're all great. I didn't expect to get this much help this fast. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I'll check it out right away. Which folder do I need to place this in? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
Thanks ABZB! This will help quite a bit but I'm stumped as to why my previous interstellar build (on KSP 1.02) allowed all tanks to work with IFS and not now in the new build (All versions KSP, Interstellar, IFS up to date). I need to find a way to get that functionality back as among my designs I'm pretty much using all tank types. - - - Updated - - - It allowed me to make really neat things like this: http://i141.photobucket.com/albums/r52/thenewpav/screenshot550.png A nuclear, hydrazine fueled ship and lander for a mission to Moho. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I'll see what I can find out. I've spent the last couple hrs going through part configs trying to figure out what the difference may be. Do you have future plane to allow interstellar fuels in stock parts? It would be a shame if not. It's a great mod and being limited to only a few tanks would greatly reduce design choices and the effectiveness of the mod as a whole. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
What information from me would help? A craft file where stock tanks contain Hydrazine? Something else? I don't really understand the config files. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I'm not sure. I'm not familiar with how mod building works but Modular fuel tanks used to allow KSPI fuels in any tank and it no longer does so something has changed about how one or both mods handle resources. - - - Updated - - - I retained my install with the older build and just ran it to check. It uses KSP_Interstellar_Extended-1.1.20, and Interstellar_Fuel_Switch-1.11. I was mistaken about modular fuel tanks. When I go into it's UI, I get no option to add KSPI fuels, however, the stock tanks in that build work with the standard Interstellar fuel switch interface "next tank setup" so the change is in interstellar fuel switch. Do you know why it would allow stock tanks to be configured in 1.11 and not in 1.16? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I don't understand because I've used Hydrazine as a propellant before with a nuclear reactor/thermal nozzle combination. The propellant chart also says hydrazine is unlocked in the node "efficient nuclear propulsion". This was an older KSPI build. In that build I could put any KSPI fuel into any tank with modular fuel tanks. I'd like to do something similar again. - - - Updated - - - Here is a screenshot of the current build. Hydrazine appears to work fine as a nuclear propellant. I just want to know which mod will allow me to put it into stock tanks without having to use real fuels because I don't want to deal with limited ignitions and ulage motors. Modular fuel tanks used to do it, but no longer does. http://i141.photobucket.com/albums/r52/thenewpav/screenshot47.png - - - Updated - - - sorry about that mess. Some mistake with copy/paste. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
In an old build, I used to use modular fuel tanks to put hydrazine and other fuels into stock tanks. That doesn't appear to work now. What would I use to do that now? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I have also misread the chart and you were initially correct as to the problem. Sorry about that. I've been starting at a screen too long. I think people want to use liquid fuel with KSPI because the original Interstellar allowed for it. Familiarity is the best reason I can think of. It's also convenient when standard mining/fueling operations are already in place. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
I was just trying to use liquid fuel mode. - - - Updated - - - According to the propellant chart, liquid fuel unlocks with the same node as the closed cycle gas engine so it should be working. I'm using standard liquid fuel tanks that aren't configurable to other fuel types. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
When I try to use a closed cycle gas core engine, it's always stuck in water fuel mode regardless of what I set it to in the VAB. After launch, changing the fuel mode does not seem to work and stays on water mode. Any ideas what could be causing this? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
What does the ISRU need to use Peroxide process to make Hydrazine? -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
Does anyone know how to make the 2.5 m Inline Processor work? I can't find any kind of documentation on it. I'm making a ship to scoop materials out of Kerbins atmosphere and process Hydrazine in orbit. I have the scoops, cryo tanks for the various resources, reactor and generator for it all. I can't get the processor to do anything at all though. It just says offline. I have tried attaching it to different tanks and running fuel lines but nothing helps. How does this thing work? How much power does it take? It doesn't say in the part description either. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
Hello. I can't get the 2.5 m Inline Refinery to work and I can't find information on it. It just says that it's offline. I have over 250 MW electrical power on the vessel. -
KSP Interstellar Extended Continued Development Thread
The Pav replied to FreeThinker's topic in KSP1 Mod Development
OK. Hydrazine has a -. So it's a disadvantage? What does that mean in game terms?