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The Pav

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  1. I have a couple questions because a lot here just isn't explained. How does corrosion affect things in game? What do the +'s and -'s mean on the ISRU chart? Hydrazine looks like a great propellant but I have no idea if the ISRU could produce it or where. Water also looks not bad but how does corrosion work? etc.
  2. Those kinds of mistakes are the worst and not usually obvious. I appreciate the help though. I did come across an issue though. I use TAC life support and the old resource system for it is now defunct. It's workable with my save though. I found vessels with the old system still functioned properly, I just couldn't make more using that system. So, I removed the mod and launched a very large depot of the old life support system in LKO. My Life support delivery drone and vessels depending on the old resource system have enough now to last about 25 years. Now I can put the mod back and the older fleet will have more than enough to last until they are phased out with newer craft.
  3. Ok thanks, I knew it was less dense and expected less but not anywhere near that magnitude. I already hate liquid hydrogen as a fuel source. I might go back to the liquid fuel but I'd have to use CO2 after every burn (soot reached 55% after only 900 DV) and have no idea how much of that I'll need yet.
  4. Ok but it wasn't game related. I made a backup of my KSP folder in case anything happened that was save breaking so I could test it first but the install didn't seem to work even though it was correct. I realized later it was my shortcut (which forces the game to run in OpenGL mode). The shortcut in the duplicated folder was still pointing to the original folder without the mod.
  5. Thanks but I have it working now. I had it installed correctly and had module manager. If I told you what the problem actually was, you'd reach through your monitor and smack me. LOL
  6. I've installed Modular Fuel tanks and your patch (which I may not be using correctly but I tried to follow your instructions.). The values just cannot be right. I had a vessel using liquid fuel for the thermal rockets and it had over 16000 Delta V. The exact same vessel with the tanks converted to liquid Hydrogen only got 3000 Delta V even though Liquid Hydrogen has the greater ISP. What could be going wrong?
  7. I actually don't get those options... The Modular Fuel Tanks folder goes in the GameData folder right?
  8. OK, stupid noob statement here but I just installed this and I can't find any way to change the tanks.
  9. Thank you. Is the CO2 resource compatible with the CO2 resource from TAC Life support? I already use that and it would give me a reason to have a CO2 waste tank instead of jetting it into space.
  10. Now that I've unlocked some of the higher techs playing this in career, it's pretty much nerfed. The switch from liquid fuels to liquid hydrogen has made the idea of a microwave power network pointless. Before, the purpose was to build a network so you have have small light craft that enjoyed that power without having to carry heavy reactors. Now, liquid fuel almost instantly clogs a thermal rocket forcing one to use liquid hydrogen. But... the hydrogen tanks need large enough amounts of electricity that you'd have to have a reactor and generator for that anyway. The thermal microwave receivers are pretty much pointless now. You HAVE to put a reactor on a craft even with the microwave network. THEN, when you do use the liquid hydrogen, the rocket has such low thrust that it's inferior to the In game Atomic rocket motor which can run off liquid fuel and doesn't need a reactor to power a generator. It's like doing all this work for high end technology that's garbage and not playable.
  11. Hi Free Thinker I have a question. I just designed a ship using Thermal Rocket Nozzles which uses Liquid Fuel since I already having mining operations in place for that. The soot builds up so fast that it tends to nerf the engine right away. That would be ok if there were a way to deal with it. Are there plans to allow an engineer on EVA to clean it after it has cooled or something similar?
  12. Ok, it IS caused by KSPI extended configuration. It's a temporary problem until FreeThinker integrates the the two heat systems or converts the Interstellar heat system to stock. I edited the engine part config file to produce 1/3 as much heat as a temporary measure so I can keep playing until it's fixed. It still gets hot, but won't instantly explode.
  13. I agree with sticking to the stock heat system. It's pretty good except for the fact they didn't include cooling methods at the same time. Is near future technologies good? I'm considering it. I added the outer planets mods just so that the alcubierre drive would be necessary and not a toy in the end game (I only play career, I like the challenge). I use TAC Life support and there is no way you can bring enough supplies for a trip that takes decades under conventional propulsion.
  14. It may have been me. I posted there too because I suspected that was the issue since both are using heat systems which don't work the same way. What's a freeware way to record and post video? I've never done that.
  15. KSP 1.0.2 Windows 32 bit Problem: LV-N "Nerv" Atomic rocket motor retains ALL heat. Parts it's attached to stay cool with no transference. Causes Atomic rocket motor to overheat and explode before 500 DeltaV burn can complete even. Mods Installed: TextureReplacer-2.4.4 PlanetShine-0.2.3.1 EnvironmentalVisualEnhancements-7-4-LR Distant_Object_Enhancement_bis-v1.5.5 Astronomer's Visual Pack - Interstellar V2 (only a few effects, not the large memory intensive ones, such as clouds or auroras) B9_Aerospace_Pack-R5.2.8 Active Texture Management Basic-Release Chatterer-0.9.1 CRP_0.4.2 USI Explorer pack ExpPack_0.4.0 Ferram_Aerospace_Research-v0.15.1_Fanno Filter.Extensions.v2.1.3 Firespitter_7.1.2 (no parts, .dll only) HyperEdit-1.4_for-KSP-1.0 InfernalRobotics.0.21.2 KAS_v0.5.1 Kerbal_Joint_Reinforcement-v3.1.3 KerbalAlarmClock_3.3.1.1 KIS_v1.1.4 KSP_Interstellar_Extended-1.1.7 KSP-AVC-1.1.5.0 MechJeb2-2.5.1.0 Outer_Planets_Mod-1.7_Beta_1 RasterPropMonitor-v0.19.3 RemoteTech-1.6.5 Science_Funding-1.1.1 SmartParts-1.6.5 TacLifeSupport_0.11.1.20 TweakScale_-_Rescale_Everything-v2.1 USITools_0.4.1 Reproduction Steps: Build a craft utilizing LV-N Atomic Rocket Motor and attempt a long burn (such as to reach another planet). Heat overlay indicates no heat is transferring to attached parts and all is retained by engines. Log: None generated unless I'm missing something. Please advise. Debug menu indicated only 1082 Mb Used memory, 1182 Mb Reserved memory, 104 Mb Unused Reserved. I'm not sure how to record a video of it, but if I can get some advice as to how, I'd be happy to.
  16. I was wondering how waste heat integrates with the New KSP 1.0.2 heating. I'm having some problems since installing this mod. My solar panels are generating no waste heat (In the old Fractal UK version, they did), but more importantly, heat from regular engines is no longer distributing to nearby parts. I'm playing in career mode and haven't advanced into reactors yet but did unlock the old LV-N atomic rocket motor from stock. Now, when I try to use one, none of the heat transfers to attached parts as in the stock game. The engines just get hotter and hotter (while attached parts stay cool) until they explode. This happens before I can even complete a 500 deltaV burn.
  17. I don't get the heat gauges during reentry and everything is fine, however, any time I use an atomic rocket motor, they are on automatically and I'm getting crashes.
  18. So that's why I keep crashing.. ha. Far Interplanetary missions are now on hold. It was actually an absurdly BAD idea to introduce the heating without introducing the counter measure at the same time.
  19. That's what baffles me actually. This game is amazing. But I just don't understand why any developer would decide to make an extremely physics intensive game using software with no GPU physics support. It hobbles fast computers and makes them crawl. Extremely poor choice.
  20. This is my primary science/exploration vessel. It uses a few mods but is based on Interstellar mod primarily. Fusion powered with both Data Processing and research science labs, computer core, many sensors, and three forward heavy mounts (docks). This ship is meant to be reconfigured via the mounts for special equipment needed for any particular mission. It can be landers, other small vessels, probes, large satellites, whatever. With the computer core upgraded, it and the research lab generate continuous free science while on long voyages. All mounting points are reinforced to handle a heavier load. This is the KXa-01 Configured with 3 scientific landers, each will collect data and samples from a different biome on Gilly and return it all to the surface of Kerbin.
  21. Whenever I try to launch a space plane, I get a strange atmospheric view and the game crashes. Sometimes I can't even load a spaceplane file because it appears with half the parts missing. I can't figure out what mod or combinations could be causing it. All my mods are as current as possible. I'm Using: B9 Aerospace 5.2.8 Chatterer 0.8.1 Crew Manifest 0.5.10.0 Deadly Reentry 6.4.0 Distant Object Enhancement 1.5.1 EVE 7.4 Umbral Industries Explorer pack 0.3.1 FAR 0.14.6 Hot Rockets 7.25 Kerbal Alarm Clock 3.2.3.0 Kerbal Joint Reinforcement 3.1.1 KSP AVC 1.1.5.0 Interstellar 0.13 KW Rocketry 2.6 Infernal Robotics 0.19.3 MechJeb 2-2.4.2.0 MechJeb FAR Extensions Module Manager 2.5.9 PlanetShine 0.2.2.1 Procedural Wings 0.9.3 Procedural Fairings 3.11 RealChute 1.2.6.3 Remote Tech 1.6.3 Science Funding 1.0 Umbral Industries Survival Pack 0.2.1 TACLife Support 0.10.2.15 TechManager 1.5 Texture Replacer 2.2.5 Toolbar 1.7.8 TweakScale 1.50 Vessel View Complete Active Texture Manager Basic Astronomers Visual pack Interstellar V2 (though only a few effects, I don't like them all and it's also a memory hog) I know it's a lot but it runs well except for the space plane problem. - - - Updated - - - I forgot to mention, I'm running the 32 bit version of KSP - - - Updated - - - Unfortunately, this bug also does not generate a report, it simply freezes the program.
  22. This is not a vehicle on it's own but a platform that small craft such a lander dock with. It allows a small, fragile, non-aerodynamic and non heat shielded vessel to survive Kerbin atmospheric re-entry and landing unharmed. The platform contains all fuel, power and systems needed for the decent. I have two sizes, one for very small vessels such as "micro-landers", and one for standard lander sized vehicles. These are the easiest way to return scientific landers and all their materials to the surface of Kerbin for a big science payoff. I'm a noob on this forum and now sure how to post files yet though. If anyone wants these, let me know. Maybe help me figure out this forum These were done using both Deadly Reentry and FAR.
  23. I had really high hopes for this... Orbital Operations Command.. until A Kraken kept destroying it.
  24. This is my Re-entry Ring Concept. It allows small fragile, non-heat shielded, non-aerodynamic vehicles to survive Kerbin Re-entry and landing unharmed by providing them with an aerobraking and ablative heat shield to hide behind as well as landing chutes and an impact absorber. I needed a way to get my science data and samples from clunky landers only the surface of Kerbin for the big science payoff. This is more of an intermediary stage than a vehicle and has become standard for all my science retrieval missions. It's a platform that smaller ships dock to in order to re-enter Kerbin's atmosphere. I have made two sizes, one for my "micro landers" and one for full sized ones. The system includes a heat shield, SAS gyroscope, Orbital deorbit thrusters and a small amount of fuel for same, plus retrograde hold (essential!) and power for the trip down. This is my first post on this forum and I'm not sure how to post the files. If you're interested, just let me know. All of this is done using Deadly Re-entry and FAR. http://s141.photobucket.com/user/thenewpav/media/screenshot57.jpg.html?sort=3&o=12 http://s141.photobucket.com/user/thenewpav/media/screenshot59_1.jpg.html?sort=3&o=9 http://s141.photobucket.com/user/thenewpav/media/screenshot66.jpg.html?sort=3&o=13 http://s141.photobucket.com/user/thenewpav/media/screenshot70.jpg.html?sort=3&o=14 http://s141.photobucket.com/user/thenewpav/media/screenshot81.jpg.html?sort=3&o=10 http://s141.photobucket.com/user/thenewpav/media/screenshot83.jpg.html?sort=3&o=11 http://s141.photobucket.com/user/thenewpav/media/screenshot87.jpg.html?sort=3&o=8 http://s141.photobucket.com/user/thenewpav/media/screenshot100.jpg.html?sort=3&o=7 That was for my micro-lander. I have a version for full sized ones or other vehicles of similar size. On this version the ring typically takes damage on landing but that's it's job! The lander, payload and crew will be safe! http://s141.photobucket.com/user/thenewpav/media/screenshot229.png.html?sort=3&o=1 http://s141.photobucket.com/user/thenewpav/media/screenshot230.png.html?sort=3&o=3 http://s141.photobucket.com/user/thenewpav/media/screenshot233.png.html?sort=3&o=4 http://s141.photobucket.com/user/thenewpav/media/screenshot241.png.html?sort=3&o=6 http://s141.photobucket.com/user/thenewpav/media/screenshot247.png.html?sort=3&o=5 http://s141.photobucket.com/user/thenewpav/media/screenshot252.png.html?sort=3&o=2 http://s141.photobucket.com/user/thenewpav/media/screenshot256.png.html?sort=3&o=0
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