Jump to content

ToastyOats

Members
  • Posts

    40
  • Joined

  • Last visited

Posts posted by ToastyOats

  1. Would Boldly Go become unstable with a 1.4.5 Back-Port of Kopernicus?

    I tried installing it in my 1.4.5 build of KSP a couple weeks back and experienced an issue where when in the map view while on an active vessel, tabbing through planetary bodies & stars caused my active vessel to detonation.

    While I'm asking, is there a wiki (I can't seem to find one) detailing how you can customize the Proc-Gen?

    I'm on an older PC I'd need something with a much smaller star, planet & moon population.

    90+ Stars is a bit daunting x_x

  2. How difficult would it be to personally curate things like part mass modifiers when scaling items UP, is it even possible?

    Are the modifiers specific to mod authors?

    I'm having some of my parts quintuple in mass when scaled up just once. It's somewhat absurd. Worse yet instead of the multiplier being off the INITIAL Mass, it's taking the new multiplied mass and increasing off of that value at least that's how it seems.

  3. Just now, goldenpsp said:

    For one,  if you are playing KSP, you shouldn't be or need to download this directly.  Any mod that uses CRP will have it bundled.  Second, the 1.4.x version is compatible with all flavors of 1.4.x

    As I understood it, it's a great habit to go out of your way to update specific Dependencies that're typically bundled with mods for overall stability.

    I recently installed BlueDog Bureau  and have an issue with Microstuttering. Figured I'd run through the dependencies.

  4. 10 hours ago, shdwlrd said:

    Some questions for you. Are you using the fusion reactors to power the gravity wave generators? What is the total mass of your craft? Did you update KSP to 1.5?

    I'm not using the S.A.F.E.R but the more advanced fusion reactor, yes.

    No I avoid updating when I can, most of the mods I like only just recently got up to 1.4.5 compatibility.

    I'm more concerned about getting the tonnage per gravitic generator, and it's energy requirements down rather then the size of my ship atm.

     

    I chose a close to 300t vessel tho (for internal volume for components and cargo)

    "Vessel" I chose was a OPT-K Cargo SSTO lol, it just so happens to be able to fit an entire saucer worth of Gravitic Generators in a 6m Fuel section.

  5. 6 hours ago, shdwlrd said:

    Probably not that heavy, I think he has it up on kerbalx if you want to check it out.

    OPT-K series is on my to do list once I get back to my modded install. You'll probably need 4-6 wave generators depending on how much mass you want to send into orbit.

    I had Twelve Generators at one point, essentially two full saucers with 6 Electro-Plasma Generators.

    I was burning through GravWave immensely fast. I still am, I'm trying to figure out if it's a problem with Electric Charge Generation demand of the Generators themselves, or if maybe I should par down to a simple cluster of Gravitic Engines instead of a Single S-4 Gravitic Engine.

  6. 1 hour ago, Angel-125 said:

    The number of GravityWaves needed is a function of vessel mass. The only benefit of multiple gravitic engines is faster acceleration. Each engine figures out its resource requirements individually.

    I never noticed any of the tooltips explicitly stating what the ratio of GravityWave to Vessel Mass would be. Did I miss something? I was certain I read the majority.

  7. I feel like a damn idiot for asking this, but I can't find an answer anywhere.

    The Gravitic Engine itself, is it meant to be used with the Displacer? Or does it work on it's own off-of Electrical charge? I get no Right click functionality out of it in the SPH, or on the Strip. And I'm also having an issue where the Hover UI doesn't show up with any information and just stays on my screen permanently.

     

  8. Regarding their use in stock components, I don't mean stock form factor. I mean does the CoM Lift effect still effect any lifting body aside from the saucer.

     

    Could I line the trailing edge of an SSTO's wings with static displacers and slap a couple recessed gravitic engines for their respective effects. Or is there unique coding limiting it only to the mod's lifting body saucer components.

  9. So out of curiosity I attempted to install this with the Engineering Tech Tree, and found out that it seems to annihilate a couple of Alien Tech relevent nodes, I've unlocked the flapjacks Aerospike, the alien tech super computer & the SAFER reactor, but everything else is kaput.

     

    I should add I'm also running KSPI-E besides that everything seems to work. That Coana hover engine tho seems unable to lift the flapjack off the floor

×
×
  • Create New...