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Everything posted by keys72
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KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
The problem went away when i deleted The rcs sounds part of the mod specifically. -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
In the VAB. I deleted some mods since. I'm having issues with the rcs thrusters also. The animation for the thrusters is constantly firing in all directions in VAB and when launched. -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Found a bug... As I cycled through the different propellants available for the light bulb engine, when I got to water, it hit some kind of loop and crashed the game, Thank's for maintaining the mod as well as you do! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
keys72 replied to Nertea's topic in KSP1 Mod Releases
Maybe, I use mkiv in conjunction with interstellar so I'll be waiting till that gets updated also. I don't mind waiting, so long as the performance boost remains. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
keys72 replied to Nertea's topic in KSP1 Mod Releases
That's cool no rush or anything, I can tell you're quite prolific. OPT experimantal's out so I have that to play around with while I wait... MkIV is still far superior to OPT though IMO. If the okay IVA's looked a little better, the mod would be perfect! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
keys72 replied to Nertea's topic in KSP1 Mod Releases
Right... Well there are plenty of active mod makers that have made updates for their prerelease, but I wasn't demanding anything to be ready, I was just asking whether it was being worked on or not. Mk4 is probably one of my favorite mods. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
keys72 replied to Nertea's topic in KSP1 Mod Releases
Is someone working on updating the mod to 1.1 yet? -
How far along in development is this mod? Is the Fischer-Tropsch process for Kerosene working?
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KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Can kerosene be mined using the ISRU somehow? -
So I finally finished the "Daedalus" today, a warp capable 450 ton cargo ssto. With around 100 or so ton payloads. So I as you might have guessed, I used a lot of mods.
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KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
hmm lemme check mine. -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
I think they could be separate reactors in sandbox... I was able to find separate non-upgraded parts playing around with the manufacturer's tab in vab or sph... I'm just speculating though because I don't play sandbox very often. -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Cool, I'm starting to get it, how exactly does the alcubierre drive work with my space plane? First I couldn't even get the thing to charge, because my warp mass was too heavy. After I fixed that problem, and I'm fully charged, it only does anything warp at 1.00c, while saying max is .015c, setting the warp to .015 says I don't have enough power... So what I'm asking is what's the power requirements for a 500 tonne warp mass craft? Should I have multiple antimatter reactors, or is just 1 have antimatter reactor the same size as the alcubierre enough? -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Yeah thank's for the help, I was using the charged particle generator instead of the thermal... Is there a difference between the ISP and thrust for the magnetic nozzle using different reactors? Is the antimatter reactor the best, or is that overkill, and something like the omega reactor good enough? -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Hi FreeThinker, I'm trying to figure out how the magnetic nozzles are supposed to work properly... I tried both the inertial confinement fusion reactors, and antimatter reactors with them, and both seem to give only 2.4 KN of thrust and similar, if not the same ISP's. What am I supposed to do to get 100KN of thrust out of them? -
Is this compatible with TACLS and USI/mks stuff?
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Ummm 28715 patches... I think I broke something.
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KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Good to hear, I can't wait to try it, thanks. Awesome mod great job! -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Hey Freethinker, I'm still having some issues using near future technologies mode... All the engines seem to work fine, but the warp drive only goes like .03% light speed, only an antimatter reactor can power a craft without it draining all my gigajoules :-( Is this normal? Any way to turn that mode off without screwing up near future, or do I have to just uninstall the whole lot of near future mods? Thanks for the help! -
[WIP] [1.0.2+] [Kopernicus] KerbalGalaxy 2 | 0.7 - New star system!
keys72 replied to Artyomka15's topic in KSP1 Mod Releases
I mean it's buggy as hell, but I haven't had too many issues with SOI stuff. I'm having issues displaying the textures in the game properly, there's weird clouding effects, sometimes Kerbin is bathed in perpetual starlight, even when kerbol is out. The solar panels are really weird, they seem to work mostly, but also seem to drop power until I load out to the space center and back to the crafts. -
[WIP] [1.0.2+] [Kopernicus] KerbalGalaxy 2 | 0.7 - New star system!
keys72 replied to Artyomka15's topic in KSP1 Mod Releases
So far, this mod looks really cool, It works ok, but the orbits of the other planet packs now circle the black hole in the centre instead of Kerbol, but that's alright... Kerbins atmosphere looks really cool now too, but there's no light diffraction on kerbin anymore, so theres always stars in the sky, and daytime looks dimly lit at best... I can deal with it for now, I'm running almost 70 mods at the moment though -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Hi FreeThinker, I just have a question about how much energy the reactors are supposed to be putting out... The 2.5m antimatter reactor says in game that it only outputs 240MW, of power and the fusion generators, put out even less with both kinds of electric generators attached, and sufficient cooling according to the vab, whereas I think it should be putting out 240GW. The DUMBO reactor outputs BY FAR the most power out of any of them too... Any idea what's going on here? I installed using ckan Thanks! -
[WIP] [1.0.2+] [Kopernicus] KerbalGalaxy 2 | 0.7 - New star system!
keys72 replied to Artyomka15's topic in KSP1 Mod Releases
Sweet! Can I download and install the mod with ckan? and is it currently compatible with outer planets mod and other worlds mod? They're both kopernicus mods I think and they seem to work good together so I'd like to keep em around if possible... -
KSP Interstellar Extended Continued Development Thread
keys72 replied to FreeThinker's topic in KSP1 Mod Development
Does anyone know what I have to do to upgrade my thermal generators from the Brayton Cycle Turbines to the KTEC Solid State Generator? A fantastic mod, btw, one of my favorites!