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Hazelnut

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Everything posted by Hazelnut

  1. Sounds quite complex to add, but it could work well. A simpler solution may be to have the restriction but allow it to be changed in config for casual players? Either that or raise the cost. I will have a look this evening and give feedback on what cost would make me think I should collect rather than buy given the amounts you can easily collect from contracts.
  2. I don't ever look at cost in my career save to be honest. Contracts give loads of easy money so since about 2/3rds the way through the stock techs I've had >3m cash at all times and right now have something like 12million so cost is not going to stop me filling up on Tritium unless its 1m / unit or something. I think if you make those breeding changes, it will be even harder to figure out what a craft needs to launch with without accurate info in game. Is that the same for antimatter? I was under the impression that you had to collect or use a sci lab because it was simply unavailiable in VAB, but if I can buy it then why bother with the hassle of collection... :-) I may anyway since I've set up much of the infrastructure already. Regarding the solar power satelite stuff, what I want is to get 2.5GW received power anywhere for the vista so they're not going to help given I would need 25 at least, probably more like 30+ given losses etc. Not a practical solution now we can't get very near the sun. More realistic I guess though.
  3. I hadn't realised that, I've been decoupling tanks without noticing the change contents buttons appear. That's great stuff. Nope, what logs? I looked around the filesystem for some logs and found nothing except the ones written when KSP crashes. Yep, that's the one. :-) (I will blame my age and memory for that slip up) I now realised that Tritium is not supposed to be freely available in the VAB - you're supposed to take Lithium and breed the Tritium I think. I have been filling the DT tanks with Tritium using the slider. I realised this last night when I finally unlocked the antimatter containers. Plan to launch some to my station sci lab so it can start producing, but when I looked in the VAB I was able to fill containers with antimatter using the slider. Is this supposed to be prevented by the mod or are we supposed to be honorable and not cheat here? EDIT: Just experimented with a solar collector and I think it's not so useful with the heating changes in KSP 1.0.4, I was following this page https://github.com/FractalUK/KSPInterstellar/wiki/Solar-power-satellites which talks about solar skimming orbits and producing 6.48GW which got me interested. I was using 4 massive blanket panels from NFT mod - equivalent to 80 gigantors. At 1500Mkm from kerbol the heating was too high to be sustainable and they only produced ~120MW anyway. This is easily beaten by launching a reactor, so I think solar power sats are impractical now unfortunately because it's a cool concept.
  4. Thanks, good to know I don't have to use the 8t dedicated tank! Also just realised now I'm at Jool that the Vista variable ISP doesn't affect the Duterium & Tritium usage.. and I measured just enough for the H2 at the low ISP and now don't have enough. I brought along 6 very heavy radial cryostats of Uranium for the Dusty reactor that I apparently don't need though... gahhhh. lol :-D
  5. Hi FreeThinker, been really enjoying using KSPI although I find I do have to spend hours figuring out what everything actually does / how much power / thrust I can get etc etc due to descriptions not being complete & unambiguous. Sometimes fun, and sometimes frustrating, but all in all the mod has kept my KSP career going after I quickly maxed the stock tree. Thank you for all your work. Issues I've encountered: - Using the deployable microwave transmitters to receive power on a craft, I have two to balance on robotic arms. Unfortunately when I enable the 2nd KSP grinds to a halt almost with 1 frame per 5 seconds. Any idea why that might happen? - I tried the 2.5m ISRU on minmus to extract water and try to make H2 but it didn't seem to do anything. I figured it was because I had no water tank but the old docs say the ISRU can hold 10 units so maybe it wasn't that? Possibly I didn't leave it long enough but I wondered if this process works right now? - The X24 tank doesn't act like a cryostat requiring power, and has 2 jettison buttons which appear to do nothing. It does have "Test" in the title so it may be unfinished. It's a shame because to keep part counts down this is the one I usually want to use for 1.25m stacks but I feel like it's cheating due to no boil off. - The IR telescope doesn't seem to use up any helium. I have it on an X8 1.25m scale tank and it's still full after 100 days. Hope that's helpful feedback. :-) EDIT: Forgot one, the reactors (well dusty anyway) use no fuel when time accelerating. I took so much extra fuel and the reactor has used <1 unit in over 400 days. Is this intentional?
  6. Couldn't see it in the OP, I was wondering if there's any issues installing this onto an existing career save? I get the impression that as long as nothing is at Eeloo I would be okay, but would like confirmation.
  7. Ah that would be why my Science Jr kept exploding on re-entry when it was in the cargo bay then? Since everything else is attached to it it always leaves me a bay full of floating science experiments when landing... :-D
  8. I have a hunch that the navball bug only occurs if the part is the root part of the craft. Reason for this is that I had a similar issue with a Tweak Scaled KSPI fuel tank yesterday where it kept resizing to default size whenever I reloaded or reverted to launch. Changing the root part to something un-scaled fixed the issue and I suspect it might be why you dont see the bug. Try making it root part. I think cabins will often be root parts, so it would be good to know why it was happening. Yeah, probably was that. Had fun withe the MATTOCK engines anyway, no matter. The science lab is a tricky one, right now IMO it's only good for resetting experiments, but any science class can do that so it's simply not worth having as I found out when I tried it. Admittedly I only had a single 1* scientist, but with only 250 data the science return was 0.003 after several days of research. Maybe reduce the weight to a quarter and make it half as long for 250 science since the research return isn't linear? I think 350-400 data for half weight would be fair TBH, but it's your mod. I shan't be using it again, and I could easily edit the config if I did want to so no need to change it on my behalf.
  9. I'm having trouble getting a craft which can generate the 2.5GW required by the vista engine, dusty 3.5m will do it until it heats up and throttles the power. Is there any way of avoiding/mitigating this thermal throttling, because the otherwise the full power is only seen just after switch on for a very short time which seems a bit useless really. This is the most advanced reactor I've unlocked so far and the other 3 can't generate enough power because the upgraded efficiency of the thermal generator is <50%. I tried the magnetic nozzle but could only get 8 kN thrust from it with dusty, guessing the stated max thrust will only be seen with antimatter reactors maybe? EDIT: Well I figured out that you need radiators attached directly to the reactor, now with 16 of the largest stock rads on there (clipping though each other and looking very ugly) I can get 5 mins full 300kN thrust, going down to 200kN after 6 mins and slowly decreasing. I can live with that. I tried shutting down the reactor but couldn't figure out how to switch it back on, no options after letting all the heat dissipate.
  10. Erm, so did I - it's not going to get there for another 200 days or so, it never occurred to me panels wouldn't be sufficient. Damnit.
  11. I love all these stories. Have quite a few of my own, but the one that re-occurs again and again is forgetting to set control to the ockto2 on my Mun Tanker after undocking from the station and then activating MJ autoland... several times I was paying so little attention that it nearly reached escape velocity. (note I only even load it with just enough fuel to land, has ~1 unit of LF left)
  12. The Advanced hypersonic cockpit is the one I have been using, so it may happen with others too. I also found it occurred when reloading a save as well. I have a mk2 drone core so I control from there and ignored the issue, but it would be good to fix it. I mean both, although I only tried the ESTOC once and it didn't perform well enough on the sci plane I was building so I may never have got to that point - can't recall. With the MATTOCK's I had 2 and at 12-18k alt IIRC and mach 3.7 the combined thrust was about 1200-1300 kN (as reported by KER) and when I click on the engine I've never seen above 700kN when the stated max thrust is something like 1600-1900kN (sorry can't check I am at work) Using a manta per mattock, so maybe it's airflow? I found the 250 data limit on the mk2 lab very restrictive, maybe 400 would be better? I understand you want to limit it from the basic lab but because sci/day scales with data, 250 is too low to be of any use. (that and the fact I forgot to put enough solar panels to run it... :-))
  13. Because of the weight of the reactors basically, and the fact that I can't use them once in vacuum so becomes dead weight. Having the 500+ kN of thrust when I need it from the MATTOCK's is very useful, even if not for long due to having less Ox onboard - mostly it's got LF only tanks. Mostly I use the NERV for the 800s ISP, but at 80kN it's not for quick changes of velocity. Switching on the high thrust for a few seconds helps tremendously when doing stupid stuff like landing on the mun.
  14. Thank you. Unfortunately I couldn't afford the 1500 science cost tonight because I spent the 5k science last night trying to figure out which node would upgrade it - I thought I had saved first, but nope. All useful stuff. :-) Spent tonight trying to gather science in the Kerbin system (I could easily time accelerate and get it, but I don't like doing it unless it's just a few days between manoeuvres etc) by doing something rather silly. I made a science SSTO (plane) with lab (mk2 from a mod), 2 mk2 Rapier likes, and a NERV. It's a bit of a pig to get into orbit, and of course much less practical than a rocket launched craft would be. It has 6 impact probes as well and for them to be useful I need to land it on the Mun & Minmus. So tonight it was landing on the mun.. on the wheels.. with 4 puffs as the VTOL - just enough to kill a couple m/s after going horizontal. Managed it on my 5th attempt after mastering the action key setup for switching between engines. I was very pleased when I landed, moved the camera and realised I was on a 30 degree slope of a crater - not sure how that happened. Was sliding sideways down it too. Enabled steering and got it down into the crater. Silly, but fun. Ended up with 500 science from Mun.
  15. How do you upgrade the Thermal Electric Generator? I've looked everywhere, although not read all 188 pages of this thread so apologies if it's already been answered.
  16. Noticed a small bug with the 3 kerbal mk2 cockpit (the one with no IVA windows) where when I reset to launch the navball orientation was vertical rather than horizontal. So pitch up would steer left etc. Very minor and fixed by re-launching from the hangar. Also the rapier-like engines never seem to reach their stated atmo thrust, not sure why that is.
  17. MechJeb is brilliant and essential to my enjoyment of KSP. I can do all of the manoeuvres it does for me, although that wasn't true when I started with it, but docking the same craft for the 100th time is very boring so I let MJ do it. I've had many situations it couldn't handle (like landing on Duna starting with < 1 TWR and no parachutes) and it's crashed me many times (when initial conditions were not what it expected mostly) but I like it like that. If you wanna use it - do, and ignore any snobbishness you see from time to time on these boards. (wish people could cut that out)
  18. Why have I not seen this before? Will get ASAP!! Looks great, and CTT compatible. (would be nice to know where the parts will go in the tree, but I guess I will see)
  19. Damn I thought you would only get orbit XP from a complete orbit so the exit Kerbin SOI never occurred to me. I actually did a 16 seater full flag run on both mun & minmus just to get most to 2*. Well gosh darn that assumption. (game really should insist on a full orbit tho)
  20. I maxed out my tech tree by the time I got to Duna - a bit disappointing to be honest because I really enjoyed the tech climb... getting science to get better hardware to get to more science etc etc. I have 4000 science from Duna trip already from just radioing home and the 7 MPLs I have running (3mun, 1min, 1ker, 1duna, 1ike) and want new toys to spend it on!! Looking at mods which add new stuff to unlock and I guess next tier of science nodes will be 2k each node right? ANyway suggestions and recommendations welcomed.
  21. Apologies if anyone thinks I am necro-ing this thread, but I really wanted to thank Pecan publicly for the effort he put into this design campaign! I found it unbelievably inspiring and helpful when I started playing KSP a month ago. I was playing v1.0.2 so I was unable to follow the exact designs or recommendations, but then I like to be inspired rather than instructed so it was perfect. I have my own designs for most things like tugs and stations, but they're fundamentally same conceptually. Also have a drill & ISRU lander with Tanker truck of my own design (tanker docks with driller and tows it to good spots) to refill fuel modules which rather than launching them. Anyway, Pecan, thanks for everything in this thread. Your work was appreciated greatly by me.
  22. It works for you? My engineers say they can repair wheels but when I try it says they're too low level. (2*) I've only just got to Duna so will have to wait to return one to get more * and see if it works. (lvl 2 is max without leaving Kerbin right?)
  23. Engineers are pretty useless as well, given they can only pack parachutes and not actually repair anything. It says they can but it doesn't work - I tried when my tanker broke all it's wheels in a rather hard landing because it was carrying down more Ox than usual because the fuel modules were all full. Looked at the wheels and thought, great can get the engineer out of the driller and fix these, awesome. Pissed off when it didn't work and reloaded a save. Was hoping it would be fixed in the patch 1.0.4 but it wasn't.
  24. Aww, that seems a shame. I had a 5 minute giggle last night when I tried something and realised that with 1.0.2 heat had consequences. My Duna Express main tug stage (mk3 cockpit w/tank, 2 outriggers each with LVN) was actually going to struggle to land the small base (2xmk2 crew + sci module) and the rover that were attached to it all the way from Kerbin since it had a TWR of <1 for Duna atmo with them. (yep, forgot to check) I had a lander designed for Duna with 4 sparks and parachutes. Since I had carried it from Kerbin on the nose of the tug craft I figured why not use its engines and parachutes and hope that they helped more than the weight hindered. The crew module started glowing and after a short space of time explody time, cueing my fits of giggles!! Love those experiences. FWIW I did land by burning the LVNs 95%+ all the way down from 20km, burning off enough fuel and weight while keeping falling to manageable levels. Was epic. Loved the smoke effects as I neared the surface.
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