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STARKEngineer

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Everything posted by STARKEngineer

  1. No, only one at a time. Was able to get a part to attach after downloading a brand new copy of KSP 1.0.4 and install8ling only kis and kas. However, i am still unable to detach. Will report back with any developments.
  2. I Have read instructions, holding the G and H keys as required, part displays and tooltip indicates correctly for surface attach. Have tried with both power and regular wrench. Just when i click for attach or grab commands nothing happens. Trying to attach/detach KAS pipeheads.
  3. I am having a problem where I cannot attach or detach parts. I have the tools, using sandbox Bill, and all context icons show up, but when i left-click nothing happens. I can drop parts but not grab them again. rotate etc work fine. same issue across 2 installs, my main constellation and a clean install with just KIS and KAS. Help?
  4. You could also have separate Miner Base and Tanker ships. Which then leaves you the question of having your ISRU converter on the Base and tankering fuel or putting your ISRU converter on a space station and tankering up ore. Ore tanks have the best wet/dry fraction of all tanks IIRC, so the theoretically the most efficient system would be a fixed, engineer manned miner base in a high concentration spot, a Tanker lander carrying Ore with just enough Dv to land empty of ore, fill with ore from the miner (via KIS/KAS pipes or EVA Transfer or a rover with a klaw etc etc.) Then to ascend and rendevous with the converter/fuel depot space station to deposit ore and refuel. This would get you: 1. Constant mining of ore with high efficiency (the higher experience the engineer the better 2. Best payload fraction Tanker 3. ISRU converter with reliable Solar power and easy access for passing ships to refuel. In terms of Zero amounts, I am not sure. With Karbonite (Roverdude's original ISRU mod which was the basis for the current Ore system) it was possible to have areas of Zero concentration. Each biome had an average concentration with a variation either side of that e.g. on my 0.90 Minmus had an average of 5% concentration in its highlands biome with variation down to 3.7ish and up to 7.2. However this was right next door to slopes biome, which has 0% concentration. I would have to check the Ore default generation aettings to see if its possible for a 0% ore to be generated. P.S. if you want an ISRU option with smaller converter/drilling options or want to be able to find resources in space, in oceans, or in atmosphere as well as on land then I can recommend Karbonite as an option, although a few of the included parts could be considered OP by some.
  5. It is only necessary to balance parts when the torque produced by the offset CoT compared to the CoM is greater than the Torque available to your reaction wheels. Kerbal Engineer can give you a readout of engine torque on your spacecraft in the Vessel Tab when an appropriate engineer chip is included, a lvl 3 Engineer is on board or your tracking Station is at level three. Reaction Wheel Torques are easily findable on the wiki (remember that most Pods include Reaction Wheels.) If the amount of Torque KER gives is less than the Torque of the Wheel, then SAS will hold course. If the offset engine torque is greater than that of your reaction wheel, then your ship will be unable to hold course. Due to lever arms and such, an engine running at low thrust will produce less torque from an offset CoM than an engine running at high thrust at the same point. Several experiments to do with reaction wheel placement have been done over the years, just google for reaction wheel placement KSP. As for offset CoT/CoM torque, I am unsure as to where to find examples but mostly proven in the Math.
  6. With Escape Dynamics recent proof of concept on their beamed power thruster, I was hoping to add a system like this to my KSP install. I know that KSP Interstellar has Beamed Power arrays (Thankyou Scott Manley) but was looking for a stand-alone system I could use with Near Future power and Propulsion Packs instead. 1. I know Roverdude had considered creating such a thing for his USI Modpacks. Has he indeed made it and if so what modpack? 2. Is there another Beamed power mod I just cant find? 3. Is it possible to separate the Beamed Power parts and DLL's from KSP interstellar to create a stand-alone package? TIA
  7. Is it possible to use this without CTT? With my limited modlist it make for a mostly empty, very expensive tech tree...
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