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dboi88

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Everything posted by dboi88

  1. Personally i'm not certain on the history of shared vs not shared, but i think the general consensus is that currently they should be. That's a good suggestion as to what might be causing some of the issues.
  2. Looks like we might both have one half the solution. I've done some reading and can't really comprehend how a scramjet would behave differently to a rapier. If you could explain that i should be able to point you in the right direction for the actual configs.
  3. Ahh I never knew that. Cheers What parts were you using? I can't find any warehouse enabled parts that include electricity. Have you got all the latest releases?
  4. Could this be the same issue? @Gilph can you do the math and see if it makes sense that it is the recylers not taking into account while not focused, if it is throw a USI save onto the LS github tracker. This setting is per part.
  5. @jd284 Out of curiosity does the AG module respect flow priorities? if it did a better solution would be to fill up the Ag module then decrease the priority so it can still be sued when required but only when the other kontainer is full. Sorry I meant the other kontainers empty
  6. Ohh that should have been fixed, their mustn't have been a github issue, i'll get one up, you need to turn off warehousing on that part. It shouldn't be happening. That part is the only warehouse enabled part with electricity. @Bluejay be sure to check out the KSPedia entry.
  7. I know i'm doing something right then, i just removed a fuel tank and managed to circumnavigate kerbin for the first time at around 1300m/s, 55 mins on touch down and then i screwed it up and crashed . I came back on fumes though! had to turn off the two biggest engines about 20km when mechjeb said i had 19 seconds of fuel left. I'm going to see if i can make a plane with all mk1 parts for shuttling crew. I'll see if i can get something to go that fast with only one engine. My current design ended up with around 3700km range so i can make something much smaller for crew transports.
  8. If some can put one together i'll make a KSPedia entry with some of the life support specific info for USI-LS
  9. Thanks so much for your help. The two larger engines were tweakscaled panthers, i could fit any more on there. Yep they were my problem, i was completely topping out at 820 every time. I've switched to the whiplashes and they are doing the job perfectly. I needed the mk2 for the cargo bay. I had a working craft but it kept blowing up at 1200m/s so i switched to mk2 cabin and crew cabin for 4 seats seeing as the new craft was plenty powerful. I've not changed the wings yet i just made them bigger. But i'm going to give that a go and see if i can get even more range out of it. I hadn't appreciated this at all. At 19,000 i get 12 mins of fuel, at 22,000 i get 1hr35mins! The bigger wings are what allowed me to reach this altitude where i had no chance of getting past 12km previously. I'll remember this but this thing will climb straight to 22,000m of the runway and be at 1350m/s when it get's there. Yep they did the job. and yep that mk1 went boom! I just completed my mission, dropping a KIS container with some emergency supplies at Baikerbanur, got there and back with fuel to spare! I'm going to refuel and go back out and see how far this baby can go! Again thanks for all your advice, i couldn't have done it without you. Safely back at KSC
  10. 1. not enough fun 2. all the fun but not reusable, but i'd say anyone who's got the to point they are going to want to redock and go somewhere else is probably going to have their preferred method 3.we don't want any mods that aren't already supported is my opinion Number one's the way to go. Sorry number 2
  11. You will have to change the module on the base part you can't change the individual part in the persistence file. you'll find the .cfg's Kerbal Space Program\GameData\Squad\Parts\Command\mk1pod You will need to edit the module ModuleReactionWheel and you'll see the 3 axis settings. change them to what ever you want, it's your game
  12. Thanks for all your help guys. I've managed to build the craft i was looking for. Thanks for explaining the fundamentals so well. I've been building fast crafts of all shapes and sizes now. Hi, I'm having trouble building the plane i want. I've not much experience with planes at all, only ever built a couple of ssto's and even then i cheated the .cfg's . So i've started with the stock Mk4 Revenspear. None of my design attempts could reach more than 300m/s and this stock craft can reach 820m/s so i went with it. I need it to do as close to 1000m/s and have a range of 800km. This is the distance to my second base where i plan to eventually launch all my Kerbin rockets from and for shuttling crew and small payloads i need the speed, my big cargo plane takes 1hr10min to get there and that's far too long to do often. I also need a small cargo bay for the payloads. I've unlocked all plane science nodes. Here's the craft. The problem i'm running into is the range, every time i add more fuel and gain range, i need more thrust, i add more thrust and I've lost the gained range. I find i need a certain amount of thrust to get to around 360m/s before it seems to just run away with itself up to 800ish if i can't get to 360m/s it's a long slow journey. If i get the 360 i always then quickly get to 800 but fall short on the range every time. I've tried all sorts of different altitudes but not been able to squeeze out more than a few minutes extra flight time. This has a range of about 550km and can just about get the to the 360 tip over point. The ultimate goal would be to have a range of 1600km so i could air drop supply payloads instead of needing to land and refuel for the return journey. I also tried drop tanks but any side tank made reaching any sort of speed immpossible. If you can help me i'd really appreciate it.
  13. Yep i could see that being an issue to work out. I've found the best way to do it is to start with the newest release of either MKS or LS which right now is LS. Use the 000_USITools CommunityResourcePack Firespitter ModuleManager.2.7.5.dll from there and then add in the extra files from MKS and any others you use. If this works with no errors then we can let RD know the Constellation release is the issue. :D
  14. Yeah it's like an invisible anchor holding your base to the ground. So i had a really long base where one end would be thrown into the air a good 20m on every physics load and would often damage itself on the way back down. It no longer jumps or moves anywhere. I had a base on stilts (extended cradles) on a really steep slope(the base is level) and it'd jitter around a lot. No longer moves. I had a base on small slope that would just slowly slide down all the time, it was always moving at 0.1m/s, it no longer moves. The final use i've found for it is when moving around a full 3.75 kontainer using the Kontsruction parts if i went over 1m/s then the brakes would never stop the 300 ton rolling beast. So i've added the module to the kontainers using MM and i can now 'throw out my ground anchor' and actually stop. Glad you got it resolved, the icon issue is known and a PR has been submitted to fix, it didn't make it into the last release but should be fixed in the next. Are you able to confirm if the same errors are present with the latest individual github releases? Working for me, a picture is worth a thousand words I'm unable to reproduce. You'll need to start with a fresh copy and work your mods back up if you aren't able to resolve.
  15. Looks to me like he's missing some of the dll's You don't mention having a USI folder or an MKS folder, i assume that was implied?. Also isn't habitation a LS function rather than MKS?
  16. Not an issue that anyone else has reported and they are working for for me. So first thing you need to do is load up a clean install of KSP with only USI mods installed and if it is still broke then you can throw a save file up here or github and it'll be looked at. I think it's more likely that the issue won't be present in a stock game so from there you can add in your mods until one breaks and then you know where the issue is.
  17. Full project files here if anyone wants to take a look https://github.com/dboi88/USI-MKS-KSPedia
  18. Hi @DoctorDavinci I've made the KSPedia entry for the USI mods, all 183 pages! I started off using a very similar method to yours but the issue i ran into VERY quickly was the resulting assetbundle file size. Following your method i had around 4 pages coming in at 10mb already. What sort of file size are you getting out and how many pages are you including? In the end i had to breakdown every page into individual images so they could be shared(and individually optimized to the lowest resolution possible), used a texture style image for the backgrounds and got all 183 picture heavy pages into a 3mb asset bundle. Give me shout if you want to bounce any ideas off me in regards to this project. After 200 hours building the above entry I'm sure i could pass on a few good workflow tips
  19. You guys are awesome. Please let me know what i can do to help (if anything).
  20. This is a cool mod. What do you think about some props for the professions in USI-MKS? A farmer with jeans and a pitch fork. A miner with a hard hat and light.Medic could have a stethoscope ect.
  21. Yep, that's why i'm not sure what i think about it rather than against it. I love me some resources via wi-fi
  22. @WuphonsReach that's some good advice right there. In regards to the kraken i have faith! I'm confident now that kraken issues on large bases are now a thing of the past with the new ground anchor. If roverdude ever takes it away from me i'll find out where he lives . Hmm i'm not sure what i think about that. I've always had in my head that a life support system wouldn't clean air and water from a disconnected base. I think i like the idea of having the right sized recycler for each mini base.
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