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gamerscircle

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Everything posted by gamerscircle

  1. I am back, using the same 'rig' http://imgur.com/E8T3meB [the forward pinned items are the forward parts and the aft pinned items are the aft parts] Is there a setting that I am not aware of? When I take the above rover to the Mun, I run into thermal issues again. I will power up one of the 1.25 reactor, the attached stock thermal panels and the reactor keeps nice and cool. I then power up an MKS Ranger Thermal [which is enough cooling for 2 drills and all 6 separators] I start one drill and keep an eye on the reactor.. is cranks all the way up to on the "load" and then drops back down to 0.50%. The stock thermal panels are cooling at about 11.11% I then fire up the second 1.25 reactor, along with the its stock thermal panels. There is a small shift if load percentages on the two reactors [makes sense] I now start the 2nd drill and I start to notice that thermal efficiency on the drills dip about 2% each and the reactors drop about 1% , the surface attached stock thermals are at about 12%. I now turn on a 2nd MKS Ranger thermal the 2nd reactor goes up to 100% thermal efficiency the 1st reactor drops to 99% I then power up a third drill and nothing really happens..all the drills say that Minerals are full, there in an ISM on it. So I swap to a craft that is outside of the 2.3km range and then swap back.. retract and re-deploy the ISM. The Drills have all but stopped. and I can only get one drill to power up without getting an Insufficient power message. Cooling is all good, Reactor #1 has a 76% load and Reactor #2 has a 100% load. and it doesn't seem to matter the other of which drill I power up or anything. The craft tested okay on Kerbin , but on the Mun it is being influenced by Aliens.. or something.
  2. I put the smaller reactor in there with the panels, but isn't on. Is there a way to show all the pinned items and what they point to?
  3. Okay.. this is what happens when you don't copy the correct image link.. I updated it.. thanks for looking.. should be correct now.
  4. I want to thank everyone for their help on figuring out what I was doing wrong with my "over the top" 4 Drill rover. Here is a screen shot: http://imgur.com/E8T3meB For those wondering why? Well, I am learning this mod - and the plan is to take what I learn on the Mun and do it on Duna. Since it would seem that I am going to have excess resources, I can crate it up and ship it to Duna to help stimulate the startup there. It seems that surface attached stock panels for the reactor is working out great. Knowing now that each drill' separator needs the power and the cooling helped out too. It would seem that the power distro is working as well? On reactor is pegged on heat and load, where the other reactor only has a fraction of load and the cooling is fine as well. In regards to the cooling, since I have stock radiator panels attached directly to the reactors, wouldn't the 1st take the heat and then excess would pass to the Ranger thermals?
  5. Oh oh.. so.. since each drill has "3 / three" configurable resource separators , then the ec cost isn't per drill, it is per resource separator? That is confusing when you read it in the editor. Well, okay, so does that still apply to the video that I posted where one drill [w/three separators] and 3 thermals was too much power?
  6. I updated the craft so that only MKS thermals are being used, the location of the stock were extremely close.
  7. Thank you all, I did take of the stock thermal and replaced it with the MKS Ranger, here is link to the craft file: https://drive.google.com/file/d/0B8bgPP0DpwZeNDZ6TWVpLVJxTk0/view?usp=sharing I have uploaded an large [1gb] raw unedited video of the same craft on the Mun: https://drive.google.com/file/d/0B8bgPP0DpwZeWktOd1MtbkpwQzA/view?usp=sharing
  8. In my attempt to learn MKS, I came up with a basic drill setup: 2 Drills with all the correct power, etc. and since I am not that good at this game, I rarely can land where I need to, so I attempt to assemble everything that I need into a rover system. When I first got the Planetary Warehouse up and running on the Mun, I was using up chemical faster that would I can refine and mine them, so I changed from a 2 drill to a 4 drill just to cover the basics and If I had more, then I could package it up and ship it to Duna. [long team goals] With the new unmanned auto logistics drills, I decided to replace the mineral drill site with the following: 4X MEU-500-A which need 160ec a sec , [each drill is 40 ec a sec] The Ranger Thermal ssytem needs 2.5ec a sec Stock thermals radiators need 0.1ec a sec Total ec needed 164 [rounded up] The reactor I am using is the 1.25 [tall], this reactor outputs 230ec a sec Unless I am missing something, that 1.25 reactor should be more than enough power.. The 1.25 reactor [tall] needs 400kw cooling 4X MEU-500-A needs 50kw cooling each [200 total] The The Ranger Thermal provides 300 and the stock thermal [2x] panels are 250kw each that would be a total of 800 When it comes to ec a sec, I have a demand of 164 with a supply of 230 For the thermal, I have a demand of 600kw and have the ability to cool up to 800kw What happens.. is that the heating ramps up.. really really fast.. and the cooling can't keep pace..and end up shutting down the reactor. Hope this helps and makes some sense, as I not a professor of MKS or KSP.
  9. As I was streaming tonight, it would seem that there is a heat absorption issue? Having enough heat control, the reactor and drills shut down, as they can't [the cooling ] seem to keep up with the the heat rising vs cooling. What do you need from me to help look into this? I am using the new Automated Drills x 4 , the 1.25 Reactor, using a Ranger Thermal and Thermal Panels Medium X2
  10. Thank you again, I will try that and see. I completely understand, I thought perhaps I had something installed wrong or I missed a post about a setting. I really do enjoy the visual... but.. dark.. scary.. Follow up: I made the suggested settings and I just don't see the changes to help. I removed scatter and the dark sides are not that spooky anymore. I mean, I get it. Is there is no light source.. it is going to be.. dark! However; since I stream , just attempting to make things "look" better. Again thank you so much for the input and suggestions.
  11. Thanks, I will take a look right now.. appreciate it. I have adjusted all the sliders, and the dark sides, are still really pitch black.
  12. This is probably a stupid question, but first - I really enjoy what the SVE mod has done for KSP. The combination of the mods to make the game look better when little impact. Nicely done! Which of the mods of which settings can I adjust so the "dark" sides of the planets are not Pitch Black. Thank you
  13. I am not sure how to ask this question as an I am only a player, not a programmer / modder: I suppose, that this might be a mix of MKS / Planetary Warehouse to Ground Construction question? [again not sure how to pose this] MKS: I have a dependable infrastructure on the Mun, where I can [on demand] get LFO, MonoProp and other resources Ground Construction: Built a rocket via Material kits, when I was presented with the "transfer' option, it indicated that I would be able to successfully transfer 100% LFO, but only about 80% Mono. Upon completion of the craft, the LFO was not filled correctly, but the Mono was. LOL , as a rule, I have been placing the kits within KAS pip range and using a kerbal to top off the tanks. Just thought that I would post this, didn't know of this was a known issue or not.
  14. Thank you all, after looking a little closer, I think I am just not making enough. Is there a way that I can increase the performance of a Tundra Agi Module that is doing Cultivate? Is they have a load percentage of 62% , is a way to bump that?
  15. I understand that I need to revisit drill sites, etc - I have been noticing that the number of days before my kerbals become possible tourists [based on the ls status screen] is getting to be more and more frequent [16 days vs 3 months, etc.] is this mainly because there are not enough supplies being created for the demand vs the supply being made? Is there a suggested method to know if you are making enough supplies for the pull based on demand?
  16. WHOA! Really, that will be awesome. Is this poodle fix something that might be applied to like the 909 as well? It has been a while since I used RP, but I do recall that there was just a couple of engines that I could hear when I turned down the engine volume in the game. Thanks for the update.
  17. I am sure my question sounded redundant, but I am so out of my element.. I am also noticing that I my PL is showing zero on some resources, then when I visit the drill site , the numbers get refreshed..
  18. Ahh, it got updated.. thank you @dboi88 @DStaal , can I then have local container take on excess then?
  19. I think, I found a possible bug in regards to Machinery? It is being made and is filling up the local areas of the other MKS structures, but it is not being pushed into the Planet Warehouse. I to have an ISM and the warehouse is on. What I can I supply to help further?
  20. This is a great option and please excuse my ignorance, if I would like this also, I would create a new text file, copy the above into it and save it as what to where?
  21. I was also able to get a screen capture of that message that is halting construction. http://i.imgur.com/WMa9yVj.png
  22. It does not, that is why it took me to long to report this. With that "stalled" construction, I thought it was specific to the MKS module that I was using, but after I went to each and every one and wasn't able to clear it. That is when I started to ask. The MKS PDU need to have an engineer in it for it to work and I did make sure that I put one in there an tried to get it back so that I could attempt to in fact cancel it, but couldn't. Do You need any logs?
  23. I am glad that I was able to help, next time I will supply a better description and screenshots to support, since I was new to the mod. I was pretty sure I was just doing something wrong.
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