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RenewableRocket

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  1. Are you using the extendable radiators, afaik they are the only ones that actively pump heat from other parts on your craft to disperse the heat away from your craft. waste heat is a resource used to simulate the problems of heat buildup over a long period of time, mainly from reactors and microwave sources... if your waste heat is zero, that is a good thing, it means that your radiators are enough to deal with that issue. Not too sure what that green bar is about, unless it's the squad heat mechanic bars you mean? squad heat mechanic is mostly dealt with by extendable radiators, or install a mod called Heat Management at http://forum.kerbalspaceprogram.com/threads/118189 it has support for both KSPIE waste heat and squad heat mechanics in it if none of this is helpful then please supply more information, pics/logs so that we can advice better.
  2. Have you tried to only have the sas-modules on that big central section active, I sometimes have issues when non-central attachments have sas online. If you are willing to use Kerbal Attachment System I'd warmly recommend it, let's you add on struts for modular crafts like that space-station. And struts always helps deal with shaking...
  3. I always thought that you use actinide-purging as a "reward" for your least productive kerbals, just send a toothbrush with them and let them scrub away
  4. Hey FreeThinker, I just started up the latest release, 1.5.10 and it seems like you forgot to include the fix in the WarpPlugin\Patches\HeatManagement.cfg On line 26 to be "@PART[Heatsink250n]:NEEDS[HeatManagement]:FOR[WarpPlugin]" instead of the erroneous "@PART[Heatsink125n]:NEEDS[HeatManagement]:FOR[WarpPlugin]" as this error puts two FNRadiators on the 1.25m part and none on the 2.5m parts available from Heat Management Just letting you know, already fixed the error on my install, but others might have problems.
  5. He's adding in higher tier improvements, for the TTJ, from teching up the branch of aeroplane-ish research, he wrote about it not too far back in this thread. Go read
  6. Freethinker, maybe you could exchange some words with the SolverEngine dev to get some help on making a config so that your engines are excluded from his plugin?
  7. I had something similar happen to me at a time, a specific part disappeared from my VAB list, if you are using a mod that let's you modify part filters you might need to look inside "sort by module" to find the missing parts, but from what you are saying above you now don't even have it on the tech tree? Or is it only that it has been moved to another node there? If it's moved then you might have some issue with a MM file configured it to a different branch of the tree, and that might be why it disappeared from your list More info might be helpful in analyzing your issue, I don't know enough about your problem to reproduce it myself atm.
  8. The reason I made that altered little bit of the config was that all the normal fuel tanks that where in flight where being overwritten with LqdAmmonia, and thus in effect stranding any in-flight craft you might have had when upgrading/installing this latest version of the mod... But I totally agree that it's also really handy to have the three most used setting(for me) as the first, and not needing to click through the entire list if I'm just making a LFO/LF based craft... having the resources in alphabetical order is nice, but not when it takes over standard tanks like this imo.
  9. Sounds good Freethinker. I'm not sure if this is a bug with this integration mod, but I can now make orange tanks that contain 500tons of Xenon... I dunno, but it feels like too much for that volume...
  10. Since ABZB is gone for the hurricane I fixed it for anyone who is interested. Modify line 264 - 301 of \GameData\StarLionIndustries\Mk2_Extended_KSPI_Integration\InterstellarFuelSwitch\IFS_Expanded_Resources.cfg to the following: //retains stock LiquidFuel & LFO if RealFuels (and therefor presumably not any RealEngine config pack) is not installed. [COLOR=#b22222]// Msg from RenewableRocket: // Altered Order so that LFO, LiquidFuel, and Oxidizer are first, then it's in alphabetical order, // this was done to enable this mod being added to existing stock careers where the vessels most often have LFO tanks on current craft. // I've retained the original lines , just in case... hope it helps those like me who refuse to use Hyperedit. enjoy. [/COLOR] @PART [*]:HAS[@MODULE[InterstellarFuelSwitch],#LionStatus[1]]:NEEDS[!RealFuels,WarpPlugin|CommunityResourcePack] { %LF = #$LFamount$ %Oxi = #$LFamount$ @LF *= .45 @Oxi *= .55 @MODULE[InterstellarFuelSwitch]:NEEDS[ModularFuelTanks] { //@resourceGui = Ammonia (Cryo);Argon Gas (Cryo);Carbon Dioxide (Cryo);CarbonMonoxide (Cryo);Deuterium (Cryo);Helium (Cryo);Helium-3 (Cryo);Hexaborane;Hydrazine;Hydrogen (Cryo);Hydrogen Peroxide (Cryo);LFO;LiquidFuel;Methane (Cryo);Nitrogen (Cryo);Oxidizer;Oxygen (Cryo);Tritium (Cryo);Water;Xenon Gas (Cryo);Structural [COLOR=#b22222]@resourceGui = LFO;LiquidFuel;Oxidizer;Ammonia (Cryo);Argon Gas (Cryo);Carbon Dioxide (Cryo);CarbonMonoxide (Cryo);Deuterium (Cryo);Helium (Cryo);Helium-3 (Cryo);Hexaborane;Hydrazine;Hydrogen (Cryo);Hydrogen Peroxide (Cryo);Methane (Cryo);Nitrogen (Cryo);Oxygen (Cryo);Tritium (Cryo);Water;Xenon Gas (Cryo);Structural[/COLOR] //@resourceNames = LqdAmmonia;ArgonGas;LqdCO2;LqdCO;LqdDeuterium;LqdHelium;LqdHe3;Hexaborane;Hydrazine;LqdHydrogen;HTP;LiquidFuel,Oxidizer;LiquidFuel;LqdMethane;LqdNitrogen;Oxidizer;LqdOxygen;LqdTritium;Water;XenonGas [COLOR=#b22222] @resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;LqdAmmonia;ArgonGas;LqdCO2;LqdCO;LqdDeuterium;LqdHelium;LqdHe3;Hexaborane;Hydrazine;LqdHydrogen;HTP;LqdMethane;LqdNitrogen;LqdOxygen;LqdTritium;Water;XenonGas [/COLOR] //@resourceAmounts = #$/../ LqdAmmoniaamount$;$/../ArgonGasamount$;$/../LqdCO2amount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../Hexaboraneamount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../LF$,$/../Oxi$;$/../LFamount$;$/../scalednineLF$;$/../scalednineLF$;$/../LFamount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../XenonGasamount$;0 [COLOR=#b22222] @resourceAmounts = #$/../LF$,$/../Oxi$;$/../LFamount$;$/../LFamount$;$/../ LqdAmmoniaamount$;$/../ArgonGasamount$;$/../LqdCO2amount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../Hexaboraneamount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../XenonGasamount$;0[/COLOR] %tankMass = 0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0 } ArgonGasamountC = #$scalednineLF$ XenonGasamountC = #$scalednineLF$ @ArgonGasamountC *= 450 @XenonGasamountC *= 90 @MODULE[InterstellarFuelSwitch]:NEEDS[!ModularFuelTanks] { //@resourceGui = Ammonia (Cryo);Argon Gas (Pressurized);Carbon Dioxide (Cryo);CarbonMonoxide (Cryo);Deuterium (Cryo);Helium (Cryo);Helium-3 (Cryo);Hexaborane;Hydrazine;Hydrogen (Cryo);Hydrogen Peroxide (Cryo);LFO;LiquidFuel;Methane (Cryo);Nitrogen (Cryo);Oxidizer;Oxygen (Cryo);Tritium (Cryo);Water;Xenon Gas(Pressurized);Structural [COLOR=#b22222] @resourceGui = LFO;LiquidFuel;Oxidizer;Ammonia (Cryo);Argon Gas (Pressurized);Carbon Dioxide (Cryo);CarbonMonoxide (Cryo);Deuterium (Cryo);Helium (Cryo);Helium-3 (Cryo);Hexaborane;Hydrazine;Hydrogen (Cryo);Hydrogen Peroxide (Cryo);Methane (Cryo);Nitrogen (Cryo);Oxygen (Cryo);Tritium (Cryo);Water;Xenon Gas(Pressurized);Structural[/COLOR] //@resourceNames = LqdAmmonia;ArgonGas;LqdCO2;LqdCO;LqdDeuterium;LqdHelium;LqdHe3;Hexaborane;Hydrazine;LqdHydrogen;HTP;LiquidFuel,Oxidizer;LiquidFuel;LqdMethane;LqdNitrogen;Oxidizer;LqdOxygen;LqdTritium;Water;XenonGas [COLOR=#b22222] @resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;LqdAmmonia;ArgonGas;LqdCO2;LqdCO;LqdDeuterium;LqdHelium;LqdHe3;Hexaborane;Hydrazine;LqdHydrogen;HTP;LqdMethane;LqdNitrogen;LqdOxygen;LqdTritium;Water;XenonGas[/COLOR] //@resourceAmounts = #$/../ LqdAmmoniaamount$;$/../ArgonGasamountC$;$/../LqdCO2amount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../Hexaboraneamount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../LF$,$/../Oxi$;$/../LFamount$;$/../scalednineLF$;$/../scalednineLF$;$/../LFamount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../XenonGasamountC$;0 [COLOR=#b22222] @resourceAmounts = #$/../LF$,$/../Oxi$;$/../LFamount$;$/../LFamount$;$/../ LqdAmmoniaamount$;$/../ArgonGasamountC$;$/../LqdCO2amount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../Hexaboraneamount$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../scalednineLF$;$/../XenonGasamountC$;0[/COLOR] %tankMass = 0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0 } !MODULE[FNModuleCryostat]:HAS[@resourceName[XenonGas]]:NEEDS[!ModularFuelTanks]{} !MODULE[FNModuleCryostat]:HAS[@resourceName[ArgonGas]]:NEEDS[!ModularFuelTanks]{} } Anyhow, the text in red is my added alterations for you, I only added the color so that it's easier to see the changes here on the forum, it's not meant to be red when applied in your IFS_Expanded_Resources.cfg
  11. 100% oxi ftw and if the hurricane hits, just put on that well known tune by Scorpions ... (j/k be safe)
  12. davidy12 I guess you change the value of maxAtmosphereDensity inside the module named VistaEngineController for it, but fusion engines running inside an atmosphere... shivers...
  13. I guess I'm used to the option since playing with Stock Fuel Switch, but I would appreciate the addition since you've removed my ability to use that mod, ie it does nothing anymore
  14. ABZB has got the latest version functioning together with KSPIE
  15. Sweets, it even works Only wish I still had my old choice of Oxidizer only tank... really useful for making my refueling-stations, one tank of oxidizer for multiple fuel variable-engine options. ModuleManager: 8628 patches applied ^ nah, it won't break if I just add in one more mod, will it?
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