BlackMoons
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KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Kind of expected behavior. turn power priority down to 1, or add another power source for 10%+ more thrust, or reduce throttle a touch.. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Tried to install https://kerbal.curseforge.com/projects/ksp-interstellar-extended/files/2467195/download today. (1st page download url to the mod) Reactors menus missing for magnetized target reactor, presumably many others too. ksp.log filled with missing resource errors. KSP.log is 3mb so can't even pastebin it.. But the errors are: [LOG 04:36:21.820] PartLoader: Part 'WarpPlugin/Parts/Electrical/FissFussReactor/FNFissionFusionCatReactorMk1/FNFissionFusionCatReactorMk1' has no database record. Creating. [ERR 04:36:21.822] [KSPI] - No definition found for resource 'Tritium' for ReactorFuel Tritium [ERR 04:36:21.823] [KSPI] - No definition found for resource 'Tritium' for ReactorFuel Tritium [ERR 04:36:21.823] [KSPI] - No definition found for resource 'LithiumDeuteride' for ReactorFuel Deuterium [ERR 04:36:21.824] [KSPI] - No definition found for resource 'Tritium' for ReactorFuel Tritium [ERR 04:36:21.824] [KSPI] - No definition found for resource 'LithiumDeuteride' for ReactorFuel Deuterium Etc... Checking CommonResources.cfg in the install shows that LqdTritium exists but not Tritium. Seems like KSPI_Extended_1.15.0.7.zip has a much smaller CommunityResourcePack\CommonResources .cfg then previous versions of KSPi (1.14) -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Does this mean I can start it by blasting my ship to 20km on SRB's and letting it freefall while I start up the reactor? Potentially with retrorockets to prevent drag from causing g forces? Because that sounds AWESOME. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
I am sorry but what is 2% (by number)? 2 is a number sure.. but 'by number' is not a valid way to make a ratio of two items. You can have by mass or by volume, maybe even by atom count.. but 'by number' is meaningless. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Yes your CO2, wastewater and waste tanks can fill to 100% with no issue. All that happens is excess is vented to space and you can no longer use it to create O2/water/food via recyclers. Actual CO2 level in the air of the command pod is never displayed anywhere. You have 2 hours to restore EC after failure, and then they die. That said, without a healthy storage capacity for CO2/etc, it seems that recyclers often end up 'losing' CO2/etc if you leave a ship for longer then it can store built up CO2/etc. And yes, for a one man command pod you need a WHOLE lot of batteries to get to the moon. Thankfully they are VERY light. Its a shame fuel cells don't come earlyer, but basically you should stick to orbital hops and experimenting on various kerbin biomes till you unlock solar panels or take a WHOLE LOT of batteries. Considering that just a flyby of the mun can get enough science to pretty much unlock solar, its not a huge issue IMO to have one flight where you have a half ton of batteries on your 0.8ton command pod, just add more rockets. PS: A half ton of the smallest batteries would be 100 of Z-100! or 25 of the Z400. for a total energy capacity of 10,000 either way. Pretty sure thats good for a couple days. IMO its more a fault of the stock batteries being too light per part, then TAC requiring too much electricity. Once you get solar panels (And the nice inline batteries) these problems mainly go away. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
It takes surprisingly little CO2 to kill. You'll die of CO2 buildup in an enclosed space before you die of lack of O2! That said, the death from lack of EC has nothing to do with your CO2 storage tanks %. without EC the life support system can't extract CO2 from the air. a few minutes of 10% CO2 levels have been reported to produce unconsciousness btw. PS: Your lungs are not so picky about gases. You don't absorb oxygen and release CO2 as much as you absorb whatever gases are in the atmosphere and release whatever gases are building up in your blood that the atmosphere has less of then your blood. Hence small amounts of CO2 produce big problems. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Regular drills afaik with KSPi installed have a LqdIntake option or harvest ocean or something. Gotta have the drill in the water to work mind you. From what I can tell you definitely need an intermediate tank. And I don't know why the mod author adds so many 10 sized tanks to everything, because those only work at 1x timewarp. At faster timewarps you need much bigger tanks to ensure your not 'capacity limited' (Need enough capacity to store 1 frames worth of production). Tons of 10 size tanks just clutter up the resource view IMO. The refrigerator IRSU I think however lets you *select* a tank for it to have of gas, IIRC. And you can switch the tank at flight time. I REALLY like that feature. Though its not a really huge tank, not sure if its going to work well at 1000x+ timewarp. Also I didn't know you could even make deuterium gas from a regolith processor. I find many of the advanced processing options don't even enable without stored gas. I think 'hasSwitchChooseOption' might have something to do with selecting tank type in flight mode. though you might have to set HasGui to true as well iirc. I know he enables this on the default 'ore' tanks. Check out Freethinkers interstellar fuel switch mod page for more info, the 'hidden contents' area in the 1st post: -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
With what receiver diameter? Also 1GW is hardly enough to do more then move a probe around. 1% transmission is pretty damn poor when you could have likely put a 5GW reactor around every planet in the solar system for the same price as all those huge sats. Known issues. (quick)save and reload as generators often go offline after undocking. Ohhh you need air intakes? That is likely why it was not working for me earlyer. PS using drills for LqdIntake is very bugged. they constantly want to shut off on me when LqdIntake reached full and it was very hard to get them to not shut down to allow converters to keep running at timewarp. I think it has to do with the fact they suck up 100unit/second of lqdintake, way more then any other resource and converters can't keep up for the life of them. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
AFAIK you still can't beam energy in KSPi long enough distances to be worth trying to make a low-kerbol collector array. Especially when its so easy to launch 5GW beam power reactors once you tech up enough. The next version of KSPi with much shorter wavelengths for beamed power may change that however. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Power output of the core itself also goes down with increasing core temp, and physwarp/timewarp does not currently decrease core temp faster then real time so the core only cools at a real time rate. And again with the solid core you should get much better life with the generator disabled. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Iv tested filling the timberwind 100% with depleted fuel and its max thrust does not change. 'Reprocessing nuclear fuel' is not available for the timberwind and depleted fuel seems to do nothing but add some very minor weight to your ship. It will also suck nuclear fuel from external tanks when it runs out. Its really an ideal engine IMO. WAYYY lighter then magnetized target+thermal nozzle too. Gets really high TWR when upgraded fully. I think it might even have higher TWR running liquid fuel then magnetized target+thermal nozzle running liquid fuel+oxidizer. Turn off its on board generator and it will also idle at 0% power for no fuel usage for years, else it has like a 120 day lifespan on its on board fuel at 'generator active' levels. Not sure how its spinup/down times compare, the core temp does tend to heat up over time and reduce thrust some in the timberwind but its still really good. just messes up mechjeb burn calculations some. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Good news is I drained a ship of all its water today and the kerbal did not die instantly. so that bug is fixed for me it seems -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Try saving and reloading. It seems docking/undocking can cause electric generators to shut off, saving/reloading seems to fix it. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
It actually did fix ships in my existing save without visiting them. However, even after visiting ships, Im still getting the EC bug where *all* ships stop producing power. Save/reloading (even quicksave) seems to fix it now however for the non active ships (Im not sure if it did before but I don't think so), though it does seem to take a few seconds (was at timewarp 50 or 100) before the ship's EC starts climbing again. Revisiting the ships is no longer needed to restore power, just save/loading works. That said it does not restore it instantly, but EC time remaining does climb again when the ship is in sunlight and returns to normal levels eventually. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
I think the megajoule system is superior then using raw EC. Especially when you consider how much energy these engines really should be using, or your using remotetech/TAC or other mods where 0EC results in bad things. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Updated while a ship was suffering from EC decay, and EC started climbing back to normal after loading the save with the new TAC. Err, Went up to 100,000 timewarp and my base in orbit of minmus with 9 days electrical power went 'electrical power exhausted' with just 30 minutes left on the clock. (This base is also in 'running out of food' status but that is still 370 days worth (out of years, so I guess its % triggered) Solar panels where in sunlight at the time and the 30 minute timer did not increase till I switched to ship. And now all ships are decaying EC. Saving and reloading at KSC and they start restoring EC again. staying at 10,000x timewarp max seems to work fine. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
MFC Spherical tokamak reactor in cold deut-deut fusion mode does not produce more helium 3 per (real time) second when timewarp is active. Indeed 'helium production' goes down when timewarp is active. At first I reported this as the production values displayed where incorrect but now I believe its actually reporting correctly but the amount produced is actually decreasing at timewarp. PS: still using the main 1.14.15 release. Another minor bug: Antimatter collectors are $10 each. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Yea but since it affects new launches too, it might still glitch if you just load it without mods and let KSP delete all my craft. But yea if you already know whats causing this type of bug i'll wait and gladly try your next dev release to see if that fixes it. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Can't get over 5% active power using "Plasma Beam Core Antimatter reactor" and "Plasma Nozzle". I thought the 5% limit was only for generators and nozzles could use 100%? Or does that only apply to magnetic nozzle? The main reason I am confused is the description for the beam core talks about it being a 'beam or plasma core depending on nozzle used' (paraphrasing) so I assumed you could use the plasma nozzle to good effect. 4600 ISP is pretty nice but I was kinda expecting more like, 1600KN thrust. Oddly enough, tried magnetic nozzle and it used 100%, though less thrust at 680KN... but an ISP of 200,000 LOL, and ISP higher at lower throttle (But still uses 100% power from the reactor at all throttle settings, you can reduce the reactor power manually however but that reduces max thrust and still get 200,000 ISP at full throttle) Interesting. Its OP but in an entirely different way then I thought it would be. Also the timewarp feature is very cool on the magnetic nozzle. I like the 'trade thrust for ISP' option. ... OMG.. I just tried thermal launch nozzle on the fully upgraded 2.5m antimatter plasma beam core in my sandbox game.. 5% output as expected... but im getting 8000KN of thrust at 1200ISP with fuel/oxy. And 3400KN at 2042ISP on fuel. Now that is what im talking about! Also 9000KN on atmospheric with a thermal turbojet lol.. I can see why you limited it to 5% for these nozzles. Still would be interesting to have more thrust from the plasma nozzle. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Pretty sure antimatter reactor+Magnetic nozzle is exactly that? After all, the pure antimatter-matter reactor only can output 5% power to electric generators so the only thing its really good for is thrust. (Well, Its still got an amazing power to weight ratio for electric generation at 5% of 360MW or whatever it is, but 5% kinda pales in comparison to its full output) -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Did not change the settings at all. Also happens if they lose water or any other resource. Might be because my save is old? (Used TAC 13.2 before) Up to like year 7 in game time. Even brand new ships are affected.. I would suggest loading my save from the github bug report and seeing if a newly launched ship does it for you too. Also take a look in a text editor to see if TAC is saving the right values in the save for the ships with life support? -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
I reported it to TAC earlier. It used to be 42,219 bytes as of TAC 13.3.0 and it looks like hes patched his TAC 13.4.0 release since I downloaded it. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Welp then explain to me why when I install TAC life support (that includes CRP), KSPi reactors show a blank page till I reinstall KSPi's CRP folder over TAC life support, and one of KSPi's CRP's files is MUCH bigger then TAC life supports and contains all new resources KSPi uses. Also after installing TAC life support's CRP folder, I get a huge list of missing resources in KSP.log I'll save you the post: Either TAC life support uses an old version, or KSPi uses an edited version. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
.. It used to have delays, And they are kinda needed to rescue kerbals on rescue contracts. Also needed for when your ship does some disassembly on landing. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Im going to say its related to the bug that is keeping me from rescuing any kerbals since I updated TAC life support, hence why Im reporting different conditions I have seen it occur.