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Acvila

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Everything posted by Acvila

  1. not working in 1.4.1 :(, will anyone update this mode? very good for bases and construction...
  2. very smal, but i see this happening with all planes when they get low power, when power it's high they don't overheat at full speed, only when you are far from transmitter and get low power they start overheating. if you make a very low powered transmitter at abot 50MW and try a small plane you will see what i talk about. if you want craft files i will make something stock + kspi
  3. ksp with only one push of a button is not fun :), you have to improve yourself all the time, make 5 launches to get the right one, or more, with only one push of the button is boring :), i had no problems with current MJ2 in 1.4.1, but i know that if you adjust well rcs, you don't have any problems docking. adust also the power of those rcs...
  4. thanks a lot, now i can build anything on orbit :). is it possible to make it work even for mun and minmus? i tested the last build and i launched a very big rocket(120t to LKO), i'm pretty sure that i lost 2 stages (around 70k cost) and i see that launch cost is only 17k (fuel consumed was around 70k-80k), i have stage recovery, fmrs and recovery controller. if i sum fuel + 2 stage lost it will be 140k-160k cost of that launch.
  5. first on tech, solid fuel fission reactor. the part with low power i think it's because of low tech, and only 20% efficiency, but i don't understand why receiver connected to a thermal jet produce heat which can't be dissipated(at least with radiators that let me fly the plane) LE seems that over heating on thermal jet appear when i get low power from transmitters, like 50-60MW, at over 100-150MW disappear, i did test with inline mk1 receiver 1 and 2, results better with 2 and they were scaled down to 1.25m LLE also thermal jet attached to solid fuel fission reactor does not provide any power, reactor stay at 1% no waste heat delivered to engine.
  6. scaling first reactor change to negative mass and anything you want to build with wheels just explode and don't move or rip apart and reactor float after that. also all thermal jets at low tech produce heat and radiators can't dissipate it, so, with or without radiators is the same. beta 1.18.1 and ksp 1.4.1
  7. check if version of mj2 and ksp are matching, also, what engine do you have on lander?
  8. at 60m/s? with only 80MW you don't reach speed to heat the plane... only about 150m/s... as i said, because i start new game i wished to see how the new low level reactor works, but it seems that you can't do anything with it...
  9. https://drive.google.com/file/d/1aSkH8i5U0Qpbi_gi7-gCMUIMuG5A_mNp/view?usp=sharing those radiators in vab show me 110MW dissipation but from picture they only dissipate 600KW? can't be usable like that. https://drive.google.com/open?id=1iysd5LrOYFjUmvOtC-xjZA5-uFBTGlLI look how big those radiators are for only 33MW power dissipation...
  10. from what i know those engines consumes waste heat, they not generate, and for those 50MW i had enough radiators, but was worst than without. i made lots of spaceplanes in 1.3.1 and never need radiators for thermal engines, only for electric engines. receivers generate heat if you have electric consumers, but the only consumer was the engine itself, so he can eat all that waste heat.
  11. Because 1.4.1 happened i start a new campaign and after researching first reactor, first turbojet, first transmitter, first receiver and so on, i managed to get from transmitters(laser diode, i think) only 30 MW from a 300MW reactor with 20tones(450MW dissipation) radiators which give just 60MW power? then the plane i made with mk1 receiver and thermal jet and the plane keep heating(worst with radiators) till explode? i thought thermal jets doesn't heat, is it normal? kspi 1.18.1 beta
  12. no one have an answer why solar panels no matter small or big provide same amount of EC? ksp 1.4.1
  13. 8GB RAM, 1TB 7200rpm HDD, 2 GB nvidia 750, ~90 mods, -force-d3d11, ksp 1.4.1 Loading Systems: Elapsed time is 150.6289s without Loading Systems: Elapsed time is 137.8448s with
  14. thank you all for reply, it's very hard in space to keep 5 kerbals together... seems that edit config is the way to go
  15. solar panels have the same output at any scale or is something which interfere in my modded ksp? ksp 1.4.1
  16. i don't know enough English to explain well this... the game has original ships directory(which your mod will consider all craft from there stock) and will create for every game instance you make another another ship directory in save files... when i copy crafts from an older ksp to a new one, of course there will be no save in new game and i put them in ships directory from root folder, then craft organizer will consider them stock crafts...
  17. i know that, but i copy all my ships from a game to another, and there are a lot, than i have a compatibility issue because some mods are not present in the new game, and than i have to remove manually those craft i don't need and it's hard doing that... lots of ALT-TAB...
  18. is it possible to add an option to delete stock crafts, or there is and i don't know about it?
  19. from what i know this mod does not provide procedural wings, you should check B9 procedural wings or procedural wings PWings, both work in 1.3, and PWings works in 1.4 either both are on this page
  20. is it normal that your craft Dodo fly without any cargo only 300km? in real life similar planes have over 3000 km range. ksp 1.4.1 , also at over 7000m if you fly level have less thrust than when incline like 20-30 degrees. LE i think i understand now... they're trust decrease with speed and now i saw that Dodo's radial tanks were empty so that explain low range of flight, however low range and with full fuel on board...
  21. No, this one https://github.com/Crzyrndm/ProceduralWings/releases but you don't have graphic configuration, just mouse over and then press T, G and B for adjustments. you need to keep them pressed, not just click.
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