Acvila
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Everything posted by Acvila
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[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Acvila replied to RealGecko's topic in KSP1 Mod Releases
not working in 1.4.1 :(, will anyone update this mode? very good for bases and construction... -
KSP Interstellar Extended Continued Development Thread
Acvila replied to FreeThinker's topic in KSP1 Mod Development
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 -
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...
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[1.8.1+] KSP Craft Organizer - VAB/SPH tags + craft searching
Acvila replied to Ker_nale's topic in KSP1 Mod Releases
OK, thx for explanation. Thx for update. -
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.
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KSP Interstellar Extended Continued Development Thread
Acvila replied to FreeThinker's topic in KSP1 Mod Development
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. -
KSP Interstellar Extended Continued Development Thread
Acvila replied to FreeThinker's topic in KSP1 Mod Development
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 -
KSP Interstellar Extended Support Thread
Acvila replied to FreeThinker's topic in KSP1 Mods Discussions
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... -
KSP Interstellar Extended Support Thread
Acvila replied to FreeThinker's topic in KSP1 Mods Discussions
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... -
KSP Interstellar Extended Support Thread
Acvila replied to FreeThinker's topic in KSP1 Mods Discussions
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. -
KSP Interstellar Extended Support Thread
Acvila replied to FreeThinker's topic in KSP1 Mods Discussions
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 -
no one have an answer why solar panels no matter small or big provide same amount of EC? ksp 1.4.1
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[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
Acvila replied to sarbian's topic in KSP1 Mod Releases
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 -
[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Acvila replied to IgorZ's topic in KSP1 Mod Releases
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 -
solar panels have the same output at any scale or is something which interfere in my modded ksp? ksp 1.4.1
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[1.8.1+] KSP Craft Organizer - VAB/SPH tags + craft searching
Acvila replied to Ker_nale's topic in KSP1 Mod Releases
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... -
[1.8.1+] KSP Craft Organizer - VAB/SPH tags + craft searching
Acvila replied to Ker_nale's topic in KSP1 Mod Releases
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... -
[1.8.1+] KSP Craft Organizer - VAB/SPH tags + craft searching
Acvila replied to Ker_nale's topic in KSP1 Mod Releases
is it possible to add an option to delete stock crafts, or there is and i don't know about it? -
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...
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[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Acvila replied to IgorZ's topic in KSP1 Mod Releases
Ok, thanks! -
[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Acvila replied to IgorZ's topic in KSP1 Mod Releases
is there any eva vehicle to help kerbals moving heavier parts? -
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.