Acvila
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Posts posted by Acvila
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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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1 hour ago, FreeThinker said:
Sorry, could you clarify? what do you mean by first reactor?
first on tech, solid fuel fission reactor.
On 3/24/2018 at 11:37 AM, Acvila said: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
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.
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On 3/24/2018 at 12:59 AM, FreeThinker said:
Added a new beta KSPIE 1.18.1 which can be downloaded from here
Changelog
* Added: Filter Extension Submenu Microwave split up into Transmitters and Receivers submenu
* Fixed in NF mode, VAB power output will be displayed at 1/100 scale
* Fixed Filter Extension submenu for Generator will now only show stand alone electric generator and Capacitors
* Fixed Filter Extension submenu for Reactor will now only show stand alone reactors
* Fixed size of Wasteheat buffers for generator and microwave receivers in NF mode
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
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1 hour ago, Bit Fiddler said:
this is what it looked like to me in practice as well...
there must have been another mod I used before, as I recall a message telling me it was looking for a safe landing spot before the landing sequence begins. not sure what mod it was now, but maybe this could be incorporated into MJ? in both land here and land anywhere modes. if the spot is inclined over some threshold then move it a bit, or if it can see terrain obstacles like big boulders etc. then adjust a bit to avoid them.
The reason I ask, is my last 3 or 4 attempts to land on the Mun using MJ rather than manual steering have all ended in disaster. either I am coming in too fast, or when I get to the ground it is too steeply sloped etc. I have seen MJ landings work in the past however, so I am not sure what is going on here.
check if version of mj2 and ksp are matching, also, what engine do you have on lander?
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5 minutes ago, samooo2 said:
That's stock "Temperature" and not KSPI "WasteHeat". Not sure if it's intended but thermal engines tend to blow up in-atmosphere, radiators don't help. You can delay it by using a Heat Sink.
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...
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38 minutes ago, Arivald Ha'gel said:
My experience was that when not on 100%, thermal engines don't use all waste heat and radiators are needed always. Once again, screenshot will help.
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...
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3 hours ago, Arivald Ha'gel said:
Screenshot would be useful. But remember that thermal receiver WILL receive power (and generate heat). You need to have fixed non deployable radiators that can function in atmo.
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.
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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
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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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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 -
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
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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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11 hours ago, Ker_nale said:
I am not sure what are you doing. Why do you have modded crafts among stock crafts?
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...
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2 hours ago, garwel said:
You can disable stock craft in difficulty settings (but I'm not sure if it works after the game's started).
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...
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2 minutes ago, Ker_nale said:
I am the original author of the plugin and I will try to make it work on 1.4.
I encountered problems how plugin displays menus when UI is scaled > 100% - I think it was working OK before 1.4 but now everything is messed up. I have to look at it and hopefully fix the problem, I hope I will have time this week :).
is it possible to add an option to delete stock crafts, or there is and i don't know about it?
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3 hours ago, Kr0noZ said:
I'm looking for procedural wings to build some nice (and large) aircraft without having to manually arrange dozens of wing component parts, and this mod seems to fit the bill nicely.
I'm on KSP 1.3.1 and using CKAN I installed this mod, but now I have a problem:
During loading, progress freezes once it reaches the parts from this mod. At first, it hung up on something in the "deprecated" folder, so I manually deleted that, next it hung itself on the battery, so i deleted that one, now it hangs itself on another part - I can't figure out what's wrong with it. And it's not like I'm running out of space, I'm running the 64bit .exe on a machine with 32GB of RAM, so now I'm looking for another solution.Any tips for me?
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
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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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56 minutes ago, Bottle Rocketeer 500 said:
@blackheart612 Now, you have made aircraft and the corresponding service vehicles. Now, go make an airport.
Kerbal Konstruct for airport
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1 minute ago, IgorZ said:
it's a question for KIS, since KAS doesn't deal with the weights moving But while I'm here: no, there is no such a vehicle. Your best bet is changing the distance/mass limits via the settings file.
Ok, thanks!
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is there any eva vehicle to help kerbals moving heavier parts?
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8 hours ago, Kolago said:
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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1 hour ago, PieBue said:
I have a problem: the Icon don't show up in 1.4.1 neiter in stock-toolbar nor in blizzy's toolbar.
same here, ksp 1.4.1
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1 hour ago, linuxgurugamer said:
Delete the mod and reinstall it, be sure to delete the directory as well.
I just verified that the .version file is correct
same thing, also mini avc report 3-4 times same messages.
L.E. never-mind, my fault, i copied it in kerbal foundries too by mistake... mini avc also working fine now.
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Any release soon?
[1.8.1+] KSP Craft Organizer - VAB/SPH tags + craft searching
in KSP1 Mod Releases
Posted · Edited by Acvila
OK, thx for explanation.
Thx for update.