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proteasome

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Everything posted by proteasome

  1. But isn't ampyear only for systems? I want something that will calculate life support time the way the built in tool does. Maybe this is more of a TACLS questions?
  2. How do I determine how much EC to take with me? The life support helper will show the time remaining for food, water, and O2, but not EC. It just says "infinisys". Is there anyway to determine how much to pack ahead of time, or maybe even a formula I can use on my own? Thanks. I'm loving RP-1 so much!
  3. There is a larger control panel that should be either on your screen, or accessible by clicking on the engineer buttons on the side of the screen. In addition to having options to change what's displayed on the HUD and the font size, there should also be a button that allows you to move their position.
  4. I might understand why you're confused. The RESOURCE MEGAJOULES is just a much larger version of electric charge (ec). In fact, the two can be converted between each other with any KSPI part that is labled a megajoule converter. Megajoules the resource powers electric systems, such as ELECTRIC engines or fusion reactors. MEGAWATTS is the unit of heat. This refers to the heat from a reactor, the heat consumed by a THERMAL engine or thermal power generator, and also waste heat. Anytime you generate megawatts, or use megajoules (like from the reactor that powers a wireless power network, OR when the wireless transmitter is used) it produces the RESOURCE WASTE HEAT. In order for things to work, you need enough radiators attached to the things that produce or use megajoules or megawatts (waste heat producers). Your radiators need to have a capacity roughly equal to the megawatts you are producing. When your in the SPH/VAB, click on the kspi icon and it will bring up a widget showing you what your radiator capacity is. When it turns green, you have enough radiators (provided they are placed close enough to the producers of waste heat). There are a few quirks with this though. The first is that all radiators work much better in an atmosphere, so you can get away with fewer if you're on kerbin (like for a ground power station). The second is that when using a wireless power receiver, the game won't know in advance how many megajoules of power the receiver will get when you're building the craft (so the waste heat widget isn't as useful). In this case, look at the capacity of the wireless receiver and include enough radiators to match that capacity. Not having enough radiators is one of the number 1 problems I've seen following the kspi threads. You can use tweakscale to increase the radiators capacity easily.
  5. honestly KSPIe is the mod you want to use for this, sorry to say. however, you can DM me and I'll help you with figuring it out. once you do it will rock your space program!
  6. Trial and error is the best way to learn for this, but here are some things to keep in mind. First, depending on where you do your deorbit burn, consider that the planet will continue rotation between the time of the burn, and the time you land. This means that if you deorbit further away from your landing site, you want to have your path to landing be ahead of where you intend to land, since the site will rotate towards your end-point. Second, the more you burn to deorbit, the easier it will be to see where you might land. If your trajectory indicates a ground impact spot (rather than just a periapsis inside the atmosphere) you have something easy to gauge. Do your deorbit burn so that your trajectory impact is in front of the site you wish to land at. How far forward will depend on how much you deorbit, and where you do your burn. Then, once you enter the atmosphere, keep checking the map to see how your updating trajectory looks in comparison to your landing site as you start to aerobrake. If the trajectory is falling too far behind the landing site (you're coming up short) then pitch up slightly to increase the distance your plane will glide. If the trajectory is too far in front, pitch down to decrease the distance. To play around with it, try quick-saving right before you do your de-orbit burn. Play around with how long to burn, and with your re-entry profile (how much you pitch up or down) until you get a feel for what works.
  7. SSTO space planes. I HATE having used stage debris cluttering things up.
  8. After a few hours of learning, I made my first KoS script to automate rocket launches and it works! I know there's a launch autopilot in Mechjeb, but it's way more satisfying to use an autopilot I created myself.
  9. I do have a minor problem still, which is that once the repulsors are turned off, they won't turn on again. Makes is kinda difficult to land somewhere and then take off again. Toggle repulsor power also doesn't bind correctly to action groups.
  10. The updated KSPWheel solved the problem I was having! Thanks!
  11. I'm using the stock 4k batteries. There is no resource flow PAW button either on batteries or the repulsors. The repulsors are attached directly to the batteries, so it's not a crossfeed issue I'm using 2.3.7.17. Did a fresh install prior to posting this, but still having the same problem. I'm running KSP version 1.7.3
  12. My grav repulsors are not able to stay activated, they will briefly come on, then shut down. To test, I made a 3 ton craft with 4 repulsors and two 4k batteries. the repulsors won't stay on even with plenty of power left. If I enable infinite electricity in cheats, they WILL stay on. Has anyone else had this problem? Bunch of mods, including KSPI.
  13. This was happening to me when I was using the Kerbal Joint Reinforcement mod. Once I uninstalled it the problem went away.
  14. If you're talking about the space helicopter, the helicopter parts (electric rotor, cockpit, etc) are from firesplitter. The fusion engine is from karbonite. There's also a small nuclear reactor part-clipped into the body that's probably from near-future electrical.
  15. SSTO Space Helicopter to Laythe and back. Electric propeller meant unlimited atmospheric flight. Used a Karbonite fusion engine for everything else.
  16. I reinstalled ModuleManager and that fixed my problem! Thanks so much.
  17. Trying to send log (maybe too big for message system?) A quick look through it shows references to lots of supposedly uninstalled mods. Maybe it's time for me to do a fresh install.
  18. @JadeOfMaarI have CRP installed. It was an older version, but I just updated to the most recent. Still having the same problem, even after I deleted the other localization files. I don't see a second intake module on the intakes, either the stock intakes or yours. Is there an additional dependancy I might still be missing? Thanks for your help with this!
  19. Intakes report nominal (have airflow) but engine does not (lists flameout, intake atm deprived). If I add a jet engine to the same craft it will work with the intake, but the atomic engine won't. Trying to upload a screenshot showing as much, but Imgur is being :-( Trying to take-off from KSC on Kerbin. Engines DO work when turning on infinite propellant. Then I have no problems. Haven't yet tried with the updated version.
  20. Probably having an issue with trying to force run on 1.7, but wondering if there'a a fix. For Roentgen (and Sievert on Mk3 expansion) the engine says it's intakeAtm deprived. Has anyone else tried to fix this? Asking for a friend...
  21. I've looked all over the interwebs and can't find anything. If anyone knows where, I have money to spend on merch...
  22. Took my VTOL SSTO, Space-Copter-One, to Laythe, where it reports "heavy traffic." Thanks to Firesplitter's electric rotor, and Karbonite's Karborundum fusion engine, it has unlimited surface flying time, and 11,000 m/s dV (vacuum) More screenshots in spoiler.
  23. FYI for anyone whose helicopter main propellers are thrusting the wrong way, the reverse-thrust module isn't included in the part definition file by default (KSP 1.45, CKAN install). You can add it with the following: MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform alternateTTName = alternateThrustTransform useNamedAlternate = 0 }
  24. I've been running in x64 also. I've run into the glitch on craft without the drill, but my last craft with it got bugged also..
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