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HoveringKiller
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Everything posted by HoveringKiller
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[1.12.x] Near Future Technologies (September 6)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Same way that normal fuel is produced. Mine ore, and then have a converto-tron convert it. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
I'm getting a crash when trying to load in the game. The game crashes when trying to load from heatcontrol/parts/support/heat-exchanger/heat-exchanger-25-1/heat-exchanger-25-1. What all do you need from the crash reports? I'm going to try removing this file and if that doesn't work then I'll try uninstalling the mod, which I don't want to do because I love it so much lol. Error Log: https://1drv.ms/u/s!Ak8xxGyCFaNNyF4Da9O7xUkBJHMX Output_log: https://1drv.ms/t/s!Ak8xxGyCFaNNyF9Q1D6FxToMruBm I'll hopefully have more information for you tomorrow Nertea, but keep up the great work! Edit: Also if it helps, it happens after the module manager patches. Edit 2: Going through and deleting the individuals files, I've noticed that each time I delete one, the next file causes a crash as well. I've uninstalled the mod, as well as some others I had that weren't update for 1.3 yet, and will check back in. Edit 3: I'm just going to start with a fresh install, adding mods on starting with Nertea's mods. -
I'm not sure how to post pictures directly into the forums, but I have a few designs that I've put into imgur albums that I'll link. The whole of the Kerbin logistics network planned out, this is supposed to work in conjunction with the next album to allow seamless interplanetary missions. This is my old interplanetary ship, designed to work with the previous logistics network for refuel and refit, as well as crew rotations. This is an album showcasing the refueling station I had built to refuel my interplanetary ships around minmus between missions. I was in the process of redesigning a new interplanetary ship for longer duration missions, when the 1.3 update happened, still waiting on a few mods to update before I try it again. (Mk IV mainly, but I'm still getting load errors when trying to load on of the NFT mods can't remember the one off the top of my head) Finally, the massive ore lifting craft that I devised to get ore from Minmus surface, to the previous refueling station. Sorry for all the album postings, but I am in industrial engineer and one of my dream jobs would be to set up/work on a system similar to this irl, so I'm rather excited that I can set it up in KSP, albeit a much more simple version.
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That makes sense. I just know the Nertea's parts packs don't seem to work, but I guess that is for some other reason. I'll just download this and see when Nertea's stuff is updated :D. Thanks!
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Don't mean to sound rude or impatient or anything, any planned update to 1.3? I don't see anything in the last couple of pages.
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[1.12.x] Near Future Technologies (September 6)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
You can also obtain it from depleted fuel form the Near Future Electrical reactors and the nuclear processor. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Here it is for others as well. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Revert to an older version? I'm not sure if it'll be coming back in the end though either. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Pretty sure that support was removed for the time being since Nertea hates IVA's (If I recall correctly). -
[1.12.x] Near Future Technologies (September 6)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Download an older version of near future, as these parts were soft depreciated in one of the last patches (I believe) so they won't break ships, but can't build with them anymore. I would suggest to change up your ships in VAB, but be cautious. When the final update rolls out for these mods, I believe that these parts will be hard depreciated, which means it'll break any and all ships you have in game. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Probably a good way to balance this is to remove the cooling option from the Aviation tanks, or increase the costs. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Maybe, but they also burn more fuel for more power. I know in space, the size and shape of the bell is also an important factor. Exhaust speed I'm pretty sure is the largest factor however. I am not a rocket scientist however, so take what I'm saying with a grain of salt. -
[1.12.x] Near Future Technologies (September 6)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
Look amazing! And also probably would fit better as an interplanetary control point. -
Ah ok. On a similar but sort of unrelated note, did you get them into space with or without a fairing? I have a similar design, and even the SpaceY 5m fairing doesn't get big enough. I may just end up having the fairing go down from the top to try to cover everything but the engines on the side. I have a similar setup to your Full Stein Ahead fuel shuttle if that helps haha.
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[1.12.x] Near Future Technologies (September 6)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
That may be my ship to go beyond Dres haha. The new 5000 EC reactor, and the flat one for 7000 EC to power two lithium engines, as well as some refining equipment and such, may be overkill, but it's whatevs haha. Awesome news! I'll be sure to make sure to retire my ships before this update drops then. Perhaps land them on Minmus as relics of a past time. -
[1.12.x] Near Future Technologies (September 6)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
If only I didn't just finish building my interplanetary ship about a week ago to I could now add even moar engines! Oh well, next iteration, It'll be incorporated :P. I finally was able to get around to using your large circular girders for this design as well haha. -
[1.12.x] Near Future Technologies (September 6)
HoveringKiller replied to Nertea's topic in KSP1 Mod Releases
In the update album, what is that attached to the bottom of the 3.75m reactor with all the pipes and stuff. I don't recognize it from any of your mods. -
(OPM) Exploring Sarnus
HoveringKiller replied to juanml82's topic in KSP1 Gameplay Questions and Tutorials
You're plan sounds good to me. I haven't been beyond Dres with a manned mission, so take everything I say with a grain of salt lol It should be within range, thanks to the boosting that OPM does to the tracking station and the most advanced antenna. A relay would still be good to have control on the far sides of Sarnus and it's moons, although 2 antenna in high polar orbits (one over north and one over south poles, perhaps slightly inclined of the 90* line) should have you covered, I would imagine. I would imagine both of these are possible, just watch for overheating when capturing. If you're coming in in a straight line, you may be going too fast to be able to get to a depth that produces anything meaningful. I would say electric rotors would probably be your best bet for flying around, as you don't have to watch so much on fuel, just your EC generators. Never heard of Ground Construction, but a refueling base would definitely be a plus. Why not use the electric lander for Eeloo also? Or is it too big at that point? All in all, looks fairly good! Good luck and don't forget to post screenshots of your mission when you do! I'm trying to plan a mission to jool, but I still don't have a surface base on Duna/Ike yet