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Everything posted by Starfire70
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[1.12.x] Near Future Technologies (September 6)
Starfire70 replied to Nertea's topic in KSP1 Mod Releases
Didn't occur to me to try that, but is the issue is specifically with the orbit view. Is thhere a quick key to reduce power to zero in the orbit view? -
[1.12.x] Near Future Technologies (September 6)
Starfire70 replied to Nertea's topic in KSP1 Mod Releases
I'm trying to shutdown the Liberator engine's reactor while in orbit mode, and I can't figure out how. Without orbit mode, I can't make accurate burns with this engine. If I lower thrust to zero (via X), then the reactor overheats and becomes damaged (and also unusable until it cools under 6000K which can take some time). I tried tying the RCS action to the reactor shutdown in action groups (since I don't use RCS much), but that didn't work in orbit mode. Nothing happens. Any ideas? Do I need to attach a bunch of large radiators so I can cease propulsion without blowing the reactor? Thanks! -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
One more from the orbiter. Incredible job, Galileo! Now I need to get back in there for a few hours, start planning the Tellumo base.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
Gah!- 7,371 replies
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[1.12.x] Near Future Technologies (September 6)
Starfire70 replied to Nertea's topic in KSP1 Mod Releases
<hasn't updated Kerbal Atomics in a while, updates it, turns up thrust on Liberator to full> Hey, I'm not getting any thrust. Let's see...oh, OH! This has an actual reactor now! Cool! Okay, turn on the reactor...thrust...alright...okay, that's it, thrust to zero...OMG I damaged the reactor!...note to self: reactor off FIRST, then zero thrust...my guess without reading the fine print is that the Hydrogen is drawing heat away from the reactor as exhaust and when you turn that off before shutting down the reactor, the reactor goes critical of course. Love your mods, Nertea! :) -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
I must say 1.2 is quite the improvement on 1.1. Everything just looks better, I also like the markers on Gael showing the KSC and the other tracking stations. Also, with additional science from Niven, Thalia, and Eta, I finally have the tech to get to Icarus orbit (or bust) with a multi-tank nuclear upper stage (Liberator engine from Kerbal Atomics)...- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
Wow, Thalia's moon Eta is a breathtaking little moon. Not going to spoil it, but if you haven't explored it, you should.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
Nice volcano. Meanwhile at Tellumo... (I'll have to make a fly by video next time, it was just jaw dropping)- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
Icarus, the giant evil eyeball. I can't quite reach Icarus orbit with my current tech, but I did manage to pull off a Mariner 10-like multi-flyby orbit.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
Career. The Salamander capsule is part of roverdude's USI's Kolonization mod. Also I just recently realized that it has a ground tether which is incredibly useful for those high-slope landings.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
What's with the purple ground in the Ceti lowlands? Some kind of organic sludge? Also I finally reached another planet, Niven, and noticed that it looks a lot like our solar system's Titan. Titan has this little high ground that looks like Great Britain so I recognized it immediately when I saw it on Niven. A USI Salamander survey ship reaches orbit after leaving the Gaelian base in the Ceti lowlands...- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Starfire70 replied to Galileo's topic in KSP1 Mod Releases
Love the pack. Would like to see something break up the monotony on Gael though..cities would be great. Also every once in a while... If I restore a quick save made while landed, I'll end up about a kilometer or so up in the air and crash. If I restore a quick save made while orbiting or while transferring to Iota, the transfer or the orbit will change, almost like either my spacecraft position moved or Iota moved in suddenly orbital position. Also I planted a flag at the beginning of the airstrip and on subsequent save reloads, the flag has fallen a few hundred meters into the ground, or on another reload it's back at airstrip level but has moved about half a click east.- 7,371 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
Where's the Inflatable Workshop located on the tech tree? I can't find it in my career game. Thanks, -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
Ah, that's new. It's been a while since I've used Kolonization. Thanks. Time for a cargo run. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
1.2.2 on Windows 7. My agri and hab inflatable modules won't deploy/inflate. Says they require a certain number of material kits (like a thousand). That can't be right. Running latest releases. MKS 'Ranger' Inflatable Storage Module - deployed without issue MKS 'Ranger' Agriculture module - no deploy option in right-click menu, EVA kerbalnaut tries to deploy and gets "Missing resources to assemble module: 1000 Material Kits MKS 'Ranger' Habitation module - no deploy option in right-click menu, EVA kerbalnaut tries to deploy and gets "Missing resources to assemble module: 8000 Material Kits Nothing is showing up in the KSP.log when I try to do deploy, I just have this line spamming: [LOG 01:18:10.030] IN: edited EnrichedUranium ratio to 1.08599998327463E-07 Maybe one of my fission reactions isn't set properly but I have 12 of the small ones at the base...I'll have to check them: -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
Holy crap, I am clearly not dreaming big enough with this mod. That's an incredibly impressive ship. -
[1.12.x] USI Core (Reactors and Kontainers)
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
The description for the Whirlijig converter (waste to enriched uranium) says that it can also convert ore to enriched uranium in the description, however there is no such option in it's right-click menu. Am I missing something? -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Starfire70 replied to TriggerAu's topic in KSP1 Mod Releases
Love this mod. Is there any way to increase the size of the display/text, or color of the text? Thin white text against green is slightly hard to read. I tried changing the window size in the cfg, but it didn't work. Thanks! -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
I found that a 'light' payload (~75t) will get about 30m/s for every detonation of the NPU-250s (the smallest warhead type) and the magazine can hold 20 thousand of them. So total delta-V is insane, about 600 thousand. This is a propulsion system meant for multiple voyages but also NOT meant for fine orbital maneuvering. Getting a close-in orbit around Pol and Bop was a bit of a challenge but with proper attitude to offset some of the acceleration from prograde/retrograde I was able to do it. For heavier payloads (200t) the acceleration drops. My loaded Medusa was about 10m/s for every detonation, so 200 thousand delta-V. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
Second Orion in my career game, UKV Atlas. Medusa variant as a multi-vehicle transport, in this case transporting hab, mining, and refinery vehicles to Ike. When done at Ike, it will return to Kerbin to pick up the next outpost's worth of ships for Vall. Sure beats trying to coordinate three separate launches, transfers, etc. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
Beautiful. Clearly I need to spend more time beefing up my Orion design in the VAB. Reminds me a bit of the Venture Star in Avatar, probably more so when the Medusa is engaged. -
Turn off the...frack...what is it...layer volume I think. I think it's ALT+F12 to get the menu. Turn off the layer volume for every cloud layer (I think there's three). The clouds won't look as great but your FPS should recover (not brilliantly though, YMMV).
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Starfire70 replied to RoverDude's topic in KSP1 Mod Releases
It's crazy and I love it. I had enough spesos to build one Orion and I'm pretty amazed. Wernher: "Jeepers, this thing will suck up every speso in our program." Tourist: "Hey, I'm one of the richest Kerbals around and I wouldn't mind going to Jool for a moon tour. I'm willing to give you 500 billion dollars (Earth equivalent)." Wernher: "Errr...OKAY! Orion is a go! If it can do several of these expensive tourist missions, it can more than pay for itself and maybe become the first of many. I'm thinking Enterprise and Intrepid are good names for the ships to follow." -
NVM. Found the release nom-o-matics were already in my tech inventory as part of Survivability tech.
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Using latest USI LS on 1.2.2 career game, and was going to start deploying Nom-o-matics, but they are all marked *legacy*. Is it safe to use these? I don't see any other Nom-o-matics in the tech tree.
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