Jump to content

Zenithas

Members
  • Posts

    35
  • Joined

  • Last visited

Everything posted by Zenithas

  1. ... Doing a fresh install to the drive that I share between my windows and linux partitions, then installing the 'clean set' of mods, then seeing if something generates from all of my OS boots. If not, filing an issue on the Squad forums.
  2. I just realised what could be done, simply. KSP Interstellar Extended already handles updated tech levels. If you make a version with KSP-IE as a requirement, and piggyback your mods on their tech tree, you could provide that with minimal effort & update requirement.
  3. Well, nearly fifteen hours later I figured out something, though why is beyond me. That output_log.txt hasn't been updated since April 2016. Where else would the log be dispensed to?
  4. @TaxiService Your guess is probably better than mine. Got my login fixed, swapping from my 300+ mods build in a minute, then heading to file a report.
  5. Alright; so, I'm seeing in CTT that you'd have to shuffle some of the nodes around a little, or do as the ETT does and switch the 'future tech' stuff to a new branch/direction. Not sure if the changes would mesh well with CTT as it updates, though.
  6. Caught that pun, I did. I should organise to do it as well at some point. Still have to go through the CRP to find ratios for my convert-o-tron adjustments.
  7. Yes, trillions of meters. I've been using Galactic Neighborhood, which has several unique stars to play around with. I'd be happy to use TST, but it causes EVE to bug out on my system for reasons unknown, and I'm already having to debug RemoteTech as it is (which, for some odd reason is saying I'm using KSP 1.1)
  8. @JPLRepo Oh! Sorry, my communications get scatterbrained if I sleep poorly. I meant the distances that the stars were at; in the Tm range, not just the Gm range, and I was thinking of working on another telescope, later in the tree, with increased range, for extrastellar research. Otherwise it's awkward trying to travel across the interstellar void to reach a star when you can't plot course; a lot of swing-and-miss range.
  9. Hah, have loved the mod, it's an amazing tip of the hat to science fiction dramas. My issue is, unfortunately, that it's too early in the CTT for my tastes; I'd be far happier if there were a "science fiction" length for mods like this and the Albecurie. For a light-hearted playthrough, it definitely fits the bill for a science-fiction theme.
  10. @JPLRepo Thanks for the clarification - average of 5-30Tm, so a little beyond that. Rather than updating the list, I might get around to experimenting with an expansion for this. Meanwhile, thanks! I'm enjoying the mod at 1.2.2.
  11. Running various Kopernicus mods in conjunction with this, such as Galactic Neighborhood. Targeting bodies in orbit around other stars (or the other stars themselves) brings a message of "You require a more powerful telescope". Is there one in the mod that can be researched? Or is that on it's own?
  12. @TaxiService o_o I'm running KSP 1.2.2.1622, and installed RemoteTech v1.8.6 via CKAN. Confirmed it's completely removed, giving it another go in a few before I have to get back to things. Updated to a second output_log, but github is giving me grief for logging in. I'll file a proper bug report there when I can. Definitely confirmed using only RTv1.8.6 and KSP 1.2.2.1622.
  13. @Sigma88 Not yet. Before your curiosity about it's interactions on GN, I had uninstalled at something akin to 3am with intention to eventually get back to doing a proper report to them. Was in the SEP thread that I realised that it was RT causing my SEP problems, hence my mention there.
  14. I'll take a look in a bit - largely created this one out of irritation.
  15. Yeah, that was entirely my thought as well - hence I uninstalled RT.
  16. Alrighty. Forgot to disable StageRecovery, which *also* goes nuts when RemoteTech is loaded, and I'm stuck with a slow connection courtesy a storm coming in, which reduces my available caps/output_log, and my desire to play with CKAN too much Meanwhile... https://1drv.ms/i/s!AtOghfcl_Rwg1UrCZcK-nZqE6gvP - Happy probe carrying Bill and Bob. Connection established via 350Gm dish. Manoeuvres courtesy of HyperEdit. https://1drv.ms/i/s!AtOghfcl_Rwg1UwlKWoAhMoCtt1_ - As we leave Kerbin's SOI to outer Kerbol orbit, the connection vanishes. Planet blocking is not activated in RT's controls. https://1drv.ms/i/s!AtOghfcl_Rwg1U3lZ8cOWLHv4Agq - Revert back to the Kerbin system again, this time heading to Minmus for a flat landing and minty green backdrop. Strangely, the SEP controller isn't able to detect a connection et al, even with the wheel-less rover a handful of feet away, and Mission control high above, staring down like a flapjack flung too high and now stuck, on the ceiling. https://1drv.ms/t/s!AtOghfcl_Rwg1U4wUP52J9HgTKAg - One copy of output_log.txt. All 15KB of it. Not going to be able to upload much more tonight, shall do more once the storm's done, and in the meantime I'm going to catch a couple hours shut-eye.
  17. And updated, uploaded files & waiting for process. Threw in my Kelpogart flags while there.
  18. Quick check online tells me O2:LOx is 1.293kg/m^3:1141kg/m^3 at STP, or 1:1091.261. Hydrogen goes from 70kg/m^3 as a liquid to 0.0899 as a gas, or gas:liquid density of 1:778.643. That's going to make for some fun calculations. As for processing ore into stuff... to match the existing COT250 LH2 process for ore, I'd have to jump the H2 process to a whopping 111121.8019965L per 1kg ore, turning that one kilo into approximately 200x K&K canisters (max storage 6000L). Amazingly, the K&K stuff is nowhere near balanced, but that isn't something I'm tackling here, I can handle correcting the sabatier reactions later. Coming soon, sitting down to convert the K&K stuff to work on LH2 instead, save me the headache. Turns out the COT250 will already turn ore into Oxidizer, and that's already LOx according to several cryogenic engines on Real Fuels. With that exchange rate above, 0.55 ore should turn into 1200.3871 O2. When I'm more comfortable with the mod as is, I'll throw in RF support to have an ore -> Ox converter as well.
  19. Shall be, hopefully this time not editing my mod loadout at 3am again.
  20. @Sigma88 Not at present, if I have the time I'll install RT again & see if I can get some useful stuff for you. Post to the GN thread?
  21. @JSO Thanks for catching that, I'll likely lower that ratio courtesy a) engineers so they can bring it back up, and b) kerbals aren't known for being the best engineers, so there's likely leakage. LOX-O2 has a ratio of 1:861, correct? Should have time to release the patch for it tomorrow.
  22. For RemoteTech? Random line of sight/cone angle breaks when in the SOI of any GN-created or altered body, including when leaving the influence of Kerbin to orbit the Sun (one moment, full connection on an 88, next there's apparently no connection and my probe is freefalling). Forced me into a 'manned only' outset. Haven't any logs for it, unfortunately, which I'm pretty sure would've been the useful part.
  23. Getting much the same issue, to the point of killing my poor station crews. I'm having to uninstall this time around, poor things.
  24. Yeah, I could probably do that. O2 <-> LO2? I would be less likely to do that for ore, though.
×
×
  • Create New...