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Everything posted by TheTaleteller
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KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
While building a Transporter yesterday I noticed KSPI-E lacks the radial UF4 tank. Therefore I forked one from the ThF4. https://www.dropbox.com/s/39x4czv9zi7jqj7/RVUraniumTetFl.zip?dl=0 You will need to fix the model path for implementation. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Oh well its "Refuel Uranuim Flurid", i was under the impression its from KSPI-E since it worked so well. Might be from UKS, however I had to shut the reactor down before it appeared as i would expect KSPI-E to handle it. Refuel { active = False guiActive = False guiActiveUncommand = False guiIcon = Refuel guiName = Refuel Uranium Floride category = Refuel guiActiveUnfocused = False unfocusedRange = 3.5 externalToEVAOnly = True } -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
- Fresh build ship was in drydock. - Checked tanks, not being sure if EL is able to fill UF4 into the reactor - Going EVA with an engineer stopping the anyway empty reactor, clicking refill accidentally twice. - Tab back to ship, seeing the reactor was overfilled - Tabbing back trying it intentional, ending up with 48.12 UF4 - Letting the Kerbal seal the containment with space grade gaffer tape, start the reactor and returning to station. Extraplanetary Lauchpads was able to set UF4 as preset, therefore the reactor is now at 12/12 as planned -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
I guess this is not intended. Repeat clicking to refuel uranium from EVA overfills the reactor. No idea how the kerbal was able to close that containment, but anyway, ;-) Especially interesting is the fraction of 0.12 UF4, since the reactor was initially at 0.00. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Turn down the physics delta setting to 0.03 - that way it will be more like slow motion when it comes to performance issues. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Thats quite a nice idea, i was already wondering why the KSPI radiators where worse on stock thermals. Try it more like lithobraking, ditch the atmo no deeper than 85km, keep your nose prograde or slightly up for lift. Slight rotation and banking helps against overheating single parts. You may need several orbits to final decent. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Would an Inline radiator between Ship and Vista any help? -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Have you tried it using airbrakes, probably scaled up 2x, on a shallow entry vector? -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
What are you trying to build a warp bubble around, kerbin itself? One antimatter reactor should be enough. Flying warp is pretty easy, the "hard" part is getting into orbit afterwards, since warp will retain your original vector. Therefore dont forget to bring a more conventional engine with lots of dV. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
This was mostly my own strategy in the past. But even being visually inside a wing, they still get drag, and a lot of drag can get you "interesting" landing experiences. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Water within KSPIe resources is quiet rare, minmus flats and mun polar craters are all i know of. There are other mod supplying drillable water resources like MKS. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Its not much of an artwork, as i did it just for myself. But since its a combination of your flat radiator texture and a OPT b-wing - sure why not. https://www.dropbox.com/s/tcxis757ar2wnhk/OPTWingKSPI.zip?dl=0 Radiator capacity might be quiet overpowered since it was made before rebalance. As for the original mod, looks like there is activity again. -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Personal footage, i use this design for delivery within kerbin space. Mostly OPT space plane parts. I added a FlatFNRadiator Module with your upgradeTech parameters, as well as an ModuleActiveRadiator. Original Mod: http://forum.kerbalspaceprogram.com/index.php?/topic/87956-105wip-opt-space-plane-v18-test-release-available-08012016/ -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Some ago I was thinking about cooling spaceplanes as well. I like to build my spaceplanes using those OPT parts, a mod sadly currently not having an active maintainer. However, i thought planes got those huge flat wings which are completely useless in the vacuum of space. Therefore i forked myself a wing, retextured it a litte, added radiator modules and tweaked weight and fuel capacity for not being totally overpowered. Voilà, no weird drag anymore and better looking as well. On the downside the whole wing glows, instead of just the radiator elements. For 1.0.5 it reduced my part count as bonus feature. Having "official" spaceplane wings with integrated cooling would be even better! *wink* -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
I would love to, but I kept my KSP on 1.1.1 since 1.1.2 seem to introduce more issues than it solves. However there is one issue I already noticed with 1.0.5. I like to use microwave transmission for my kerbin spaceplanes as well as low power stations. When two or more vessels receiving microwaves are within loading distance, only one gets powered, the other is at 0 MW. Sometimes you get only a fraction of available power, rotation the receiver may only reduce the receipt energy but never increase it. Doing F5/F9 switches over power to your active vessel. I may open up a github issue if you want. Its especially problematic when undocking, because it leaves your ship powerless near the other. Since I got no critical systems (like antimatter containment *boom*) on microwaves I am pretending Kerbals are having a hard time targeting two vessels in close proximity. Otherwise the 1.1 branch runs pretty well for me. My only complaint would be, that like above said it became pretty much impossible to get thermals into the green range with anything above 2GW. Having four absurdly large 400% folding radiator and still overheating does not feel right. -
Kerbal Space Program patch 1.1.2 is now live!
TheTaleteller commented on KasperVld's article in Developer Articles
Whats puzzeling me, the WheelCollider issue is a known one with Unity since 2015. How did it make it through testing process? One would assume they would upgrade the used engine for a later fixed version - which exists. Seem it will take a version 1.2 to get around this problem. My hope is a minor Unity upgrade wont take as much effort as getting from 4 tu 5. -
Kerbal Space Program patch 1.1.2 is now live!
TheTaleteller commented on KasperVld's article in Developer Articles
Yap, ModuleManager (at least 2.6.20.0) does not work on 1.1.2 - dont upgrade to eagerly people! -
KSP Interstellar Extended Continued Development Thread
TheTaleteller replied to FreeThinker's topic in KSP1 Mod Development
Hi there, i noticed one of the recent updates to interstellar introduced USI Kolonization reactors to be converted into UF4/ThF4 interstellar reactors. Thats fine by me, but leaves an important part untouched. USI introduces the resource Uraninite processed by the "Nuclear Fuel Processor" into EnrichedUranium. This functionality is useless now and I created a patch for my personal game to fix it: @PART[MK3_NukeProcessor]:NEEDS[KolonyTools]:FOR[WarpPlugin] { -RESOURCE[EnrichedUranium] { } -MODULE[ModuleResourceConverter]:HAS[#ConverterName[Breeder]] { } -MODULE[ModuleResourceConverter]:HAS[#ConverterName[Centrifuge]] { } RESOURCE { name = UF4 amount = 0 maxAmount = 100 } MODULE { name = ModuleResourceConverter ConverterName = UF4 Breeding StartActionName = Start UF4 Breeding StopActionName = Stop UF4 Breeding INPUT_RESOURCE { ResourceName = Uraninite Ratio = 0.00850 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000001 } OUTPUT_RESOURCE { ResourceName = UF4 Ratio = 0.00085 DumpExcess = False FlowMode = STAGE_PRIORITY_FLOW } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 2000 } } MODULE { name = ModuleResourceConverter ConverterName = Reprocessing Actinides StartActionName = Start Reprocessing StopActionName = Stop Reprocessing INPUT_RESOURCE { ResourceName = Actinides Ratio = 0.00085 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 180 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000001 } OUTPUT_RESOURCE { ResourceName = UF4 Ratio = 0.000085 DumpExcess = False FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000765 DumpExcess = False FlowMode = STAGE_PRIORITY_FLOW } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 2000 } } Now Uraninite gets processed into UF4 at a 10 to 1 ratio and Actinides can slowly be reprocessed yielding 90% depleted fuel and 10% UF4 again, requiring high EC. Might not be perfectly balanced yet, and UF4 production should probably require a secondary resource for flourid provision - but its a starting point.