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Mine_Turtle

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Everything posted by Mine_Turtle

  1. AM collection is a late game tech and in my opinion investing time and money into mining infrastructure should be rewarded. Besides, there are enough methods(which available even earlier than you have access to AM) to abuse recover mechanics with resource collection and EL. Probably, a better alternative would be to have special contracts for AM delivery. AM would cost prestige to buy so it is not possible to abuse it to generate money, but you can still benefit from AM collection by accepting AM delivery contracts.
  2. Would it be possible to make those resources cost prestige and money? This way it would be expensive to load those resources in VAB(unless you grind a lot of contracts) but can earn money from mining them yourself.
  3. I have tried different setups with fully loaded AM container and warping for several days: 1. AM container on its own. 2. AM container with EC battery attached. 3. AM container with reactor and power converter. In every case AM container did not consume any power or exploded.
  4. What about AM containers? I believe I have a problem with them not requiring any power to hold AM.
  5. Well, I can switch fuels on other tanks. The problem is stock tanks do not have power requirements and you can store cryo fuels in them indefinitely without boiling off. Another issue I noticed is with AM containers. Not only I can add AM to them in VAB(which defies the necessity to mine AM) but containers do not require any power to hold AM. Moreover, if click on start charging button container will display that it is charging but will not consume any power in the process. The container will show: "no charging required", if I click on the button again. I can also add He3 in VAB , which again makes mining rare resources pointless.
  6. 3 - I have checked stocked fuel tanks - none of them have EC requirements. Liquid hydrogen stays in the tank forever. I have interstellar fuel switch and interstellar fuel switch core installed via ckan. Also, the procedural tanks do not seem to work with fuel switch at all as they only have liquid fuel and oxidiser options available.
  7. With the latest version I have a weird thing going on: there city and city lights textures present all over Mun. I installed SVE manually from github, while removing previous installation. Anyone else having same problem?
  8. Thank you for the quick reply. 1 - After a quick test in sandbox it seems using hydrogen as propellant nets greater isp than stock LV-N. So these engines can be more efficient(though harder to handle) than stock variant. 2 - Candle is not scalable at all, while nerva can be. However, there is still a problem with swap fuel/switch mode buttons as they do not work properly. By default those engines work on enriched uranium and I can change that by clicking on switch mode so that they work on plutonium. But the fuel slider stays the same - uranium and clicking on switch mode button again does not do anything. Changing modes and fuels on reactors works fine, the problem is only with these engines. I have the latest version of KSP-I and Fuel switch installed from CKAN. 3. I have fuel switch installed, and while I can change propellants for stock fuel tanks(oscar-b fuel tank to be specific) it does not show EC consumption to avoid boil off. I assume its is the problem with part description. 4. I have not played KSP for long time(since 0.23) so with the new heat system Thermal Helper is the only way for me to calculate amount of radiators to use. Stock LV-N does produce heat when firing however it is not possible to tell how much heat exactly without raw experiment.
  9. Hello everyone, I have several questions about this mod: 1. What is the difference between stock LV-N and interstellar nuclear engines(candle and solid ntr nerva)? It seems that LV-N has better ISP, thrust and is cheaper if downscaled to the same mass in addition to producing less heat. 2. I can not use tweakscale with these engines or change mode/fuel type for these engines, only type of propellant. Is this the intended behaviour? 3. What is the point of using interstellar cryostats if I can use stock fuel tanks for the same fuel type, which do not require power in order to prevent propellant boiling off? 4. Would it be possible to upgrade thermal helper to work with stock heat system and components? It is not very clear how many radiators I need if I use stock LV-N engine. Also this engine(as well as other stock sources of heat) heat internal components directly without producing any waste heat, so again it is impossible to tell how to cool this thing. I would appreciate if anyone can help me.
  10. Are there still problems with ocean-coast flickering? Adjusting new parameter in 0.0246 nearClipPlane to higher values(10) seems to help with this issue(flickering is still there but to a lesser degree), however camera starts clipping through craft making access to components difficult.
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