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JadeOfMaar

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Everything posted by JadeOfMaar

  1. #ShamlessPlug Actually yes! Rational Resources (the core. It's a suite) and Rational Resources Companion (for ISRU mod integration): And together with this mod. It has every type of harvester part:
  2. A blueshift warp drive system requires these things: A warp core. The heart of the system. This consumes Graviolium and produces GravityWaves to feed the warp nacelles and rings. A sufficient number of warp nacelle pieces or warp rings. These have warp factor ratings and consume GravityWaves to produce motion. Bigger warp nacelle pieces are more efficient than the smaller but don't take that to mean "always build big." Warp rings are far better than warp nacelle pieces. A sufficient number of supplemental gravitic displacement generators or warp sustainers. The warp core alone isn't guaranteed to produce enough GravityWaves so you need more devices for this job. Their GravityWave production is behind their "Auxiliary Power" PAW button. A supply of Graviolium and FusionPellets. The warp cores and the displacement generators hold a little of both but it's always good to bring a little extra. ElectricCharge is not required by Blueshift warp parts, but is a secondary product of the generator functions. If you need lots of ElectricCharge then there are dedicated fusion reactors included and in the Electrical category, of course. When you build up a ship, right-click any warp core part and check the values of Max Warp Speed and FTL Check. If you have good news and > 1 then you're good. If you get bad news and < 1 then your ship is too massive or you don't have enough displacement generators to meet the demands of the warp nacelles and rings. Blueshift warp ships are very mass-sensitive so you have to add displacement generators to compensate. But be careful... You can quickly become too heavy from just those. Once you have confirmed a working warpship design and you launch it, you'll need to be more than 1x the body radius away from whatever body you're at, in order to fire up the warp drive. This is due to the fact that high gravity also causes warp and would fundamentally choke a warp engine. Ignore the "engine tier" thing. That's something I did for myself.
  3. I don't think so? This is their EC outputs as read from their part configs. I don't use FFT so do let me know if I'm wrong. Additionally, the Blueshift reactors are hidden and unselectable when FFT is installed. That is already a thing. In the flight ops panel (the black helicopter icon in the toolbar) select VTOL (from the thrust direction options) and have HOVR turned off. Assume that it's in KFS as otherwise doesn't make sense and could count as bloat to the shared plugin, WBT.
  4. A kerbal's stock lifting capacity is given in a unit of force, I think, and not mass (as with KIS). It's more realistic™ as it respects gravity. This lift force is more effective in lower gravity (less opposing force from less gravity), so while you make it take 4 kerbals to lift a Hitchhiker on Kerbin, you'll need just 1 kerbal to lift it when on Mun or Minmus, or the 4 kerbals can lift much more than one Hitchhiker.
  5. @AtomicTech All of those have the exact problem I explained. And the fix you showed is exactly as it should be.
  6. It can. That's part of the point of SandCastle. The one disadvantage I can think of is that it prints into stock inventory and not KIS. This shortcoming can be reduced by installing Part Volumes and letting it auto calculate for all parts that don't have a volume config... But I don't know of any mod that provides cargo parts larger than stock. You're left to spam the low profile 2.5m one at best if you ever need to print lots of parts and that'll get ugly fast. That reminds me... SandCastle doesn't recognize custom categories (whether from config or from dll's like CCK) so you won't be able to get to parts that are in those and not also in the built-in categories, I think.
  7. @zer0Kerbal I've skimmed this mod's GitHub and seen quite a few beginner mistakes in its configs. The whole mod needs to be examined, not just the one line I'm answering below: You can't use AFTER (or BEFORE, or FOR) on a node creation, only on an edit or delete ( @PART or !PART ). You only need NEEDS for controlling whether a part is available. AFTER and BEFORE are necessary for when your patch needs to do its job before other patches that may compete with it, like planet mod X wants to do something but must do it after Y because Y does something that disables X first. The best thing to do is always have your part exist but only give it its Snacks functions if Snacks is installed so @PART:NEEDS[SnacksUtils] MM issues are all mentioned in the logs at <KSP install>/Logs/ModuleManager/
  8. From what I know, you'll need to build up a supply of repair kits in advance for any vessel that's not already built with redundant breakable parts [especially reaction wheels and engines. These get the most painful and really fast.] Once you have these supplies, you're good for installing EVA Repairs mid-game. But... due to the feature: "parts can wear out" and the low starting reliability, you will find that such breakable parts in-flight will have particularly short lifespans and you'll need to be prepared to replace them if they haven't done their most important task already, like a Duna insertion burn or a Duna lander's descent. You risk getting absolutely crippled and losing your crew or science grab then. To build up that supply, you'll want to have a stock science lab (or other appropriate parts) and Angel's SandCastle mod which works like OSE Workshop and will let you print repair kits into the nearest (or a random) stock inventory container.
  9. I thought the ship alone was epic but I'm fully mindblown at this screenshot -- the involvement of a very large and very, very useful-looking station. I just realized though that you have a fission reactor feeding a fusion engine. 9.5 out of 10.
  10. Organic compounds existing don't automatically mean there are organisms. More important than being organic, Ethane is a hydrocarbon, and hydrocarbons can easily occur because their components: Hydrogen and Carbon, are super abundant, and they [hydrocarbons] can easily be produced by planetary processes (such as Titan with Methane lakes and rain, and crazy things like super hot gas planets with diamond rain (super-compressed Carbon)). If Mars' CO2 atmosphere was thicker and it was able to hold Hydrogen (somehow, even only during a phase of a process) there would be a chance for a planetary process to react these two and produce Ethane or heavier hydrocarbons, then they would rain out (conditions permitting) and fill lakes and seas. Eve very clearly presents itself as an "oil planet" since it has an "Explodium Sea" biome but "Explodium" is a comical term that's trying very hard to tell you "the sea is fuel." Translated into a realistic resource system, this is what you get.
  11. Release 1.32 DOWNLOAD :: GitHub :: SpaceDock Bulk fixes for Classic Stock Resources: Added missing surface templates. Added missing (CRP Antimatter and) Graviolium in gas planet templates. Added missing gas planet, ocean and surface templates. Buffed GrayWater presence (to be partially treated like Hydrates). Fixed Ore presences. Nerfed Rock presence. Removed old gas planet templates. Changed Zeonium abundances (to be partially treated like Substrate).
  12. A little repaint and reconfig can make all things possible. lol thanks
  13. "Kerbal Aircraft Reactor Experiment" The KARE package is here, meeting the people's need for a suite of high performance atomic jet engines. License: CC-BY-NC-SA 4.0 DOWNLOAD :: SPACEDOCK :: GITHUB
  14. @eddiew I'd say just patch whatever part to have 2700K heat tolerance (the only stock parts that have this, apart from fairings and heatshields, are Mk3) and a bit more mass, maybe 20%. Thermal protection doesn't come entirely from pasting ablative material over a thing, but the hull's layers are more complex too. OPT includes two space-grade airbrakes and there's an "Ablative Airbrake" mod which provides the stock airbrake but colored like a heatshield (and likely with actual good base stats). Lol! I need to see this. I know it's gonna be good.
  15. Finally launched an ArgonGas fueled taxi to meet the LKO station and take its crew (4 engineers and 2 pilots) to Minmus. A Mun flyby presented itself and was taken. A fuel cell broke before the deorbit burn, and the one main RW broke during the landing. An engineer could have gotten out and fixed that RW mid-drop... But RCS thrust happened to be sufficient. (Lightewight part failures by Angel-125's EVA Repairs mod) The taxi actually isn't meant to land but it did. @Lisias @eddiew Just building a stock SSTO (not even a useful one) for 2.5x or higher (not just in JNSQ) is a very difficult thing to do. That's because you very quickly begin to feel the true extent of stock dry mass balancing (and very questionable engine tuning) which already do quite a lot to make any stock craft not obscenely OP for stock scale. The ability to pump out SSTOs is a luxury granted by KSP, but is still very much outside the realms of possibility and practicality IRL. I've seen a few instances of "I wish we had form-fitting modular thermal protection for spaceplanes." It would indeed be very nice to have that. Concerning that, I created Rational Resources Blacksmith to meet players' needs for the ability to refill Ablator (and certain other non-transferrables) mid-mission. It introduces just a bit of complex gameplay and gives more use to, more need of the stock science lab, but you can definitely roll with this and arrange for an orbital Ablator refill depot and MM patch the Ablator module and resource into your choice cockpits and launch planes with that supply empty. You'll need the lab of course, some radiators, an engineer with failure repair skill, and an Ore supply. Then you active the Blacksmith module(s) in the lab and the refill converter which appears in the part(s) that hold Ablator.
  16. You think you're ready for this... But you're not.
  17. Leaning a bit on the minimal side but still pretty large (using Hydrolox all the time provokes this) is an SR-71-esque SSTO. Just 2x J-60D for engines abut able to lift 15 tons to LKO in JNSQ. It can carry 30 but it may struggle for dV for the RDZV phase or struggle for powered flight time after deorbit. It's been tested since, to have enough battery to perform without a Power Sphere taking up cargo space, and should recharge fast enough on 12x OX-STAT long solar panel (the large one that produces 2.8EC/s). But I have not tested whether those panels will be protected from reentry heat. It needs to have a cabin switched out for a docking port, or to keep the 2 cabins + docking port to be useful.
  18. Release 1.31 DOWNLOAD :: GitHub :: SpaceDock Added WBI Play Mode UI configs for some Extras. Added Classic Stock Only tank switch to Extras/RationalResourcesSSPXRTanks/ for whoever may find that useful. (Not tested with CRP installed.) Fixed Boxed Compressor and Decompressor. They were being treated as Convert-O-Trons. This issue bricked players hoping to take advantage of CO and CO2. Fixed missing flow mode parameter in all instances in WBI OmniConverter integration. Nerfed the Mk1 and Mk2 SMX generators. They were quite OP. Updated Procedural Gas Tank options to not have so much dry mass. Updated Procedural Gas Tank options to try to be equivalent with short 2.5m tanks for NFP ArgonGas and CryoTanks LH2. Updated Procedural Liquid Tank option to include LqdMethane (unpaired)... CryoTanks does not provide this.
  19. "OPT Kiosk" is just a display name to give you an idea of what exactly would wear and tear in a real world situation. That name is chosen as OPT's comfort functions are treated as highly digitized appliances. In this case, the touch-screen or other toggle is the least reliable part of the comfort device. (Someone in the crew might touch or flick the thing really hard or too often).
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