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spacegeek37

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  1. So, I installed Near Future Exploration for the first time, and I have to say I absolutely love the part design as well as the reflectors and relay components. But, after taking a look at the stats, even pairing transmitters with reflectors leaves them extremely weak. Am I missing something, or are these parts massively inferior to stock antennas?
  2. Thanks for that. I somehow missed interstage nodes since they were added ages ago, and haven't seen them in any videos that I can remember. You just made my KSP save a whole lot cooler.
  3. I'm used to the direct communication system, but when I got the Breaking Ground expansion I tried to make some deep-space relays for rovers, and instantly ran into some problems. Relay antennas are exclusively non-foldable, so has anyone come up with a way to fit more than one relay satellite onto a rocket without using huge parts? Making three trips per body seems like a complete waste of time and resources when these satellites weight so little. If not, is there a mod or config option to make folding antennas work as relays? I can't see why they wouldn't be able to.
  4. Well, I had already finished most of the ModuleEngineConfig, so I finished it by editing ISP multipliers and setting engine type. I decided to go with engine type L (Launch, I assume) because the engines were essentially Super Dracos, made to be used in an atmosphere.
  5. On a different topic, I've been working on configs for Near Futures spacecraft propulsion to make some of the new engines work with Real Fuels, but I can't figure out how to set their specific impulse. What do the IspV and IspSL values do to the in game performance?
  6. It's a serious bug, but mostly a minor inconvenience. There are plenty of engines to choose from.
  7. I think you misunderstood. There was no compatibility problem with the probe ship files, but the active ones in a save still had stock fuel and I needed to finish up with them first. Yes, scaling down the engine caused negative mass. It happened to all engines connected to real fuels (KSPIE engines worked fine, as did non-engine parts). Later, I removed all mods except Tweakscale, Real Fuels (stockalike configs) and their requirements, and the problem persisted. I vaguely remember encountering this before, and I've found it mentioned on a few other posts.
  8. Thanks for the advice. I managed to get a 1.7.2 game working with this mod and many others, but there are still a few probes that need to come back before I can permanently install RealFuels. However, trying out the mod did bring up one more question: are there tank settings for life support tanks? The "stock" configuration for TAC life support tanks has all the necessary supplies, but editing them requires either algebra or guesswork. So far I've just used simple configurations for them, but anything other than that is an inconvenience. EDIT: It also seems that using tweak scale on some engines causes them to have negative mass. Is there a fix for this?
  9. Quick question: can you activate the engine pods on the "Nereid" and "Tethys" command pods, and if so, how?
  10. I've come back to KSP after a few year's hiatus, and after slowly tweaking and adding mods I'm starting to think that going straight into 1.7 wasn't a great idea. Many mods haven't updated yet, and I was wondering if anybody has managed to get this one to work on 1.7.1.
  11. Hi. I'm new to the forums, but I did notice that Real Fuels is an amazing mod. However, I can't get it to work. I hate to post simple problems like this, but I have been working on it for a while. I was wondering if anybody had more in depth information on how to install the mod, because I have been trying it on 1.1.3 for a long time with FRStockalike with no luck.
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