falcoon
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KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Yes, it works, but not always in a right way Good thing is, for some parts values are always correct, and for other always wrong. You will have to figure it out for yourself. It's a bug. Somebody already wrote about it few (or more than few) pages ago. The simplest workaround (if you don't want to wait for a fix) is to boost one of the radiators and make it capable to dissipate all additional wasteheat. In matter of antimatter reactor, I think there is one more thing that does not work fine. When used with magnetic nozzle, reactor's power output is not affected by throttle. It's always 0% (when throttle is set to 0) or 100% active (when throttle is in any other position). It makes low-throttle burns super efficient at fuel consumption, and extremely not efficient at antimatter consumption. But I'm not an expert here, maybe it should work this way. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
I've been flying a lot with warp drive lately and I noticed the same issue as @CaptainKorhonen and @Nansuchao. There is simple workaround for it - time warp kills all rotation, so before activating warp drive, change game speed to x5. Also there are 2 more issues. Both happen when ship changes SOI during warp travel. 1. Inclination likes to flip by 180 deg. To say it straight, if i'm are going form west to east before the jump, on exit im flying from east to west. It happens very often. 2. Speed relative to the sun is copied as the speed relative to the planet when exting warp. It puts a vessel on excape trajectory from Kerbol SOI. Not so often as nr 1, but still common. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
What is the difference between intake liquid and water? oceanic extraction requires intake liquid, drill has a storage for intake liquid, why not water? -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
@danielboro Go to \GameData\WarpPlugin\Parts\Radiators Pick the radiator you want to boost (some names may be misguiding), open cfg file and add some zeros (3 should be more than enough, but you can add even more) to both lines: "maxEnergyTransfer" and "radiatorArea" and you will never need to install more than 1 radiator per ship. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
All conversion by cyro tanks are super slow, not only water. I thought it works this way to enforce using ISRU -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
So i did miss something. And I know why. This thermal reactor is in utility tab, while all the others are in electical. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Anyone? -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Hi there, I'm back to KSP after a while, good to see you keep up your awesone work @FreeThinker . Got a question about plasma reactor. As far as i remember (although i might be wrong) it was pretty universal thing. Now it's not. Ingame description says it should work with different nozzles, but: It doesn't produce power. Attached generator (no matter which one) uses only ~4% of theoretical supply (reactor is only 4% active). It doesn't provide thermal thrust. After attaching thermal/plasma nozzle, reactor is active only in 2%. The only way i found to unleash the fury is to use it with magnetic nozzle. Activity goes to 100% then. Is this intended? did I miss something? or it's my beloved bugs just saying hello? Edit: Of course by plasma reactor I meant antimatter reactor -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
falcoon replied to ferram4's topic in KSP1 Mod Releases
@Pand5461 @kcs123 I did some digging. Looks like RealchuteLite is broken in my game. I downloaded full verion of RealChutes and everything seems to work like intended. Thanks for your help guys.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
falcoon replied to ferram4's topic in KSP1 Mod Releases
@Pand5461 I'm doing so. Left click brings up usual assignment options, right click brings up the same effect as on building page. Can't see anything that would allow me to make an adjustment.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
falcoon replied to ferram4's topic in KSP1 Mod Releases
Indeed, there is a new button that brings up a "RealChute Info Window", but this window show mostly zeros. Don't know how to edit anything. Group assignment page? you mean action groups page? can't find anything there. Obviously I'm missing something...- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
falcoon replied to ferram4's topic in KSP1 Mod Releases
Hi there, After installing this mod, my parachutes efficiency dropped significantly. Probably it was intended, but now need to place tons of chutes on every rocket. Scaling them up also does not help (although it worked before). Could you give me a tip, how can i boost its performance? Maybe there is a simple way to edit .cfg file ?- 14,073 replies
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KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Could you say sth more? What exactly is limited now? -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Yes it should. You were right, it works. What's more important, radiators bug is no longer present in 1.2.2, so sorry for wasting your time. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Are you saying that if i'll install NF manually on 1.2.2, it should work? because Ckan won't allow me to install NF on 1.2.2. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Because Near Future is not updated. I tried making new install without it, but it turns out I have NF parts almost on every craft I've launched. I'm still hoping it will be updated soon. I'm struggling with this vid. It may take a while. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker Is it possible that problem is already solved in 1.2.2 version? I'm playing 1.2.1 I'll try to make a viedo. Not sure if my current pc will handle it, but i'll try. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
I've just finished testing all of them. Here is tle list of radiators that works fine. All the rest behave like described above. Graphite Radiator Semi Foldable DT-MW-RTID-98 Radiator Warp Thermal Control System (all 3 sizes) Graphite Umbrella Radiator Graphite Gradiator Folding (all 3 sizes) Conformal Graphite Radiator It leads to simple conclusion - all radiators that are folding in any way works ok, all the rest is bugged. BTW. I think I've just found another bug. It looks like Graphite Umbrella Radiator can't be destroyed by aerodinamic forces. To say no more, I tried to destroy it during reentry. It was open, swiched on, and placed perpendicularly to velocity vector and... it survived without a scratch. -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Wait, I don't understand something. You are talking abuout microwave parts? But I want to make radiators work. Mostly Inline Radiator Reation Wheel and Graphite Radiator Skin Warpper, because they are easy to use with planes. I would really appreciate if you could explain it one more time, like you were talking to a 5-year old child, which .cfg file should I edit and where exactly to put that line. Here it goes. Sorry for low res of screenshots. I'm currently moving to another flat and i'm forced to use my old pc for the next month. At first I wanted to go for near infrared (11% absorbtion) only for atmospheric use (Kerbin take offs) and extreme UV for all the rest, but during testing I changed my mind, will explain in a moment why, and final decision was to use near infrared for whole Kerbin SOI, and the extreme UV for the rest. Power station is orbiting Kerbin. Final relay satelite looks like this: I placed solar panels just in case. Panels colud be smaller, but the visual effect is nicer this way. RCS is only for fine tuning orbital period. 4 of them are orbiting Kerbin (3 in triangle and 1 at stationary orbit above KSC) and 3 are orbiting Minmus. Charon Moloch, as you can see, relay's looks "dead" even when active, there is only an "transmitter: relay active" info. To check if it works I have to fly another craft with receiver, but the calculation of all relays in range is correct - it's 0/7, not 0/0. Now, what i've learned: - As mentioned before, beam generator on realy is "must have". Here I'm using only Free Electron, but Gyrotron and Diode behave the same way. - Dishes have to be compatible with bandwidth they are expected to transmit/link/relay. Ex. Phased Array Transciever won't transmit nor relay UV beam. - Bandwidth setting on the transmiter dish (on power station) dosen't matter. Only setting on beam generator (on power station) does. - Dishes must be connected directly to generator. - Dish set to "link receiver" must be tuned on the same bandwidth as the generator on the power station. - Realy satelites are able to convert bandwidth. If you'll set different bandwidth on the relay-generator, than it's set on powerstation-generator, signal that leaves relay satelite will have bandwidth set on relay-generator. - Placing multiple generators on single satelile doesn't work. - Connecting multiple (more than 2) dishes to one generator also doesn't work. - I don't know if power station works fine with more than one generator. I didn't think this through and lanuched it only with one, but in future i plan to dock another generator to it and chceck. - Sport size is re-calculated when signal is leaving satelite. New spot size depends on diameter of dish set to "relay". That's why dishes on my relays are so big, and that's why i decided that near infrared will be more than enough for the whole Kerbin SOI. You can see how spot size description changes on screens below. First screen is test probe orbiting Kerbin. The other 3 is another probe orbitinng Minmus shooted in small intervals as it moves around the orbit. Position 1: Kerbin in shght, power station also in sight. Position 2: Kerbin hidden behind Minmus, power station hidden behind Kerbin Position 3: Kerbin in sight, power station hidden behind Kerbin. Hope it will be useful to someone -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Where exactly in cfg file I should place this line? in ModuleActiveRadiator section or StackFNRadiator section? (Inline Radiator Reation Wheel) Could you also confirm the line is correct? I've got a hunch, but it's only a hunch, that there is one "p" missing I know the theory, every tutorial and guide (and I think I've read and watched all of them ) says what you just said, but for some reason in my gameplay rules are different. I've tried probably all possible configurations of arrays/dishes and there is only one conclusion - no generator on satelite = no realy button. Don't want to waste time and describe everything that i've learned because I'm not sure if anyone will be interested, but if you, or someone, is interested please notify me, I'll elaborate and describe everything in details. Your hybrid radiator wings are great, can't wait to test them, but it comes with update for ver 1.2.2 which I can't use yet -
KSP Interstellar Extended Support Thread
falcoon replied to FreeThinker's topic in KSP1 Mods Discussions
Got my power network up and running like a charm. There were some inconveniences, like having beam generator on every relay satelite (without it, "activate relay" button won't show up) but a little bit of engineering creativity solved it, It's not perfect, because I would have to build separate relays for every bandwidth I want to use, but I can live with that (I think I'm going to use just two of them). However I'm having problem with radiators and I've no idea how to bypass it. Thing is that radiators just don't want to work in atmosphere. It works fine when plane is standing on runway. Then it automaticly switches off at ~ 20m/s speed, and swiches on again when reaching ~38k altitude. It makes beam power planes (or even reactor/generator powered planes) impossible to operate due to wasteheat. There are no exceptions - even Inline Radiator Reactor Wheel, which should be designed and dedicated for planes, behave this way. What is ineresting, when I manually click "turn on" during flight, radiator falls off the plane - it dosen't brake, just detaches together with all parts that are connected to it. And now the best part After detaching, it behaves like in vaccum and gravity 0. No matter speed/altitude, it simply flies straight ahead. Does it make sense to anyone? Any ideas how to make it work properly? For the record, I'm still using 1.2.1, due to Near Future is not updated yet. -
KSP Interstellar Extended Continued Development Thread
falcoon replied to FreeThinker's topic in KSP1 Mod Development
Really? Sorry for causing confusion then, but there are still many useful info that cannot be found in new version. -
KSP Interstellar Extended Continued Development Thread
falcoon replied to FreeThinker's topic in KSP1 Mod Development
@slontone First of all - you want to use this wiki - https://github.com/FractalUK/KSPInterstellar/wiki The other one looks like an old version, not updated anymore. Few pages earlier I wrote to author that the link on first post is wrong, but for some reason it was not changed yet. It doesn't require TEG. You just need to fix this one line of code in .cfg file where wavelength is set to 0. After that, it started recieve very small amount of power. I didn't figured it out yet why the amount is so small (much smaller than expected), because I'm tired of testing for now, but it works. Not reducing - increasing. Spot size = distance-to-spot * wavelength / (aperture diameter of transmiter) So if you want smaller spot size, you need to use bigger transmiter or shorter wave, or both -
KSP Interstellar Extended Continued Development Thread
falcoon replied to FreeThinker's topic in KSP1 Mod Development
@Uberns Thank you for taking time and giving me such a comprehensive explanation. That's much more than I expected. Thermal Sphere Receiver started to receive power. Not exacly how I expected, but that's something I can work with I will also follow your advice and leave Radial Rectenna as it is. One receiver is not worth risking loss of saves. One more minor question regarding network. Usually spot size is described by one number, but sometimes there are two, like here: What does the second number mean? -
KSP Interstellar Extended Continued Development Thread
falcoon replied to FreeThinker's topic in KSP1 Mod Development
@Aaron Also By thermal electric converter you mean generator? It could make sense, I'll check it, but if so.... what does this button Power Mode - Electric/Thermal do? Description says it can operate in thermal or electric mode, but if iI need a generator to use it, I don't know what it could mean.