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Antstar

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Everything posted by Antstar

  1. Well there was a big problem with ec production... again, I am not able to use ksp for a bit, so no logs, but I had a consistent problem with solar generation at warp above 100x. If it was intermittent, like in kerbin orbit, the battery would always run out. Even if the generation on the day side was 10x the consumption. Not a problem during interplanetary transfer, or with rtg/reactors that produce constant power. NFE reactors also produced a problem... on 1% it was ok, but if you warp while the craft is selected or not, the heat builds up much faster than the radiators dissipate it- even though there are enough radiators- and the core melts... EDIT- I never had any problems with the o2, n2, h2, nh3 consumption etc even at warp
  2. Yeah, I figured this out. But it's kind of annoying... would it be easy to just put oxygen, nitrogen and CO2 in partial pressures? Then they can all leak. Also we could more easily code to use 35% pure O2 like apollo, for example. Or, I liked in the Martian (book not movie) where O2 would be used for pressure control once n2 ran out...
  3. Literally I'm on my way overseas right now. It's great that this mod is finally getting updated, but I have no ksp for 3 months... my laptop would burn if I tried to run it Anyway just wanted to point out that you should be able to activate winter mode in plants by lowering temp and light. Then they should not grow but not die for a while - but with a small fraction of the life requirement
  4. https://ufile.io/u5xmu So its a definite improvement. The pylons now appear at a random height above the surface, up to about twice what you can see in the screenshot, or about half a kerbal height. Since they are not higher each time it is not braking my base now, so I am happy to use it as is (thanks for the mod). Just an FYI that its still not actually attaching at surface level. Just saw last post. Ill try 0.8.1
  5. I kind of figured that KSP may not like this, though, in theory, if they are anchored to the ground the parasite forces will be distributed across say 20 ground pylons, 30m apart. So only the ends are floppy. But this kind of relies on the pylons staying in the right place and not tearing loose either. I need my base and solar farm on the Greater Plains and my water drilling in the Lowlands... Okay, Ill give winches a go. But I thought that they can only connect between the same vessel though? Resource transfer is not a problem, I have allowed flow through any part.
  6. Yeah I can backup my save and replicate it, though only when its a meter or two off the ground. The third time all hell breaks loose. I also have kinda a lot of mods, including having gutted a few to balance the experience for myself. Can you please tell me where I can upload an image file (preferably without an account) as I do not use image hosting sites and cannot upload directly to the forum. Thanks
  7. I had not. Now I have. The first two times I loaded that Minmus base it worked well - less jumping and no broken links. 3rd time was loading a quicksave after a clipping error (which was predicted hence the quicksave...) broke something I was working on. Loading the quicksave, each of 4 times, resulted in breaking some connections violently and sending 3 components with about 1/10 the mass of my base chaotically dancing about in the sky then hitting the ground and exploding. Removing the mod allowed me to reload the quicksave with only the usual broken off connectors sitting centimeters from where they should be attached... Is there a more stretchy connection than the resource transfer link? Or a mod that eliminates oscillations, or makes connection strength infinite. Or, is there somewhere I can edit the cfg files to make the links able to be stretched a lot without breaking or applying a strong restoring force (spring constant?) Thanks Edit - so Now I understand what was going on, just not why. Each time I reload it the "ground" attached parts are stuck in midair - a bit higher each time. Detaching them from the ground has made it; well not stable as such but much more stable. It just kind of jiggles a bit then settles down. No 100m/s oscillations
  8. Sooooo.... I have a similiar issue, kind of. I suspect that the jumping ships are the cause of it but although I would prefer that they stay on the ground what is worse is that they are breaking linkages The connectors are getting torn off and the pylons are detaching from the ground, but I want the pylons anchored to the ground because there will be a 600m overland chain of linkages put in place shortly. I don't think this will take kindly to being lowered, being over half a km long Any suggestions??
  9. After reading the wiki and playing around I have come to the conclusion that we cannot make liquid fuel under this mod without access to an atmosphere; or a massive amount of kerbals breathing after eating a huge amount of food. Is this right? I don't like this very much as I have a truly massive asteroid in Kerbin orbit which having satisfied the contract is now quite useless. Pretty much anywhere you can get an atmosphere (in game) you can also get ore, making asteroids quite redundant. I also don't think this reflects reality very well: http://www.esa.int/Our_Activities/Space_Science/Asteroids_Structure_and_composition_of_asteroids Sure, it isn't feasible to simulate the different types of asteroid, but maybe for the next update there can be a percentage of carbon in asteroids?? It would be great to harvest asteroids with the LN-N, land them on minmus and after some chemical recombination have free orbital fuel forever BTW despite the gripe I love this mod. It has added something to KSP which I haven't felt for a couple of years: challenge! Thanks for taking the time to make it.
  10. Yeah, it was a problem for me too. I don't have a solution but I do have a workaround though: More radiators or run the reactor at 0.5 or 1%. Assuming it is for electric engines, you don't need that much power at warp. Just remember to turn it down every time before you deselect the craft or when you come back it will suffer catastrophic meltdown
  11. So, I have noticed a bug. Unfortunately I didn't screenshot as it was early in Carrer and I was too annoyed at the time. I accidentally ended up on one of those unfortunate transfers to Mun which put me in Kerbin's shadow for ages. With small parts limit = little redundant power storage. Anyway, I got the CO2 alarm and worked out that If I EVA for a few minutes I think I can survive this. We make it just out of the shadow, but CO2 is dropping too slowly to survive, so outside I go to await the fixing of the pod's air. But suddenly it seems we packed all the CO2 into the suit before leaving because the level jumped straight up to like 75% and I had to hammer on hyperedit to save my Kerbal as he went to only seconds to live..... Is this known bug? My other question is also about EVA. Since annoyingly you cant populate a command chair in the VAB... Can Kerbals Fill resources like O2 from a vehicle while in a command chair? And how does EVA affect thier long term stress in terms of comfort levels, gravity etc? Thanks Ok, so I ran tests and I see that a kerbal in a command chair is using ship resources. Does this mean that for calculating radiation dose and stress they are considered to be "inside" the vehicle?
  12. So, I want to make almost exactly the crane that is on page 1. I mean I have better-than-stock girders, but otherwise it looks great. Except, how the heck can I make said crane stable to the ground and yet able to rotate??? (And please do not suggest IR, I have tried and do not like this mod). I have this and 1.0 Beta installed. Thanks ppl
  13. Hi everyone. First time trying KIS and KAS. I installed it once before but never actually used it but this time I am going to create a Duna ground base. Obviously I need to play with it a bit because even after the documentation I am not sure what everything does. But; for now I can't figure out is there anything that the spanner CAN do that the pistol tool CAN'T do? Thanks
  14. Never mind. After well over an hour I found it:
  15. Hi guys. I'm trying to find a mod I had installed previously. It had a "Duna Class" habitat that was 5m and fitted 8 kerbals. I literally went mod by mod through curse, but can't see it. Google also failed me. Anyone know its name?
  16. True, but this assumes that I'm using solar panels... instead of a small nuclear reactor Also the shielding of the greenhouse is like 3.5t. And what if my habitat was very big... I'm not even saying that you are wrong, in most cases shielding is probably better, just that there shoud be A way to stop kerbals from going in the greenhouse for a short time if we want to... On the subject of big habitats, does anyone know which mod has that huge 5m Duna Class hab?? I just wasted 20mins on google and curse but I can't find it. I know I had it on my last install but no idea which mod it was. Ta
  17. I disagree. The weight can be used much more effectively to take a bunch of active shielding = zero radiation. Only the shelter has full shielding. The problem is that when crossing the belts, and kerbals have to retreat to the storm shelter briefly, there is no way to disable the habitat in the greenhouse...
  18. Yep this was it exactly. I had both mods installed last time and I suspected that I wasn't losing hydrogen when I should have been, so I guess for some reason this mod just got priority and this time the other way around
  19. So I have an odd problem. For some reason the background simulator isnt working in my latest install... My kerbals only eat food or get radiation when I have the ship selected. Any idea why? I cant see an option for enabling it that I may have turned off.
  20. Going through posts looking for the answer to another problem... I remember when I found this out and its kind of annoying. I think there should be a way to prevent kerbals from "using" a habitat without depressurising it. I was getting my kerbals irradiated going through the radiation belts because I can't tell them that they should stay out of the greenhouse for a few minutes. I dont want to shield the plants because, well who cares. Also its a lot of extra weight to shield the greenhouse.
  21. Apologies if this has been discussed before, I did a search and couldnt see anything. I'm using OPM, and although radiation can be sorted out now with enough active shielding, the max mission I can get from a stress perspective seems to be 23yrs. Unfortunately it takes a LONG time to get to an outer planet and back. Is there some way I can make the length of a mission indefinite?? I mean there were always people who were willing to travel across an ocean knowing they would never see their birthplace again. Why wouldn't an eager Kerbal want to be the first to Plonk?
  22. I really don't understand how this new beamed power works. I had no luck in career mode so I did this simple test in sandbox. I have ~1MW of solar power coming in => IR beam ~ 65% efficiency. But I get 2kW out of it. Why? Also, is there a way of actually calculating how much energy loss there will be over a given distance, with a particular wavelength? Thanks guys.
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