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pp3d

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Everything posted by pp3d

  1. DMagic's XRD Surface Analyzer has a requirement for "Planetary Space" instead of "Surface" under Kerbalism? Let me rephrase -- is it Kerbalism's doing
  2. A question: Is there any coordination - development wise --- with Kerbalism? I am asking cause when both mods are installed and Kerbalism controls the science then there are issues. For example: The XRD Surface Analyzer. Kerbalism assigns a requirement for Planetary Space ( not surface)... Which makes it useless. Also I am missing the seismic pods in your latest release. I will reinstall it just to be sure, but I only see the hammer --- thanks
  3. I wouldn't call it wise, but I understand it would be helpful. I'll see what I can do.
  4. the latest standalone release for 1.7.3 breaks the game. It fails to load with unexpected error. This happens with the base game with just adding this mod downloaded from spacedock. However, when downloading MKS which has this mod bundled then it works. Just passing this along.
  5. the additional complexity is that you have to provision a tank for it in addition to regular water.
  6. I am sure this is asked before--- but the usage of 'liquid' water instead of water --- adds some unnecessary complexity...
  7. it was... setting it to false works... thanks ... this is great
  8. No planet pack... Kopernicus has not released an update yet for 1.7.2 i don't understand how autocircularize can address this... you had ID the problem in the develocitize method in a previous release and fixed it... I am wondering if the fix is in place here (in the source code)
  9. also ... 1.21.11.4 reintroduced reversing the kerbol-centric velocity vector when warping out of an SOI download from spacedock
  10. Hi ... I am struggling to figure out a stable power configuration and fuel type that will attain the advertised 140 kN thrust for the ELF plasma engine... At best, with a 3.75 beam antimatter reactor, a direct conversion unit and LH2 as propellant (leaving the engine at 2.5 m) --- i get max thrust of about 90 kN in deep space which rapidly drops as the overheat efficiency reduces as well and stabilizes to about half the max value ... ( i get half that when matching sizes to 2.5 m) I am interested in a recommendation on best practices to maximize yield on that engine --- will post pics in a little bit
  11. Do I need to run an experiment to map the magnetosphere of a planet before getting the graphical display of where belts are? Right now the instructions to display are not working for me ( 1.7.2). I used hyperedit - placed a ship in various distances - to see that i should never place a station between 400-800 km on Kerbin... edit: i found the display---- although it would have made sense to only have access to that info if either you measured or observed it
  12. reporting here the Alcubiere Warp drive jerking at warp for version 1.21.5/1.6.1
  13. My final report on the issue with the KSPI-E warp engines.. the video kind of explains what i see as a user... hopefully this will be addressed as these engines are critical for multi system gameplay. The video has no sound... so please use captions. Quality is poor just to cut down on the upload times on youtube
  14. ... and with KSP. 1.5.1 and 1.4.5 with KSPIE-1.20.19 edit: Went back to KSP 1.4.5 with KSPIE-1.18.2 ---- single mod on the base game... still happening edit: KSP 1.3.1 with KSPIE 1.16.6 --- single mod ... still happening All downloads from SpaceDock... will now attempt to go to 1.2.2 with the 1.12.24 which I have it on my previous computer... and i know it's doing it right there final edit on this: had to go all the way back to ksp 1.2.2 --- before the first introduction of the Warp Control Interface. All previous versions give me a target velocity at the position shown below (Kerbin being the target) for the ship of 16-17k as it was being placed in retrograde... in this case it's correctly placed prograde upon exiting the SOI
  15. I can confirm that is happening for vanilla KSP 1.6.1 with only the KSPIE mod installed
  16. See my response above. At this point all I am asking is for people to verify this with 1.6.1 and the latest version of the mod. If it is persistent as I claim it should be reproducible. 1. The test game has mods included there... I have not tried this with a vanilla KSP 1.6.1 and the latest version of the mod. But I can not think of a reason why other mods should interfere 2. Bob Palmer's warp drives that use xenon work, so they are presumably not affected by any math differences in the new KSP release 3. Non related to this but the warp to mass ratio in the warp control window is reversed. The default GUI shows it correctly
  17. @FreeThinker It goes wrong all the time for me. Another user mentioned its intermittent. The vessel jumps out of the SOI in retrograde irrespective of the direction of the jump from within the SOi. The absolute value of the velocity is correct but the sign is flipped.
  18. ss so it happens with the folding drive as well. ship equipped with folding 2.5m drive, beam core antimatter, cp generator and some additional reactor (fusion from WildBlueIndustries). Kerbin orbit at 1.6k, orbital velocity at 1.2km/s. Activate prograde in kerbin orbit, and about retrograde Kerbol at 0.2c (maximum throttle at that distance). Ship gets out with 8 km/s, ~9.2 km/s (kerbin's orbital) - 1.2km/s (ships orbital around kerbin)... But it's retrograde resulting in relative velocity with Kerbin of nearly 17km/s. I upgraded to KSPIE, 1.20.19.3.
  19. for me it's happening consistently for this engine... first time i have used it in a 1.6 game. Last versions I used was ksp 1.2.2 and back then the mod versions i was playing was 1.11-1.14... Now I jumped into the latest with 1.6.1 and I was inclined to believe that I am doing something wrong first ... But this is not expected... and as is, it's unusable... and the game then stops for me because you can't haul large payloads large distances without it... RoverDude's engines that use xenon and exotic matter have a fixed warp bubble in size that severely limits the linear size of your ship... But they work as expected so far for this version
  20. Umm.. i've been scratching my head on the following thinking that i am doing something wrong but I think there is a bug unless something on the gameplay is not explained (definitely changed from previous versions). This is in regards to the Alcubierre Heavy Warp drive. It puts the ship in a solar retrograde motion once it exits Kerbin's SOI. It doesn't matter how you do it... 2k prograde kerbin orbit, fire the warp retrograde or prograde in respect to kerbin's orbit ... and you get 7k or 11k respectively --- as you should -- but retrograde once you exit the SOI. Version 1.20.18 ps: I have not tested any of the other KSPIE warp engines yet...
  21. I guess it's confusing: Thermal Generator: V -> I take this to be capable of giving thermal power to a thermal electric generator... in this case -- it's EC generator as well
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