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Qaspar

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Everything posted by Qaspar

  1. Thank you for this mod! I've been trying to build a Laythe VTOL SSTO plane, for which the Tory Nuclear Ramjet was the missing puzzle piece. However, after getting some funny lifetime readings after the first flight, I've decided to build a nuclear reprocessing plant for Laythe (on top of my regular ISRU) in order to not get stranded. Boy, was that a can of worms. So I'm just leaving this here for posterity. Disclaimer: I'm using a lot of mods, so it's to be expected that there are complications like this. If, like me, you've spent hours trying to figure out how to reprocess / refuel your nuclear fission reactors in KSPIE, if no matter what combination of parts, resources or procedures you tried, building dozens of test articles, combing through forums, trying out all possible combinations of tanks, UF4, TF4 and whatnot, hammering the EVA refuel button on a cooled down reactor etc.., you couldn't get the Science Lab to do anything other than eating 5MW of electricity, never mind getting these friggin' Actinides out of your reactor or even replenish uranium because the buttons don't do anything although you did everything as you were supposed to and more and all you want to do is to just refuel this one fission reactor of yours... (vent off) here's one dirty workaround I found: Provided you have Near Future Electrical installed AND not a whole bunch of crafts using KSPIE fission reactors already, you can assign NFE's nuclear fuel container properties/rules to your reactors/engines in KSPIE. Secondly, you have to make KSPIE fission reactors use only EnrichedUranium and produce DepletedFuel. It's fission for dummies, but at least now you can transfer the stuff.. Step by step: -Find the "RadioactiveStorageContainer" MODULE in one of NFE's configs, for example in GameData/NearFutureElectrical/Parts/NuclearFuel/nuclearfuel.cfg -Copy and paste this whole MODULE including brackets into the config file of the part that you want to use, for example WarpPlugin/Parts/Engines/NuclearRamJet/NuclearRamJetOx.cfg -Switch any Actinides RESOURCE within your chosen part's config file to DepletedFuel. -In WarpPlugin/Resources/ReactorFuels.cfg, right from the top, there are three Fission REACTOR_FUEL_MODEs (XXXFissionTWR, FissionNTR and FissionTWR). Switch their PRODUCTs from Actinides to DepletedFuel and replace anything that says "Uranium 238" or "Plutonium 239" with "EnrichedUranium" and delete their respective "AlternativeFuelType" entries. Uranium Oxide doesn't cause any trouble for some reason. -If you have any crafts saved or in flight that use these parts, you have to make the same adjustments in your Save or Part files. Replace "Actinides" entries with "DepletedFuel" and "Uranium 238" with "EnrichedUranium" etc., rinse and repeat. In editor, you can just use CTRL+F>replace all Save all files, restart KSP and rejoice! You can now transfer EnrU and DepletedFuel to and from your KSPIE part using the NFE PartSwitch (context menu). You will still need a level 3 engineer on board and low enough temperatures in order to make a transfer. The Science Lab still doesn't do anything, but now your KSPIE part ist compatible with NFE or K&K nuclear storage and reprocessing parts. BTW, here's the monstrosity I made:
  2. It was only written in big bold red letters, how could I have not missed that...!!! Thank you!
  3. Turns out, no. I had overlooked the dependencies section on the first post, despite reading it multiple times... Runs like a charm now, thanks! Can't tell you how satisfying it is to have custom angle snap back, I'm soooooo glad this mod exists.
  4. Hi there, I recently bit the bullet, made the jump from 1.2 to 1.7 and updated all my mods (20 give or take). Everything seems to work fine except for two: EER and RCS build aid, so two mods that are supposed to load in VAB. RCS Build Aid does not show any signs of loading, there's no icon in VAB, no nothing, as if it wasn't in my GameData folder. I tried re-installing and I tried a 1.6 version of the mod. Same issue. Any idea what may be the cause of this? Cheers! [Edit: I'm not using CKAN.]
  5. Hi there, I recently bit the bullet, made the jump from 1.2 to 1.7 and updated all my mods (20 give or take). Everything seems to work fine except for two: EER and RCS build aid, so two mods that are supposed to load in VAB. Oddly, when in VAB, the EER icon is being displayed, but when I click on it, nothing happens. Key bindings don't work, when in flight, autostrut is no option, so I guess it's completely "offline" (except for the icon in VAB). I tried re-installing and I tried a 1.6 version of EER. Same issue. Any idea what may be the cause of this? Cheers! [Edit: I'm not using CKAN.]
  6. Finally!!! All I wanted was a robot grabbing arm for my station and now I have it. It does "work" in 1.2. Initially it got all tangled up when hitting the "all parts back to default" button for the first time, but after a quick F9 and only using presets or just actuating one part at a time, it worked perfectly fine and got the job done. The MINBUS is finally complete! Jeb's happy, too ;-) Thank you so much for this!!
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