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Titan 3001

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Everything posted by Titan 3001

  1. You might want to try to turn the grid fins around 180 degrees. If your vehicle is spinning you probably have your fins upside-down. I had that problem and flipping the fins fixed that. The white fins use to have a triangle on the fin that is supposed to point up.
  2. So this is a really brilliantly coded mod. The ability to have a single mod take most craft from a suborbital trajectory back to a site near the launchpad is just, astounding. I do have a question though @oyster_catcher how will this mod work with Flight Manager for Reusable Staging? I have looked all over the thread and it says nothing and I thought it best to ask you. Will the revert to an earlier point break the landing point or is this a way to land all of a replica Falcon Heavy boosters with only a few clicks of a button?
  3. Is the Mite part of Breaking Ground or is it stock? If it was added to stock I can totally understand if you don't want to add it in, even if the Mite is in Breaking Ground then that is a fairly good reason to not need to add it in. Are you going to add the 1.25m liquid fuel conical booster as well? less of a loss but was a cool little addition. As a side note, if you had KW rocketry, Homegrown rockets and Phoenix boosters you would have conical boosters in 1.25, 1.875, 2.5, and 3.75m sizes.
  4. So cool that Phoenix boosters are back now, I a really sorry you lost the hard drive with your mod information. Looking back at the original Phoenix Boosters, @-ctn-, will you be adding the Nudge into this mod? I really liked that one as well as all the other boosters. (one of my favorite booster mod out there)
  5. A chance to see the beauty of a Nertea made Scorpion, so lovingly modeled that you can trace all the plumbing lines? Yes Please! Plus it is a really unique engine. I wonder what Mod it would be in? Kerbal atomics is done?
  6. I personally checked the downloads of Pathfinder (Pathfinder and WildBlueTools) from both Spacedock and Guthub and both had that problem. Version 1.3.01 I deleted all of the .txt files and almost all of your mods work now (Deep Space exploration, Pathfinder, Buffalo), with the exception of MOLE parts. (I should put that in the MOLE topic but I also don't want to break the conversation) All of the MOLE parts that can be reconfigured refuse to be, this includes the MOLE, Bigby and fuel tanks; the only one that does work is the service module part (forgot the name but the one with engines that are auto set for abort mode). I will provide a log shortly. Log: www.dropbox.com/s/xna9bnolxwmfwgr/KSP.log?dl=0 Thank you so much @capi3101, you were a big help.
  7. Yes I did. However I did delete the extra .txt files in the play mode directory and that fixed the problem. Mostly, I still have some parts that I apparently didn't delete all of them so I have to go back and delete those as well.
  8. No such luck. The buckboards refuse to have the option to reconfigure the storage and I also have copies of the classic stock storage options in the chuckwagon. This may be due to the fact that both .txt and .cfg files for all options of production and storage in Wild Blue Tools of both CRP and Classic stock.
  9. Not yet, do you think that will solve the problem of not being able to reconfigure huge sections of Wild Blue Industries storage? And I do have an update, I deleted all of the excess .txt files from the mod and I still cannot reconfigure the Buckboards.
  10. I did switch between classic stock and CRP, but that was after the no resource reconfiguration problem came up. It may be a problem with the download file itself.
  11. This is happening in pathfinder 1.3.01 from both github and spacedock, both classic stock and CRP, in production and storage have .txt and .cfg copies of each option.
  12. Is this every mode or every storage config, because each storage config had a .cfg and a .txt file for them in my download. I presumed that, that was how the new version was formatted and so left it alone.
  13. Hello, I just updated to 1.4.5 from a long stint in 1.3.1 and I ran into a serious problem with this mod/Buffalo. None of my buckboards will let me reconfigure them to anything else in the VAB/SPH, that is there isn't a button option to do so. All I get is KIS storage. I haven't checked to see if I can reconfigure them in the world yet but this seems a really big problem for most of your mod suite. this is unrelated to Pathfinder but the Coaches from MOLE also refuse to be able to reconfigure to anything but KIS storage. Here is my log file, www.dropbox.com/s/xna9bnolxwmfwgr/KSP.log?dl=0. Can anyone help me figure this out? Also I really don't want to have to figure out how to use KAS 1.0 so updating again is not a solution.
  14. This is one of my favorite mods for KSP, it has the perfect level of complexity, not too complex but just enough to make it challenging to get everything. I do have something I need help with. My Kerbals can walk though my inflated Casa modules as well as not being able to surface attach anything via KAS. If there is some simple way to fix it, please help me out. I am in KSP 1.3.1 with pathfinder version 1.21. Also, this has been a longstanding problem, whenever I click 'Manage Operations' on my Ponderosa module and Claim Jumper Hacienda module it doesn't open and instead adds a 'start prospector' button to the right click menu. I can use the Pathfinder button to use it but that doesn't seem like that is supposed to happen. Lastly, I am just curious, why did Angel-125 stop supporting CRP? What factors caused him to stop supporting it? Thank you.
  15. Thanks for the advice, I have tried turning on the setup distribution to on both parts and I still cannot get any stock resource transfer options. This is most bothersome with the Liquid fuel and Oxidizer from the Brew Works and the Chuckwagon. I can't transfer the fuel between KAS pipe to another ship and between the two modules themselves. I also can't transfer Ore this way either. It tanks my plans for making a remote LFO outpost to refuel my lander's with.
  16. I am having a bit of a bug with the pathfinder base elements where I can't transfer any resource between the separate elements of the base or other ships via KAS pipes. the transfer option doesn't appear. I can transfer between different parts both stock and modded, even other Wild Blue industries mods. I am in KSP 1.3.1 with Pathfinder 1.21 CRP mode. I know that CRP is no longer supported but I cannot picture the mode influencing the resource transfer. Here is a log file https://www.dropbox.com/s/3bcol31i1ghn738/KSP log 1.log?dl=0 (hopefully, I took a break from KSP and I can't remember where anything is anymore) If anyone has any recommendations on how to get resource transfer to stark working. I makes any ISRU attempts mostly useless.
  17. I am glad to see this mod is alive again, i thought it was a really cool idea. Just a side note, there is some realistic basis for using electricity as a form of heat shield. It is called magnetohydrodynamic aerobraking, which is simply using an electromagnet to repel the mildly ionized gasses that are generated from the shock-wave of the spaceship. Its a pretty neat concept, with quite a few advantages. If you want to read more you can here http://selenianboondocks.com/category/mhd-aerobraking-and-tps/. So you have scientific basis for a heat shield technology that only uses electricity while at the same time fully based in reality. I would personally (my way) is have the part be a heavy rounded nosecone that has an electric ablator converter and serves as a radiator to nearby parts (to simulate the protection it would give nearby parts).
  18. Thank you @capi3101, you were really helpful (Sorry about taking so long to get back, holiday prep) how big is the base on this? is it another 12.5m part or is it smaller, the door in the picture makes it look like it is smaller. on another note, my experiments in making concrete in CRP mode have run into a few, bugs. The first is that the OPAL converter does not seem to produce slag or waste. This is compounded the behavior of the geology lab and claimjumper, both will not open the manage operations icon from the right click menu, when I do it spawns a start converter button in the menu that does not do anything. I can operate both from the mod icon on the sidebar but that is inconsistent with the rest of the parts. Could you investigate and give me an idea of what is happening/how I can fix it? I can get you a log report if you want it. Also there is no oxygen storage in the nukeworks, or the option in the buckboard storage which precludes the refining of Uraninite into enriched uranium.
  19. This is why you always check the wiki so you don't make such silly mistakes. I was meaning a template for the Casa or Ponderosa that produces water, slag and other things from ore. The chuckwagons should not be a problem but what is the OPAL unit? I am trying it in sandbox first to get the hang of it but that sounds familiar. And how does claimjumper make slag? I have set one up before and I don't recall getting any slag.
  20. somehow this picture just makes me think of school or a reeducation class, I don't know why. On another note, what are the minimum parts to create Koncrete in CRP mode KSP 1.3.1 and pathfinder 1.2.1? My best guess is gold diggers for minerals and ore, a Casa configured as a Watney, and a Brew Works Hacienda. Am I missing anything?
  21. In my opinion, having both is just adding unnecessary complexity to the mod, unless you are trying to go for extreme realism then I wouldn't the aforementioned restriction. I like the new model you created more than the previous model. On another note, the Casa in habitat setup in CRP mode in KSP 1.3.1 and Pathfinder 1.2.1, I can't attach anything to it with KAS. The game acts like it isn't even there for KAS. Is this a bug that is fixed in later versions or a feature? If it is a bug is there a quick bugfix for it and/or if it is a feature then how can I change it?
  22. @FreeThinker I have a request that the "Discovery" Magnetic Confinement Fusion Rocket can function as both a magnetic nozzle and a plasma nozzle. This way the Discovery has a unique role among the parts in KSPI extended. Also if you are up for a challenge you could implement a third option which atomic rockets calls Dual Mode, here is what Atomic Rockets says about each mode: Pure fusion rockets use just the plasma thermal energy, and just the fusion products as reaction mass. The neutron and bremsstrahlung radiation energy is considered to be waste. This mode has the highest exhaust velocity/specific impulse and the lowest thrust/propellant mass flow of the three fusion engine types. Fusion afterburners use just the plasma thermal energy, but adds extra cold reaction mass to be heated by plasma energy. Again neutron and bremsstrahlung are wasted. Dual-mode use the neutron and bremsstrahlung radiation energy to heat a blanket of cold reaction mass which thrusts out of separate conventional exhaust nozzles. In addition a Dual-mode can switch into Pure Fusion mode. This mode has the highest thrust/propellant mass flow and the lowest exhaust velocity/specific impulse. The pure fusion rockets is modeled by the magnetic nozzle, the Fusion afterburners are modeled by the plasma nozzle, the third would be be more akin to a really good solid core NTR. Would have all three come out the same nozzle with different exhaust types. The ISP would be around 1,000 sec. and there is calculation for how much thrust it would provide from atomic rockets the harvesting mode engine will create thrust of 1 newton per 7,000 watts of neutron + bremsstrahlung power The latter is more of a cool but rather extraneous idea but giving the Discovery to be both a Magnetic and plasma nozzle would prevent it from being redundant. A cool concept that deserves a place in KSPI extended is the Nuclear Thermal Turbo Rocket. This mode for both the Thermal turbojet and Ramjet nozzles would function on the idea of heating a fuel (like liquid hydrogen) in the reactor which would then be mixed with intake air (not atmospheric intake because the hydrogen has to combust with oxygen) and would combine with the oxygen in the air and heat it which would be the propellant. This would have the unique function of producing a fairly high thrust and ISP on the launchpad. It would reduce the amount of reaction mass used in the beginning of the launch to, at most, 16% of what is coming out the nozzle. Once it is out of most of the atmosphere then it could switch to NTR mode. Here is link to the presentation. like to hear back from you.
  23. Probably not there but I can give you the error log from after I click refresh. When I hit refresh an exception window opens up like when I try to open CKAN. I can click on buttons 'details' for the log, 'Quit' which will quit CKAN entirely and the last button is "Continue' which freezes on the update page that says i can't connect to the link already stated. Here is the second error log https://www.dropbox.com/s/974dp2fhw9w8gos/CKAN error log 2.txt?dl=0 I also get this error when I start CKAN first with only a dismiss option Error in autoupdate: The request was aborted: Could not create SSL/TLS secure channel. I cannot program at all, please help!
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