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Everything posted by MechBFP
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Why not make an upgrade in the tech tree that allow compressed fuels to be used later on? (Increase the volume allowed in a tank by 3 times or something like that) Maybe even reduce the overall EC required to cool it slightly since it is all in one tank. In general I have the same problem as other users right now, these engines simply aren’t worth it 90% of the time. The problem with having them as an upper stage is that I need to be able to generate enough electricity to prevent boil off, which either means nuke reactors or many heavy solar panels. In GPP in particular, this is a major problem for the more distant planets as solar because useless, and nuke reactors need tons of expensive fuel to last long enough.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
MechBFP replied to Nertea's topic in KSP1 Mod Releases
I just realized yesterday that even if I have the power setting at 1%, as soon as a throttle up it increases the power setting as well in line with the throttle. Before I knew this I kept on having to shut off the reactor after every burn to prevent it from overheating, and I was either burning at 0 or 100% throttle lol. Now I can generate electricity to keep my LH2 from boiling off without the reactor melting down, and be able to control the ship properly as well! -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
MechBFP replied to Nertea's topic in KSP1 Mod Releases
Is the Scylla engine intended to overheat unless ran at 100% throttle while at 100% power setting? Considering the heat it generates, that does make sense. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
MechBFP replied to TriggerAu's topic in KSP1 Mod Releases
Thanks mate! Don’t know how I missed that before! -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
MechBFP replied to TriggerAu's topic in KSP1 Mod Releases
Actually it resolved itself. Simply restarting the game (or computer) fixed it. Don’t know why it got screwed up during that session, but haven’t ran into the issue again. The only issue I have now is that the Transfer Window Planner and KAC times don’t match up. I posted this in the KAC thread as well, but haven’t heard back from anyone. The problem is that whenever I set an alarm through the planner, it always alarms in KAC 4 days too early. The transfer window shows the correct departure date but for some reason makes the KAC alarm 4 days earlier. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
MechBFP replied to politas's topic in KSP1 Mod Releases
Ah, good ole TLS problems. Been dealing with this repurposed bovine waste enough at work, so not surprised this is finally hitting the consumer level. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
MechBFP replied to nightingale's topic in KSP1 Mod Releases
Unfortunately I needed to uninstall this mod because it completely breaks the balance of career mode. With Media + Private Industry, I get -105% off launches, which means I actually MAKE money the more expensive my ship is, lol. -
KSP Interstellar Extended Support Thread
MechBFP replied to FreeThinker's topic in KSP1 Mods Discussions
That is fair. However it seems to impossible right now to make anything with any useful payload and still have a decent TWR (0.5 or higher) unless I use the Vista drive. In fact based on my testing there is basically no reason to use anything but the Vista drive, as it has amazing DV, TWR, and is able to do all of this on a pebble bed reactor with a thermal generator and some radiators Is the Vista drive OP compared to the rest of the mod? I haven’t unlocked the antimatter tiers yet, which I assume will have better tech than the Vista, but considered how early you get the Vista in the community tech tree, it blows everything else away in the meantime. -
KSP Interstellar Extended Support Thread
MechBFP replied to FreeThinker's topic in KSP1 Mods Discussions
I've honestly tried to get into this mod probably 25 times, and every single time I simply get frustrated and give up. Even after watching tutorials, even after reading everything online, I always just give up because nothing in this mod seems to be worth the effort due to the high costs/high weight of everything. Sure the ISP values on the engines are high, but when your ship (in orbit) weights 10 times more than stock due to the massive weight of the reactors/generators, what is the point? I can usually get the same DV at 1/5 to 1/10 the cost in stock. Am I missing something or what? -
KSP Interstellar Extended Support Thread
MechBFP replied to FreeThinker's topic in KSP1 Mods Discussions
Hey there, So I narrowed the problem down to TweakScale being the issue. If the molten salt reactor and thermal turbojet are at the 1.25 size, then things explode almost instantly as soon as the reactor gets to 8% utilization. At the regular 2.5 size, things are just fine and work as expected. Unfortunately I have to run and won't be able to post crafts/screenshots for a few days. Figured I would just let you know. I'll just avoid re-scaling things from now on. -
KSP Interstellar Extended Support Thread
MechBFP replied to FreeThinker's topic in KSP1 Mods Discussions
Is there any know mod incompatibilities that cause thermal engines in this mod to basically explode instantly? I am trying to make a plane with a molten salt reactor and thermal turbojet, and no matter how many radiators I put on the thing, after about 10 seconds of full throttle the heat goes from 0% to 100% in about 0.5 seconds and causes the engine to explode and all my radiators are at 99% cooling as well. The “waste heat” is basically at zero but the part temperatures sky rocket for no discernible reason. I also have weird problems with positive power showing up as - - (double negative) and radiators impossible to turn on unless done through an action group or if already turned on from the start. -
Just wanted to tell you how awesome this mod is! I installed it after I realizing that Hox and Leto (from GPP) has like 40 year travel times, and there was no way I was sitting around that long on the fastest normal warp speed. Now I can choose to warp at whatever speed I feel like. (and impatiently miss my maneuver nodes by that much more ;))
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
MechBFP replied to TriggerAu's topic in KSP1 Mod Releases
Hey there, Is there anyway to manually reset what date the transfer window planner thinks it is? It started off fine, and now it is off by about a couple years making it fairly annoying to use. For example, the current actual game date is year 40 day 92, and the planner by default looks for a window starting from year 38 day 156. It was working perfectly fine originally. I am using Galileo’s planet pack, but no rescale mods. It seems like this mod is internally tracking the time separately from the actual game time and when warping there is some very small error being introduced over time that causes the two to diverge. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
MechBFP replied to TriggerAu's topic in KSP1 Mod Releases
Hey guys, I am running into a problem where KAC doesn't know the correct time when setting an alarm through the Transfer Planner Window mod, and am wondering if any of you have ran into this before? If I select a transfer window that happens immediately, KAC will immediately alarm and say that the alarm has already passed by +4 days. As such if I try to use it to stop just before a good transfer window, it stops the warp 4 days early. KAC works perfectly fine if I am not using the Transfer Planner (i.e. if I set alarms for maneuver nodes or what not), so it appears to be a particular issue with the Transfer Planner Window/KAC integration. EDIT: I also forgot to mention that it was working perfectly fine, and seems to have just broke in this particular save game. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MechBFP replied to Galileo's topic in KSP1 Mod Releases
So... I have a contract which says to splash down on Icarus.... which I am pretty sure is impossible? I did a scan with SCAN sat and there doesn’t need appear to be a drop of liquid on the planet. Can I assume this is a bug? The funny thing is the contract said something along the lines of “we are pretty sure it won’t be as hot there!” which made me think there was some hidden body of liquid something somewhere on Icarus. EDIT: I was also hoping it would be something like a lake of liquid metal that would make your ship explode in short order lol. Would have been an amusing contract.- 7,371 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
MechBFP replied to JPLRepo's topic in KSP1 Mod Releases
@AlexALX I gave it a try and it works great! My load times are down from 20 seconds back to about the usual 4 seconds which is fantastic. In the tracking station I took a look at the various planets I had researched to various degrees and they all look as expected as well. Much appreciated. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
MechBFP replied to JPLRepo's topic in KSP1 Mod Releases
Nice one AlexALX. If it wasn't so late here, I would modify the source code myself and fix it the same way. In my case I don't plan on changing textures, so a permanent cache would work perfect for me as well. Maybe I'll do that tomorrow. -
Whoops, you are correct. What I did was copy the old DLLs into a backup folder in the same directory without realizing directory structure doesn't matter to KSP when looking for mods. Once I removed those, I gave it another test and everything was working perfectly. Thanks a bunch @DMagic!
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Hey @DMagic, So I gave the new DLLs a try and here is what I found. Not sure what is intentional or not since it is obviously for testing, so I'll mention everything I noticed. 1) Flew a ship to Ceti, and setup a station with 8 experiments (the first 8 in the tech tree) in the Ceti Lowlands. 2) Switched to the tracking station. 3) Switch back to the Kerbal near the station, and noticed that the passive seismic sensor was at 100%, despite just being setup seconds before hand. Everything else maintained their timer countdowns as expected though. 4) Switched back to the tracking station and time-warped at max until all experiments were complete. 5) Switched back to the Kerbal near the SEP station and noticed the following: a) Turning on auto-transmit does nothing. The data didn't transmit despite turning it on and off numerous times. b) If I reviewed a piece of data and clicked "transmit", it transmitted just fine, and I got the science as expected for the correct experiment. The text in the top left of the screen was correct as well. c) The SEP Station no longer shows any antenna information (such as range). d) I collected the rest of that data from that SEP station, and then stored it back on my ship. I then reviewed the stored data and I noticed I had a "laser" experiment from Iota Highlands (0 data) and a laser experiment from the Ceti Lowlands (the expected amount of data). The Iota laser data I collected years ago in the game. So somehow by collecting data from this Ceti Lowlands station, I also got an experiment from the Iota Highlands station on a completely different body. The rest of the data stored on the ship was correct (the data from all of the remaining experiments was for Ceti Lowlands as expected.). e) The SEP Station no longer has a "transmit" button on the GUI (without reviewing a specific piece of data). Other Notes: 1) There is an extra "SEP" icon on the toolbar where it shows up. The one does nothing, the other one works pretty much the same as before. Hope that was helpful. I have screenshots as well if you wanted them.
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Thanks Dmagic, I can likely give these a try when I get home. I wanted to mention that I had similar problem with not getting science from anything except 1 experiments, but I continued playing and building something in the VAB. As soon as I sent the vehicle to the launch pad I instantly got a notification saying that the SEP station was sending data (from the same experiment as before, the laser) and then I got a whole bunch of science. As such it does still seem to be sending that other science, it seems to just get stuck for awhile (at least while still in the same game session).
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
MechBFP replied to JPLRepo's topic in KSP1 Mod Releases
Hey guys, Could someone give me a hand and explain how exactly you scan bodies with telescopes? I have one up in orbit (TB-75M), and can click the “Track Bodies” button to find a planet, but unless I am missing something obvious I have no way of “scanning” a body like the instructions on the first page of this thread say you should. As such my planets are all sitting at 0 or 10% (those at 10% are after completing a research contract or paying for the research in the observatory).