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wkwied

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Everything posted by wkwied

  1. Oh joy. I only found this last week, and now it is coming tomorrow? Whoopie
  2. I'm running the latest version of the mod and game with other mods, so I'm fairly sure this isn't a problem with KSPIE. Consider disabling a few mods at a time to see which one is causing this?
  3. There can be a dozen reasons for that. The calculation in the VAB isn't 100% accurate with how modular and variable KSPIE parts can be. Accurate dV and TWR will be displayed when you are in play. For the engine, there can be a bunch of reasons. Correct fuel? Enough heat management? Engine connected to reactor? Just saying 'IT DOESN'T WORK' doesn't help. Provide more information
  4. I believe you can get by without Patch Manager (mods won't check for updates) and Photo sail (which is a solar sail, but not tied to KSPIE) Mod has a very steep learning curve, but everything does work...
  5. I have Extrasolar downloaded still. I can upload it, if that does not break any rules at all - and depending on the size. I don't recall how large it is.
  6. This exact same question was asked not a month ago. The reason that 'water' and 'liquid water' were made separate resources was so that, should you chose to play with a life support mod, you don't use your life support water as propellant. Most tanks should be able to switch between water and liquid water if they use IFS and can hold water.
  7. Greetings Three questions 1. What is the purpose for the Torodial Hub? 2. Does the latest version of the mod (1.21.11) only work unger game version 1.7.2? 3. In 1.21.11, has the positron reactor been changed to a thermal antimatter reactor? 3.1 And on this, will there be a variant in the thermal power depensing on the type of antimatter that you use? Thanks
  8. I'm fairly sure the quantum reactor can be stopped safely without exploding. The exploding comes from if you have antimatter or positrons stored in their own dedicated containers (reactor creates them), they will explode if they are unpowered.
  9. Take note that if you are playing on the latest KSP version (1.7.2), Kopernicus will not work. It has not been updated for 1.7.2, you must downgrade to 1.7.1 to use it. 请注意,如果您正在使用最新的KSP版本(1.7.2),那么Kopernicus将无法使用。 它尚未针对1.7.2进行更新,您必须降级到1.7.1才能使用它。
  10. A suggestion. Since auto-circularize was added to warp drives, and because it has a toggle in the warp drive alt click menu, perhaps it might be a thought to make having either a connection to the space center (direct or relays) or one of the AI cores onboard the ship? Reason being it requires a lot of computational power to circularize or something. But on that note, which is the superior AI core? The computer core, or the HAL core? I realize that both can have AI upgrades, but it is very unclear which one is superior to the other (or rather, what their major differences are). As far as I can see, the Hal can preform an experiment, but that is it?
  11. What is the purpose for the Toroidal Hub part? The description reads that it is for the torodial positron antimatter tank, but I do not see this part listed anywhere.
  12. I was unable to locate a thread for this under Add-On Discussions, so I'm going to throw this here Considering that one of the big points for IFS is the ability to switch fuel type in a tank when it is empty, I would ask for it to be possible to jettison fuel from all tanks. ISRU units from KSPIE have the ability to jettison their contents, but that would be very cumbersome to use if you have thousands of units of fuel. The easiest way to get rid of fuel to switch tanks would be to use another mod (such as Hyperedit). So, one request that may be able to be done two ways.. - Add an option to jettison fuel contents for all tanks touched by IFS or - In KSPIE, add a jettison ship contents to ISRU tools which will 'consume' fuel, by jettisoning it - so that it doesn't happen instantaneously.
  13. I've replicated the craft, but I'm not understanding how it works. My craft contains, like yours, a singularity, trialpha, scoop, fridge, and a cryo tank with liquid hydrogen. When I move my craft to Kerbin orbit at ~1800k, yes, I'm able to recoup more hydrogen than the singularity is burning. However if I move my craft into solar orbit (at the same height as Kerbin), it does not. Higher, or lower (as low as the game will let you set the orbit) to the sun and I do not recoup hydrogen. Likweise if I try to pop it into Eve or Moho orbit. How does this dang thing work? Also, I do not understand how starting the singularity reactor is supposed to work. I understand it needs to be in a zero-g environment and that is all well and dandy, but the power requirements to start it? What defines that? LKO (86km) requires 171.6GW. Low Munar orbit (15k) requires 911GW. Going into a higher Kerban orbit of 986k, it requires 912GW, and it will not charge. It seems like, if the required charge is some oddly high number, I can not start to charge it. Am I required to have the ability to 'store' the whole of the required charge to start this reactor?
  14. I wasn't aware the scoop could be used to gather atmosphere. I thought it only sucked up solar wind. Let me pop in and test. I was running on the last version for 1.7. Kopernicus was updated today, so I'm going to test on the latest game and kspie version. I'll edit this shortly. I'm going to need to do some more testing. I wasn't able to determine anything (aside from finding out the scoop works near atmospheres and gives HUGE DRAG) in the small time I had to play tonight
  15. Do you mean Kerbin, or Kerbol (the sun)? I've found (and it is really hard to figure out I feel) that the scoop only does anything meaningful when on escape trajectory from the sun, and when pointed at it (radial in with nav ball set to surface). The amount of wind starts to get meaningful (and self sustaining for a trialpha) 2 or 3 times past Jool's orbit. Or rather, I was able to use a Bussard ship with ~23k dV to go to Valentine burning _mostly_ at target. An inefficient and costly burn, but 100% within dV limits. And I was able to recoup about 1/3 of my hydrogen from solar wind (about 30k). I wasn't able to do the same thing with a magnetic nozzle and a singularity reactor, though. I've found that the singularity and/or antimatter reactors eat hydrogen more than you are able to recoup it
  16. I see. That seems to be where I was failing at. However... now more questions. So, would it not be correct to state that, the quantum singularity reactor only requires fuel (hydrogen, helium, nitrogen) to output power, antimatter, and positrons? How does one create antihydrogen? What is the difference between 'antimatter', 'positrons', and 'antihydrogen'? Are you able to shed any light on my other questions above, perhaps? Thanks
  17. https://kerbalx.com/the-jxjvrq/FTL22 @FreeThinker Would you be able to take a look at this craft? I'm honestly trying to fix this, but I keep running in to more problems than I am finding solutions for! - In previous posts, I see you refer to the 'bussard magnetic scoop', however the only magnetic scoop I've found in game and in the files is just 'magnetic scoop'. Is this the same one? - What type of fuel does the beam core antimatter reactor require? Is this only antimatter, or does it require protons and positrons to function as well? If I try to run a craft for over a year with just the beam core and stored antimatter, I receive the message 'ran out of fuel for antimatter' however I'm still able to generate power I think? - What parts and options do I need to turn on in order to harvest hydrogen, helium, and nitrogen from the solar wind collector? I'm only able to obtain a very trace amount of nitrogen when in a very low solar orbit, and I'm not even able to pull enough hydrogen and/or helium in order to pull a net-gain with generating power/antimatter with the singularity reactor - On the magnetic scoop, what does the ionization, magnetic field and pulsation options do? I anticipate your reply. Thanks
  18. Is it possible to have a description of what all the options on the magnetic scoop do? Ionization, magnetic field, pulsation? I've tried to launch a ship which should be able to generate an unlimited amount of power. It contains: - singularity reactor - a beam core reactor and generator (for extra power and to start the singularity) - a magnetic scoop - a refrigerator to do the solar wind process - ample storage for both solid, liquid, and gaseous hydrogen, helium, and liquid helium3 - a Bussard engine Using this combination, I'm not able to gather any form of hydrogen or helium from the magnetic scoop while running the solar wind process. My orbit is below Eve and below Jool. Even if I use hyperedit to remove all fuel from my craft (aside from antimatter) and use the beam core reactor to make power, I can't get anything. I also can't restart the singularity (after I delete all the fuel, but edit it back in) even if the beam core reactor is pumping out a load of power. Any help? I'm trying to build a grand tour to everywhere (or at least that can get into orbit of everything)
  19. Yep, I'm able to replicate. Panels extended, there is thrust Redacted, no thrust Redacted and converting MJ into EC, no thrust
  20. I don't know then. Are you using any other part mods? Perhaps upload your craft (or tell me all the parts on it so I can rebuild) and I'll try to take a look later.
  21. It'll flicker if it is currently getting charge because the status is being updated. Try this and tell me what happens - retract solar panels - run the engine until you are out of EC -on one cap, drag the slider all the way over to the EC side - Notate that your EC charge should go up and MJ go down (slowly) You'd have to do the opposite (drag slider to the MJ side) with the panels out to recharge them
  22. Yup it sounds like the batteries are running out. That engine should only be able to use EC, and with the IFS cap, that needs to be set to convert MJ to EC. Just make sure you do not run out of MJ.. and unless you stay in sunlight for a really long time, it will take a good while to recharge all the MJ back with only solar power
  23. What engine are you using? Do you have any kind of reactor or power source other than solar panels? When they stop working, do you run out of EC or MJ?
  24. Aye that would be what I'm looking to do. At least land on most bodies and take off again with the same ship (or probe). I had managed to do something similar with the Interstellar mod to Eve and Tylo at least, but I am horrible at building craft... I'm working on another one that uses a tug to warp, but I'm positive that other people are better at making grand tour ships than I.
  25. Hallowed are the children of the Ori? I got this on a recommendation to someone on reddit, as well as Interstellar. I had to remove this one for a while though, as it added 10+ minutes to my load time (but otherwise seems to work fine? I have yet to visit any systems yet). A question though, and I'm unsure of if this would be more applicable for here or the Interstellar thread, but might any have a craft that is able to do a grand tour / SSTA to these planets? Maybe not warp (use a warp tug), but at least a craft that can land and ISRU mostly everywhere here?
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