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Everything posted by JcoolTheShipbuilder
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[1.12.x] Civilian Population Modernized
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
Whats supposed to happen when a kerbal gives birth? i was switched to the vessel a kerbal was onboard when their childbirth timer went to zero, and it went into the negatives?! edit: its ok now, and i do NOT think you should be able to take a TWO DAY OLD kerbal on EVA lol -
KSP Interstellar Extended Support Thread
JcoolTheShipbuilder replied to FreeThinker's topic in KSP1 Mods Discussions
Turns out that the fuel tanks use about 1000 ec/s for cooling, i have 13 million LH2 (15 million capacity) onboard the ship also, launching the reactor with the fuel works -
KSP Interstellar Extended Support Thread
JcoolTheShipbuilder replied to FreeThinker's topic in KSP1 Mods Discussions
wait.... so the NERVA cannot be refuled? then how did the KSPIE nuclear processor fuel those? after building one with EL, is the refueling a one-off event? i understand putting the nuclear fuel into the NERVA before releasing from the orbital construction docks, you cannot redock with it. soo, i need to grab an already fueled one and launch it from kerbin? also, im going to add more radiators. the engine that will power this beast is a 3.75m NERVA, soo.. ok -
KSP Interstellar Extended Support Thread
JcoolTheShipbuilder replied to FreeThinker's topic in KSP1 Mods Discussions
sorry if this would be spamming, but is there somewhere on the wiki that tells about how nuclear fuel transfer works? -
is 3k hours rookie numbers?
JcoolTheShipbuilder replied to JcoolTheShipbuilder's topic in KSP1 Discussion
How do i easily run ksp from non steam btw? do i make a shortcut to run it? -
KSP Interstellar Extended Support Thread
JcoolTheShipbuilder replied to FreeThinker's topic in KSP1 Mods Discussions
I am not sure if i correctly setup the Liquid metal cooled reactor. it supposed to be a backup power supply when the ship is either a) in a planet's shadow, or b) not facing directly at or away from the sun. as the solar panels block eachother, and there isnt quite enough electric charge for the insulation of the LH2 tanks In testing, it worked on a rutherford engine, and this is the exact module here, but it seems that the uranium isnt able to go to the reactor. the only enriched uranium on the ship is in the three NERVs (one is hidden, its the main engine), and in that small uranium tank on the side of the ship, in front of one of the solar panels. does the tank have to be directly attached for the reactor to work? there is ample cooling also, the craft was built using EL, the reactor module was placed after the ship was built i cant seem to get it to produce more than 20ec/s (20kw), and its peak output is indicated as around 3MW of power... and the power efficiency is around 30%? is that waaaaaay too low?) -
[1.12.x] Civilian Population Modernized
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, im just wondering, is it possible to make Jeb, Bill, Bob, and Val immortal? -
[1.12.x] MemGraph Updated with Stutter Reduction
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
i may have forgotten to edit it out since i found that it does two seconds later lol also, i increasced the total number to 8196, i have 40GB of ram, 20 GB is usually available. it works very well, viewing the graph shows a very consistent pattern, and almost no suttering! just wondering, does having more ships in flight make cleanups happen more often? -
[1.12.x] MemGraph Updated with Stutter Reduction
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
Does the 1.8.x version of this mod work with 1.9.1? -
KSP Interstellar Extended Support Thread
JcoolTheShipbuilder replied to FreeThinker's topic in KSP1 Mods Discussions
ok... im a derp... is a SOLID core, welp! im just going to launch a ginormous engine for the massive ship, and make some edits to this one double derp... turns out the KSPIE uranium processor automatically fills the engines... lol -
for whatever reason, if i make the NERV solid core nuclear engine via extraplanetary launchpads, i cant seem to fuel it up with enriched uranium? it keeps saying that it cannot handle radioactive storage, which is kinda odd, or is it that you cannot transfer fuel in or out edit: ok somethings off, a radioactive tank cant handle radioactive storage (IT IS ITS PURPOSE LOL)? that doesnt seem right, i let the nuclear processor cool off (its near future electrics) also, i have kerbal atomics, which is most likely compatible am i doing something wrong? i do have a few level 2 engineers edit: apparently it works just fine transferring it to itself! but not to a nuclear fuel container attached to it somehow i have KSPIE, kerbal atmoics (what i think are mainly affecting the NERVs)
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KSP Interstellar Extended Support Thread
JcoolTheShipbuilder replied to FreeThinker's topic in KSP1 Mods Discussions
wait... if i make the NERV solid core nuclear engine via extraplanetary launchpads, can i fuel it up with enriched uranium? it keeps saying that it cannot handle radioactive storage, which is kinda odd, or is it that you cannot transfer fuel in or out edit: ok somethings off, a radioactive tank cant handle radioactive storage (IT IS ITS PURPOSE LOL)? that doesnt seem right, i let the nuclear processor cool off (its near future electrics) also, i have kerbal atomics, which is most likely compatible am i doing something wrong? i do have a few level 2 engineers edit: apparently it works just fine transferring it to itself! but not to a nuclear fuel container attached to it somehow -
is 3k hours rookie numbers?
JcoolTheShipbuilder replied to JcoolTheShipbuilder's topic in KSP1 Discussion
hmmm ok -
I just recently passed 3000 hours in ksp after almost 2.5 years of having the game.. and i have a question; are those rookie numbers? i have heard of players having well over 5k hours, but is that extremely common?
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[1.12.x] Civilian Population Modernized
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
ohhh... ok like this? also, is the amount of civillans that come dependant on the housing space? since this only has space for four civillians, only three will come, but what if i have space for... say... 800? will 300 come at once? or is it always like 3? -
huh... didnt expect that... wait... did that just imply that dres is home to an alien species?
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[1.12.x] Civilian Population Modernized
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
im kinda confuzed as to how the civillian contractor dock works, i have it on allow contractors, and i have plenty of snacks and power, and crew capacity. i waited two days, and nothing happened? do i need to wait more? also, im running ksp v1.9.1 -
What was your longest burn?
JcoolTheShipbuilder replied to Ultimate Steve's topic in KSP1 Discussion
I did a 30-40 minute burn once, and i could use physics warp. this was with a 2700 ton craft, which i refueled on Gilly. The craft had 28 NERVs and 4 Rhinos. the rhinos ran out fairly quickly (to quickly reach escape velocity), and then it was on the nuclear engines for another 33 minutes, burning to go to the mythical planet of Dres. but that was in gametime, because of the lag from parts (and activated engines... apparently), when i did 4x physical warp, it was going at just two ingame seconds per real second lol. it also had around 8km/s delta V left after finishing the long burn. in that pic above, i was docking a space station to the ship. the ship had SO MUCH delta V, i made it go from a 1000km kerbin orbit, all the way out to duna, orbited ike to refuel a spaceship, went into low duna orbit, and went to eve, and just about made it to Gilly. my fps with this monster is about 6-8 lol. nervs are inside fairings, and somehow, SOMEHOW this ship is the ONLY craft i have that has any sort of engine heating issue with the stock nuclear engines, the fairings usually glow after a 20min burn lol. every burn was quite long due to the low twr of 0.09 when full, and 0.25 when empty, and it turns slowly. and then there was that time when i made an ion mun lander, and i didnt know about physics warp, so i sat through 16 minutes of burn, a few times since it kept failing -
How to lock stages?
JcoolTheShipbuilder replied to Lanley Kerman's topic in KSP1 Gameplay Questions and Tutorials
and if it doesnt work/gets stuck, you can press alt+F12 and go to input locks and clear the input locks and try again. -
[1.12.x] Soundtrack Editor Forked
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
ok, thanks! it worked. im just wondering... if i separate the body names by commas like in this pic, would this work? or would it think that that long list is the name of an object? -
[1.12.x] Soundtrack Editor Forked
JcoolTheShipbuilder replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, it worked,, and i saved some soundtracks, but when i launched the game again, the soundtracks didnt actually save? i feel like its actually taking the playlists from here (i have music melomania), or did i incorrectly rename them?