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Rakete

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Everything posted by Rakete

  1. Brought Crew to the newly built Cochrane Center in LKO using a SpikeX-Vessel. The Nova-Facility (Far Future Tech) is patched to be able to produce graviolium for later use in "Blueshift"-FTL-Vessels.
  2. Bavarian Aerospace? Markus Söder would be impressed.
  3. I mean.... you can also harvest your first graviolium from asteroids and take samples back to the ksc. That was that mission about: Finding evidence for the existence of graviolium, an element, that was more a theoretical thought on some scientist's coffee sprinkled paper. May I introduce the Wyvern Mk2 graviolium harvester SSTO? Completely stock except from the gravitanks and a truss piece (from NF Construction) at the tip of the robotic arm and some tiny lamps there (from Planetside mod). Sooo feel free to build something similar, if you like.... Powered by 20 Rapiers and 3 Nerva-engines. (Yes, some engines from KARE (by @JadeOfMaar) would have fitted as well. But I took my manticore-class SSTO as template and evolved it to this thing by adding some features of my sphinx-class-sstos... both run on rapier/nerva-combos) Challenge accepted, anyone ??? But for this kind of operation, you'd better put your desired rock into a stable LKO. It took almost 2 months to extract only 100 graviolium from that rock. Here is the positioning of a rock in LKO performed by my hercules asteroid tug. Powered by a really advanced nuclear saltwater rocket engine (from Far Future Tech).... every mod hooks nicely into each other.... That's the kind of gameplay I love. See the four slightly glowing cooling panels made of graphite, to cool that monster of an engine ?! They can get even hotter...
  4. The long section is only one part. It is the nova facility from FFT to make Antimatter. (Even launching this big un-splitable thing is a challenge by itself! ) I patched it (patch: see some posts above) to make it produce gravi out of produced antimatter using huge amounts of electricity. This whole station is a rather big industrial complex. About 20.000 EC/s production and consumption iirc. Also big ore tanks and a convertotron. This is kinda a omni-fuel-station. It can create almost every fueltype... almost... AM, Gravi, LF, Ox, LqH2, LqMethane, Lithium, Monoprop, Nuclear Saltwater, ... there is also the vulcan smelter just on top of the big fusion reactor. (Forget about solar power, we need the fire of the sun, to make AM and gravi!) And Antimatter is nicely unstable. Without proper containment (eating many EC/s) it goes booom and takes your station with it... partially. A great material to make the more stable graviolium out of it by exposing it with Tucker-Rays, named after charles tucker III, while eating chocolate with one hand and and holding jelly beans in the other. Therefore you need a skilled engineer for it, how manages to eat large amounts of jelly beans and chocolate, because we need huge amounts of graviolium, right? Why not do it on kerbin? Cause it's too dangerous.... (The sweets could get eaten by other kerbals !!!) This is what I meant, when I said, the Nertea Mods and Blueshift can nicely hook into each other. Nerteas propulsion systems are all sub-light-systems. So Blueshift forms naturally a nice evolution step. Aaaaand: BS fits nicely aesteticswise e.g. to the NF commandpods (Near future spacecraft mod). My advice: combine Blueshift with the nertea mod compendium. Great user experience and much deeper gameplay loops. It also makes the transition from a non-FTL-era to the FTL-age much more plausible. (E.g. get your LqHe3 for powering the highest tier fusion reactors from Regolith from the mun with special harvesters... drills are for noobs): Here a two fission reactor driven regolith harvester, that stores LqHe3 in its tanks. All for the great target to make graviolium one day by themselves. The Kerbals found evidence of the existence of gravi in magic asteroids and on dres, but.... only small samples to carry all the way home aren't the way to go... let's do in an industrial process! (This regolith crawler features parts from the Near Future Tech Suite, Far Future Tech and the Planetside mod by Benjee10. ) the parts are perfect to mix and match. Meanwhile at the cassiopeia station: the scientists struggle with painting blueprints for first warp engines, because the whiteboard markers always float away.... @JadeOfMaar a little more eyecandy... here all the science happens to make the warp drives work one day... Cassiopeia space dock in 500x500 LKO with big science labs. Currently docked with an ugly early-tech-vessel (just to gather science from the edge of Kerbins SOI) on the docking arm in the foreground. This station is also rather huge. Mostly 5m-stationparts iirc. Since the day, those pictures were taken, the station was fitted with sandcastle 3Dprinters.... for even more fun... and some defensive lasers by BDA+ ... because of.... the klingons.... and ... the tribbles.... you never know. Now that I see the station i kinda think of the K7 station in TOS. Yes, tribbles are probably a real threat! All this feels way better than KSP2 right now... and will do so for the next years, I guess. Righthandside on the bottom: the dock and construction area. This is where the sub-light-deep-space-vessels come in and deliver their data to the lab. And get refits. The trusses are equiped with lights. Unfortunately the station is older than my sandcastle mod installment, so i better could have used angelos dock construction parts.
  5. Now fully operational with deployed graphite cooling panels... Just needs supply of... LqHe, LqDe, Uranium, Ore........ Stuff.... Used Mods besides Blueshift: Near Future-Suite (esp. NF electrical & NF propulsion), Far Future tech, System heat, Heat control, station parts expansion redux by Nertea.... and planetside by benjee10 for some cute little spotlights.
  6. Preparing to install the Nova-Facility to my orbital fuel station. It will also create graviolium in an industrial process... Here with orbital tug. And this is where it shall be docked to: The Cochrane-Center in 120x120 km LKO. Fitted with all the needed Hi-tech (from the Nertea-Mods) to create Antimatter and then to make Graviolium out of it... Left-hand-side: The docking arm for SSTO, Capsules and later on FTL-driven vehicles. Center: There are some nice ressource converters.... two reactors (one in fission (on top, below the golden AM-Storage) for sustaining the operation and AM-containment, and one in Fusion (bottom end - the donut-shaped tokamak) for delivering the needed electricity to run the nova-facility to make AM and Graviolium using large amounts of Deuterium and He-3 - only in operation while doing ... stuff... ... Also there: Ore-, gravi-, Antimatter-containment-, uranium-, LqDe-, LqHe3-, and Fissionpellet-Storages. Making Gravi is difficult, but is worth the effort.... The cooling radiators aren't deployed yet....
  7. How can I adapt this to repair one of the Near Future Spacecraft Mod's Capsules? One of them is controllpointwise twisted 180 degrees, meaning, that the Kerbals behind the windows fly upsidedown when in space while having the vehicle aligned in a way, that pressing yaw right also does yaw right. So to my mind, the model has to be twisted 180° around the ... Y? Z ? (the one, that goes straight up in the VAB) .... axis. Can I do it on my own by editing the part config? The partconfig starts like this - where can I insert a 180 degree rotation of the model?: Edit: I tried inserting. But the IVA and the wall breaches to look inside where not twisted with it. Can I do something about it to repair this too? rotation = 0, 180, 0
  8. Bugreport BDA 1.5.9.4: IR-Target locking is broken... again. Simply mount a AIM-9 on a vessel of your choice. try to lock on something - no lock. Testvehicle: Place two of them, fly one, let the other one fly as well... Try to shoot it down using the AIM-9s.... https://www.filemail.com/d/qdtnpcnaxbypenz Reverting back to 1.5.8.0 where it works.... @DocNappers
  9. Yeah, but as far as I can see only the mouse-aiming-reticule is affected. If fired using one of the two camera/laser targeting devices the bullets hit, where you aim.
  10. Oh nooooo !!! The technologicly backstanding kerbal nation "chocolate-haters-coalition" (CHC) has found out, that the KSC has new snacks in stock. So they now try to strike the KSC and the sweets depot.... They don't really know how to fly fast, but the bring loads of sugar-solving bombs to the KSC with this stolen vehicle. Oh noooo! Here is a quick screenshot of the green baron. Armed to the teeth! Unfortunately the CHC made a treaty with the Kerbal-Dentist-Union... Oh noooo !!! (Vehicle is stock, except the bombs from BDA+ and some weapons pack)
  11. @DocNappers I think, I found something odd. I took a 130mm turret from one of the weapon packs and mounted it under the belly of a big plane (for fun - not for balanced gameplay). But somehow the targeting reticule does not take into account the carrying vessel's own velocity. So if you show forwards, you overshoot the target, if you shoot backwards, you undershoot. also the bullets do a really strange curveball trajectory (best to see if shooting sideways). The shot starts nearly linear, than the vertical speed decreases and the bullet flies more horizontally in the second half of the trajectory. Since it's the BDA+ mechanics, I guess it doesn't matter which mod it was from. I here deliver the part for debugging: https://www.filemail.com/d/lfqjizcvsrbhnaz I guess it was from BDA extended by @SuicidalInsanity, but i am not sure anymore, where i got it from (cause i took only some parts, that I liked and integrated them into my bda folder). I gave it nuclear amunition, so you can test the strange trajectory behavior by your self. Just mount the gun under the belly of a suitable Mk3-plane and try to bring havoc to a place of your choice. Just shoot around, observe the bullet trajectory and compare the impact point with your initial targetting point (best to see if using nuclear ammo). EDIT: So after testing a bit more: Aiming with the laseraiming device works perfectly. So only the free aim reticule for mouse aim is affected. Tested in 1.5.8.0
  12. Hi there. Do the engines have Waterfall support?
  13. NF Spacecraft does only deliver additions command modules. It does not replace any, like the Restock mod does.
  14. If you have a decent pc, go for the pc version. Even my old potato pc with 9th generation i7 and with a weak gtx 1060 does very well even with a heavily modded install. More features, more performance and mkst important: mods! Ksp1 lives by the glorious modding community. Many a mod is now a must have for me and i wouldn't play the game without them anymore.
  15. Couldn't have said it better. Some nice Engines from the Near- and Far Future mods can ease the pain. Especially the fusion aerospike from FFT. Otherwise an eve ascender for more than one or two kerbals is hard... at least with stock parts.
  16. @DocNappers... BDA+ now comes with a vessel mover? Does it replace the stand-alone vesselmover mod by @jrodriguez? Or is it just a redistribution? Can you bring some light into my confusion ?
  17. Bugreport: Current BDA+ generates NREs upon adjusting the Minimum height parameter of the AI-Pilot for planes. The slider minimum flight level of the controller becomes unmovable. Logs: https://www.filemail.com/d/nrllycfycgxzbnn @DocNappers In the previous version 1.5.8.0 everything worked. So I reverted back.
  18. It is totally possible to replace the nkd-nuke module from the config and replace it with the one from bda+ which is to my mind superior. Pretty straight forward. Look in the bda+ thread, all required information are there to do it on your own. I did it for my own install, but won't redistribute the configs and therefore used NKD-assets due to respect to the NKD creators... and licensing... Sooo... do the following: download the nkd package, open the part configs, remove the nkd-nuke-module and replace it with bda+nuke module. Voila, your have nukes made compatible with bda+ and can even drop the nkd plugin, in case this causes problems for you. Just read the information about configuring things into nukes on the bda+ thread. I place there a how-to-do-tutorial for the config. You'll find it. Edit: This describes how to make a normal bda+ part a bda+ nuke ... you can adapt the provided info to make a nkd-plugin-using nuke a bda+nuke. Have fun nuking asteroids! Mhhh.... just remembering bruce willis on an asteroid. Armageddon... long time since that movie.
  19. Obsolete post. Somehow took the wrong way to the ksp2 exchange, not the one for ksp1
  20. Tested in isolation. I just upgraded to SH 0.6.0 from 0.5.6 . - this seems to have been the reason. now it works. Just about to balance stuff. But one thing is still odd. Systemheat does not respect different values of outlet heat and generated heat and heat/effiency curve. You can change them like you want. SH will do what it wants. Looked through the MM log. Nothing else is patching the antimatterfactory... strange behavior! Here is my current iteration of the patch: Maybe @Angelo Kerman wants to offer it in the next Blueshift release as optional patch. This way you can use the complex production chain to generate some graviolium in the late game out of antimatter, which is rather difficult to create. This patch suggests a 4:1 rate to generate even more precious graviolium. Because it's an industrial process it's faster than harvesting the material as spacedust for several years. But you have to have the production chain and the power to do so (Feed the hungry FFT fusion reactors, to make Antimatter and than make Graviolium of it).
  21. didn't work for me. Placed a testvehicle and only put on the gravi conversion. The loop temperature did not rise. Strange.
  22. Dear Far Future Tech-Users that also use Blueshift: Here is a config, to make use of your Antimatter-production-chain: Replace your fft-antimatter-factory-1.cfg in FFT with the following complete config in the spoiler. It will allow you to convert a little bit of your precious and effortful crafted antimatter into graviolium in your lategame of FFT. Unfortunately I had to hardcode it into the fft-antimatter-factory-1.cfg itself. It did not accept the heatvalues if i placed it in a separate patch to be applied afterwards (I don't unterstand why. Can somebody explain this? @Nertea - it only executed the conversion to the Nova-AM-Factory but ignored the SystemHeat integration - and it was the same config, as added here. Just a separate config with @Part.... etc. ) The red section in the config is new. You can also only move this over to your part definition. Have fun.
  23. @Angelo Kerman I guess I found some bugs. Today I took the switch from 1.9.0 to 1.9.4 # 1 This version should bring the following since 1.9.1 : "Hotfix to auto-deactivate generators that are integrated with warp engines when the warp engine is shut down. Similarly, integrated warp coils will auto-enable/disable upon engine activation and shutdown." It does not work: When I try to deactivate the warp core via action group it does not turn of the generator and continues to spend graviolium - i have to shut it off using the PAW. Testvehicle here: https://www.filemail.com/d/nixgnbizwxxzzuw (uses a "Near Future Spacecraft" capsule, sorry - it felt a bit more like the famous phoenix from Star Trek first contact to me and I didn't want to change the craft, that is causing troubles in order to not prohibit propper bug hunting by changing the input variables) - launch it, and press AG2 to shutdown the warpcore. It does not kill the powergeneration, nor does it disable the warpcoils. Also removing the warpcore and installing the sameone after mod-update does not change it. Maybe some code fallback when compiling 1.9.4 - or does the energy generation shut off not apply to all warp cores ? #2 there is an actiongroup setable to de-/activate the power generation of a warpcore. but this action is only settable to an action group after launch, not in the VAB. So you can't set up an AG to toggle the power generation before launch. Both issues tested with KSP 1.12.x in Win10 22H2 with german localization. Tested on the S-2 "Planet's edge" warpcore. Logfiles: https://www.filemail.com/d/mitlrynfhaxqxjx
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