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herman
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Everything posted by herman
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KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
Thanks for the update! I gave up on the actinide reprocessing, attached some parachutes, and splashed it down, made for a great screenshot: http://imgur.com/HoYEuNo -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
Sorry to bother you directly, but have you tested the ISRU reprocessing of Actinides into Enriched Uranium in the current/next release? I've asked earlier in the thread and there seems to be some confusion as to what is required and how it is done. -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
No idea, the reactor has empty space where the spent fuel was, I haven't refilled it. I can try in a bit and see if I need a totally separate container. EDIT: Added a second container (empty) with space for "depleted uranium" and "enriched uranium". Still no luck. Clicking the "Enrich Uranium" button still doesn't make anything happen. -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
They're pretty much required for the molten salt/gas core reactors, after one mission the output is diminished by almost half and you find yourself with very weak TWR numbers. I've been building new ships every time, but now that I have the tech I might try fusion and skip the ISRU for now. -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
Thanks for the reply, the engineer manual startup/shutdown works fine. The problem is that I cannot get the ISRU to remove the actinides from the reactor. Clicking the "nuclear fuel reprocessing" button does nothing. Here is my test setup: http://imgur.com/YDueC5f -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
I have a ship with two reactors, two thermal generators, and one 2.5m ISRU Refinery. I turned one reactor off and waited for the status to read "offline". However, when I open the refinery window, there are no options and the refinery says "Status: Offline". Any idea what I'm doing wrong? Playing with the latest version from CKAN. I am trying to get the Actinides out of the reactor. -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
A message appears saying: "Switching Propellent, Missing Resource LqdHydrogen" When I click the blue buttons to try and switch the resource back to hydrazine, nothing happens This is my test setup in the VAB: http://imgur.com/AgAWz5P I am using the latest version of the mod, obtained by CKAN, career mode. EDIT: PROPELLANT MODES ARE NOW UNLOCKABLE PLEASE PUT THIS INFORMATION ON THE FRONT PAGE Thanks! Great mod. - - - Updated - - - I agree with the approach. Having some more advanced, but simple engines makes the learning/career curve less steep. I am playing a career game now where I am comparing the LATERN vs. a basic thermal setup, but the thermal is causing me problems (see prior post). -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
You're my hero. I had everything except the right kind of power. When I'm through my first KSPI playthrough I may need to make a set of reference designs for noobs like me . -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
Can someone lay out the process for removing actinides from a reactor, and how to fix reactor embrittlement? Apologies if this is somewhere else in the thread, I can't find it. -
An Open Letter to Flying Tiger Entertainment
herman replied to BagelRabbit's topic in KSP1 Discussion
Ever heard of recurring revenue? KSP could easily have a sequel, DLC, etc. attached to it. The "former customers" (I like the italic sneer) on this forum are the easiest future customers for Squad to get. -
It's 80% finished, but the last 20% will take 80% of the time, never get done at all, or get done by modders.
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Mods to make more advanced mission profiles possible. More interesting challenges with LS, outer planets, and advanced engine types. I've been playing since late 2011 and more content is what keeps it fresh. If I started today I could play for a month or so before I needed mods to keep it interesting.
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Installed via CKAN. Cool idea. Two problems: 1. The save button doesn't seem to work. I click save all the time and when I restart the game the blacklist bodies tab is always empty. 2. The reject by funds tab option doesn't work. I open the "Edit all" window and change min funds complete to 500,000 (perfectly possible since I have station science and grand tours installed) and watch it reject contracts that have over 500,000 payoffs and accept contracts with 10,0000. Any ideas if this is normal or I'm doing something wrong?
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When did being tactful ever get anywhere? All I've seen from KSP people is tactful since the porting madness started months back, and it hasn't done anything (except give us more ports). If you bought the game and want to influence it, being clear and opinionated is the way to save it. Not being milquetoast until its too late. Consoles are great for arcade games, but not simulations, and nearly everyone on this forum wants some sort of simulation. The console market will not want the same things we do, and will move development in another direction. Long range prediction: Given the proven market, in two years we'll see competent KSP clones dividing the market. Squad will be neck deep trying to sell schools Wii's, faxing NASA for more licensing rights, and creating yet another set of jet engine parts. KSP has an opportunity to be the king space simulator for a long time, but they're wasting their lead.
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You're a genius. I think the same thing might actually be interfering with my Scansat install as well, (I know you're not the one to tell about this). I removed OPM because of a solar panel glitch, and it didn't play nice on removals. I'll try what you said and get back to you. Are you a professional programmer? EDIT: Just tried cutting out the TEKTO entry from my persistant file. Problem is solved, at least for science alert. Haven't tried scansat again.
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I installed science alert on a copy of KSP that I had already installed and uninstalled ScienceAlert (Using ckan). However, the reinstalled science alert does not work or even appear in the toolbar. I tried deleting the ScienceAlert folder from the gamedata folder of ksp before reinstalling, but no luck. Here is my log: https://drive.google.com/file/d/0B58_NsfDEebxbTlFYkd0QWFzcEU/view?usp=sharing Great mod, hard to imagine playing without it.
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Playing 1.02 is a wreck, and it doesn't sound like 1.03/4 are any better (I didn't vote in the poll). What is sad is all the Squad fanboys who, no matter the game issue, act like everything is on track. Squad needs to refocus on this game, not console ports, conventions, merchandising, education, and 101 other things. Without the core game, and core players like myself (four years and counting) there is no KSP. Squad should polish 1.0 to the level of any other professionally made piece of software, and then begin producing DLC/expansions that incorporate, expand, and polish the best mods in the community. I would gladly sink $40+ a year into various expansions for this game, but I can't justify it if I'm pounding my head against the keyboard dealing with memory leaks, random crashes, glitchy part behavior, etc. - - - Updated - - - Because nobody tests anything.
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Quick Question: I have a "recover from the surface of..." mission, and I'm trying to have a kerbal on EVA attach a winch to the object on the surface. Problem is, whenever I try to place a magnet, grappling hook, or other item on the side of the object, it just falls off. When I try to grab an object in the winch, it says "there is nothing to unplug". It seems like a really basic question, but I've been looking for a while and can't find an answer. Thanks!
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
herman replied to RoverDude's topic in KSP1 Mod Releases
To be clear the drills I'm supposed to use for asteroid mining are the "KA-625 Mini Drills"? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
herman replied to RoverDude's topic in KSP1 Mod Releases
Do all asteroids have karborundum? How do I get the karborundum out of asteroids? -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
Thanks for the reply! So my incredibly small acceleration is intentional? This looks like a great mod, I just don't quite have the time to figure everything out from scratch. It would make this mod much more accessible if there were some reference craft designs posted to demonstrate some of the main technologies. -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
Mechjeb says 36k dV in VAB, 9600 at full throttle, and almost 1 million at ~5% throttle. But even at full throttle the thrust is very very low. My real problem is I'm having a lot of trouble, even with some of the mid-range reactors, building ships that substantially outperform stock nuclear ships. The documentation I can find on this version of interstellar isn't quite enough for me to get it . -
KSP Interstellar Extended Continued Development Thread
herman replied to FreeThinker's topic in KSP1 Mod Development
I cannot seem to get good performance with the dusty reactor/magnetic nozzle. Propellant is hydrogen. Even with a very expensive setup I'm only looking at 10K dV, whereas Kerbal Engineer predicts ~45k dV. I'm probably doing something obviously wrong, although a search of this thread didn't find anything useful. Pics: http://imgur.com/a/a9Ken Any help would be appreciated! Thanks!