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NeoAcario

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Everything posted by NeoAcario

  1. This is a great idea... but if I were to cast my vote... I'd say have converters work at 25% without a specialist. Engineer? And up to 100% with level 5. Can make it a similar scale to drills. My 2 cents.
  2. Anyone else having their command modules be effected by G forces when engaging warp? Turns out they can't handle the 7,642,582 G when accelerating to Warp 1.
  3. So it has no vital function... ok. Deleted. And Yes.. I do nice long burns at 4x speed. I don't mind letting my KSP run in the background for 15 minutes doing a 1 hour burn.
  4. Is the persistent rotation mod key in any function of KSP-IE? I'm getting sick of it spinning my ships apart if I have them targeted during high time warp.
  5. Thanks for taking the time to reply.. and with actual numbers! All of the other information I'm getting, even though it may not all be the same, makes it obvious to process the science while landed/splashed on the planet of origin. I'm just finding it hard to believe no other factors than 'SOI' and 'Landed' are taken into account. I guess I shouldn't be too surprised; most bodies are only rock and space. No atmo.. or water. Wait... Can you confirm that the science lab properly considers splashed as landed?
  6. So.. I'm one of the 4k+ hour players like many on here... and I've decided to start a new campaign and challenge myself a little / give myself something to do. The goal: Have a single science lab process each and every piece of science in the Kerbol System. On top of that.. it would be fun to see just how high I can get that science number. So.. I read that the value you get from the report when turned into data is dependent on the location of the science lab at the moment when you convert it. It wasn't perfectly clear.. but it did mention a distinction between orbit and landed.. and that landed on Kerbin was worthless compared to being in orbit. My question: Is the modifier when converting science reports into data in a science lab a direct result of the modifier for that location? Example 1: Landed on Kerbin is a 0.3x modifier, while being in high orbit is 1.5x Eample 2: High orbit of Kerbol is 2x, low orbit is 11x. If I'm understanding this correctly... No matter where you get the science reports from on/around each body... the best place to convert the science reports into Data is: Kerbol - Low Orbit Kerbin - High Orbit Jool - Low Atmosphere (good god!) All other planets - Landed. Is this correct? Am I missing anything? Trying to design my campaign / vessels / missions and these little details will matter greatly. Currently contemplating a mobile land base with refineries to act as a refueling station for a ship to bring in science from around planets.. before the whole thing takes off to go to the next world. THANKS!! EDIT: I should really do something about my insanely outdated sig
  7. Seemed to have found a problem with the tech tree. Improved Nuclear Power Node.. Thermal Electric Generator Upgrade... still 31%. EDIT: Hrmm, it's just a text error. ~Steve
  8. So I've taken a long break from KSP... KSPI used to be a big part of my love for this game. A huge thanks to FreeThinker for keeping this mod alive. Really looking forward to 1.2 official release tomorrow. ~Steve EDIT: Quick random question: Do the KSPI:E radiators do double duty for the vanilla heat dissipation also for drills and ISRU?
  9. Is vertical snapping actually working for anyone? The past couple versions have not been working for vertical snapping to the mid point... like it used to. ~Steve
  10. Another option is to use tweakscale.... make the KIS cans a hair smaller. ~Steve
  11. Just slap a small fission reactor onto a launch clamp. Easy. And to self sustain.. add a charged particle gen ~Steve
  12. Hey FreeThinker.. remind me exactly what the SootFactor you put on LOX will do? Clog radiators? Certain thrusters? What? Still having problems chasing down the issue with the icons/parts vanishing from SPH/VAB when reverting. It's throwing some weird errors.. makes me think it might have something to do with remote tech.. well.. the warnings. The exceptions / Nulls... dunno. ~Steve
  13. Ok.. I'm getting a new BUG that I'm having a little trouble pinning down... but I think it's tied to the low tech nuclear reactors. Whenever I revert to the VAB all items vanish from the bar, and none of the sorting tabs work. Exit and re-enter fixes the issue. Someone else want to confirm this? ~Steve EDIT: Example:
  14. I'm confused... so you're saying we shouldn't yet use the KSPI science experiments because you're going to increase the science values? And what's this about the new science labs? Are the KSPI science labs going to increase science output of KSPI or all science experiments? ~Steve EDIT: The thermal nozzles take the thermal power by design. When using Fusion reactors use a charged particle generator on the opposite side to maintain the fusion reactor. At least, that's what I do. EDIT2: Is anyone else having an issue in the VAB with all items disappearing when they choose to revert to the VAB? Exiting and Re-entering fixes the issue. This has just started since the change away from CTT.
  15. You don't like dropbox? Crowd sourcing bug hunts is a common practice... but it's up to you guys, I suppose. I'll just cry and twiddle my thumbs here in the corner. It's ok... I'm not yet fully at the end of the tech tree with the huge increase in science costs for KSPI anyways. It'll take me a week or so to finish it up. ~Steve
  16. Got a link to the dev build for us to test? ~Steve
  17. How goes the programming progress? I must admit my eagerness to use Welder again. ~Steve
  18. Anyone care to fill me in a bit on the science items in KSPI? As I recall, the Magnetometer was only usable once in upper and once in lower space. What about the Mass Spectrometer? Wasn't it only usable once per planet with atmosphere? Has it been changed to do multiple biomes? Landed, Lower, and Upper Atmosphere? I honestly don't recall. ~Steve EDIT: Looks like the gas mass spectrometer is good for landed, low flight, high flight... so 3 per planet with atmosphere. EDIT2: FreeThinker, Any plans to add science to the Liquid Mass Spectrometer? Then again.. it could only be used on 3 times: Kerbin, Laythe, Eve. Kind of a waste of code.
  19. Hey FreeThinker, Quick question: Does antimatter have a value for resell upon landing a full AM container at KSC? I can't seem to find a unit cost for it... ~Steve
  20. Same as Nansuchao said... those starter reactors are still useful even at the end of the tech tree. Nothing is better for long term (decades) low power output. I use them on my signature warp tugs to maintain/power my antimatter containment. You want to see what KSPI can do? Check out the grand tour in my sig. You'll be impressed how such a tiny ship can do so much... and that was FAR from optimal. Done back in 0.7 or 0.8 right before Thermal Turbojets. ~Steve
  21. FreeThinker. First, sorry for not being around to test your AM collector changes.. my Friday-Sundays are 100% work. So now my sore and tired body can get back to testing as I do my weekday light work and maintenance. Ok.. so regarding the AM Collector energy cost... I always just assumed that after you charge them, the energy needed to keep them charged was minimal... so Fractal ended up not bothering with a power cost on them. Obviously no complaint could be made if you want to give them a power usage. Hell, we have to have a small reactor on any AM collector station anyways to keep the AM tanks charged. I'm actually very excited playing with the idea of using 10m collectors and stuffing some 5m AM tanks in the middle. Less parts, more compact overall, more effective... win win win win. Thanks for your continued work, ~Steve
  22. You missed my point. My point was to use the autopilot features of Mechjeb... to see exactly what it was doing. As in my sig... and then learn/practice doing it better. I will admit that I do use Mechjebs Aerobrake and landing prediction features. It calculates via drag where aerobraking / aerocapture will put you onto the ground / into orbit. The SMART A.S.S. in MJ also has a couple extra headings (in this case under the target tab) not in the base game that make things like docking 10x easier and more efficient with dV of RCS. Basically, even without using any of the autopilot features, MJ has a lot more to offer than EngineerRedux. I really don't understand the stigma that Mechjeb has gotten. Hell, I'm proud to say that I even use Mechjeb auto ascent for standard launches. After doing hundreds, or even thousands, of launches.. it helps end the monotony with simple stuff. Unfortunately, with the new atmospheric model (and because I don't build much to be aerodynamically stable in aerobraking/landing in atmo, and most of my craft are built with KSP-I which it can't handle the thrust calculations for) MJ doesn't work for landing anything but simple craft. In the end, I'm an engineer. My main enjoyment is taken from building complex designs... not from flying. Well, besides space planes. MJ has never handled them perfectly / to my satisfaction... and I've always enjoyed flying them anyways. Probably since I only do them about 1/50th as much. If that. No, my real joy is making my insanely complex, but simplified, warp tugs that handle all orbital/interplanetary maneuvers. Incredibly expensive, complex, do everything craft. I'm quiet proud of them.. land and take off from anywhere.. including Eve and Tylo. Thanks antimatter! I feel like I'm hijacking this thread.. sorry. ~Steve
  23. Not entirely sure how to answer this question... other than to say that I've been playing KSP for over 3k hours... since before you could even buy it. So... Practice. I recommend using Mechjeb. Eventually you'll want to stop using Mechjeb for most things because you'll know how to do them better. I'll never stop using mechjeb; I love the fully customize-able info panels too much. ~Steve
  24. FreeThinker, 2 things about AM Collectors. 1> They are being displayed as the wrong size. The standard size is 2.5m and not 1.25m. 2> Larger AM Collectors are in no way worth using. In fact, it looks to me like one size smaller (listed as 0.625, but is actually 1.25m) is actually the most efficient. 1/4 the AM rate but 1/10th the mass. Are you trying to make them in any way balanced for mass.. or should I just go ahead and consider my math done and stick to the one size reduced collectors? ~Steve PS 64x AM Collection rate for 500x the mass for the 10m AM Collector? That's a good joke!!
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