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NeoAcario

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Everything posted by NeoAcario

  1. Quick dumb question... how do we map water on Mun and Minmus? Is it just safe to assume poles and ice lakes? ~Steve
  2. Ok... now I feel stupid for not checking the dV cost for leaving for Jool at really inopportune times. Guess I'll check where I'm at now. It might be time to send a massive AMF(arm) to Jool afterall. Include a couple of the 1m AM return probes with AM reactors. ~Steve Leave right now... 6k dV.. arrive in Jool in 250 days. A bit more reasonable approach. Easy speed to break a little and aero-capture at.I'll build my rig and send out an AMF(arm) with 10k dV. Plus a return probe ship w/1m AM storage.
  3. Jool is undoubtedly best for Antimatter flux... however... I like using Kerbol because you can the trasfer back and forth is only around 25 days and there's almost no waiting for a transfer window. One way I like to play is to do as little time acceleration as possible. I've almost got all tech (besides warp) and I'm only 77 1/2 days into this new campaign. That said, you can fill 1million storage of AM in less than 19 days with my current design around Jool. I'd rather burn the 20k dV to get into LKO (kerbol) and then another 5k to get back (over less than 2 months), than wait a couple years round trip with the Jool AM farm. Besides, all I'm going to have going back and forth will be the 1m AM storage probes. Easy to get 25k dV for only 14.5t storage unit. Naturally, my opinion will change once I've got warp on all my transfer probe-tugs. ~Steve
  4. a bit hard to read and no.. not what I was looking for. And is that accurate? It appears to me to be saying that the best altitude to farm Kerbol is 390Mm. I thought it was 3.9Gm.. or was it 3.2Gm? ~Steve EDIT: Seems that IS accurate... did Fractal change it in the past couple months or something? I don't recall needing 20k dV to get down and circularize at the optimal altitude. Odd.
  5. Ok, this is driving me bonkers: There used to be a table, or a graphic, or a spreadsheet that I had / bookmarked. I can no longer find it and 10 google searches bring up nothing. I'm specifically looking for optimal altitudes and values of antimatter flux per body. Anyone help me out here? ~Steve
  6. That explains why Tritium Breeding only seems to work at high time warp. AM collection seems to work on focus with any/no time warp... so that's good. ~Steve PS Has there been any hint at when the next update might come to be?
  7. Oh these issues are both about to be resolved with the next update? Nice. But no, overfill isn't the issue. My AMF(arm) has 4 of the 3.75m tanks. 270k cap each, 1.08m total units. 150 days only generates about 60k AM. This shouldn't have been the problem. It mostly works during my trips back and forth to Mun and Minmus with time accel. Not sure exactly what the problem could be. When is the next update due anyways? ~Steve EDIT: Happened again, seemingly for no reason. During about 20 hours of game time... doing missions between three ships. I go back and check on my AMF(arm).... and nothing. Still sitting at 22, should have made another 300am in that time. Am I supposed to go back to the base first (doesn't work)? Does changing ships from the map cause issues? What am I missing? What does me having 4 empty tanks have to do with the problem exactly? Oh.. too may collectors. Well, let's drop half the collectors and see what happens. EDIT AGAIN: Well, dropped the collectors from 100 to 50.. ran it for 10 days... still doesn't work non-selected. So what's the limit?
  8. So I was trying to build a Nuke Refueling truck... that'd I'd leave idle, breeding tritium, in the KSP compound. oK.. so what's the deal? What's the trick to getting not-selected rovers to breed tritium? I can run 2/3 of the Nuke Fuel out of a 3.75m reactor and not 0.001 tritium will breed. Is this a bug? Am I doing something wrong? Huh... same problem with a probe I just launched into deep space... So I'm guessing it's safe to say non-focused Tritium breeding doesn't work? Guess I found my new vehicle to time accelerate on... my Nuclear Fuels truck. Odd... My AMF(arm) didn't collect any antimatter during those 150ish days either. Did I break interstellar? Something to do with 100,000x time acceleration? I thought the rate didn't matter because the math was done when loading the vehicle. Checking the time it was last loaded vs what it was doing. I need a few things explained to me, please. ~Steve EDIT: Selected AMF and ran 150 days at 100,000x time accel. Works just fine... just as my fuel truck did. Seems KSPI still has a few kinks with non-selected functions working. Or are they no longer supposed to?
  9. I'm still confused as to why the (unbelievably awesome) WarpDrive2 that zzz made isn't in the full mod pack. ~Steve
  10. If you're just dealing with a couple 1x6 solar panels... a single Small Radial Radiator is plenty. ~Steve Edit: 1 MW is 1,000 energy per second. A small radial radiator is rated at (base) 0.0125 MW. As I understand it, this means it won't even start to warm up with 6 of the 1x6 solar panels bringing in 12 energy per second. Keep in mind, as a radiator warms up, it becomes more efficient. Things don't start shutting down until you hit 95% max heat.
  11. In no way interested even for a commission. I guess that answers that. Thanks anyways zzz. And keep up the amazing work, when you decide to do it!. ~Steve
  12. Fractal, Consider letting this be added to the Toolbar mod? http://forum.kerbalspaceprogram.com/threads/60863 It would be convenient to move the electrical tab to the toolbar to help remove clutter. ~Steve
  13. Hey Talisar, You may recall me... I've been following this mod for quite a while now. You may recall me as the one pushing you for more toroidals a while back. I was just wondering if you're familiar with zzz and his artwork. Mainly I'm curious if you'd even accept letting him do a couple skins for you (one for Spherical and one for Toroidal). I'm thinking about asking him seriously or tossing him a few bucks for it. Or would you rather I didn't? He does a few skins for mods like KSP Interstellar. Here's a sample if you're unfamiliar: ~Steve
  14. zzz you are a god among texture artists. Any chance you'd consider making 2 skins for Talisar and his spherical and toroidal tanks? 1 for each?! Wonder what you'd charge... or even if he'd accept. Hell, I'd pitch in. ~Steve
  15. Same part name: WarpDrive3. Change it to whatever you like. I use WarpDrive23. Again, not the file name.. in the config file.. change where is says NAME. ~Steve
  16. No no... in the warpdrive2 pack that was made a long time ago upon request. The 2.5m is called WarpDrive22 and the 3.75m is called WarpDrive23. Just change the name of the 1.25m one to WarpDrive21. As I recall you need to do this to make sure that it does load the wrong warp drive when you try and load a save with one of these transforming warp drives. ~Steve EDIT: Not the name of the par config. That doesn't matter. In the part config itself. One of the first couple lines is part name. Change THAT to WarpDrive21. Forgot how awesome this transforming / collapsing warp drive was. PLEASE include this in the full mod?
  17. I never had a problem with the animation when I used it... Guess I'll see if the mediafire link still works and check it out myself. ~Steve EDIT: WarpDrive2 still works perfectly. http://www./download/ewkw5zkzuss6s2h/WarpDrive2.7z Just make sure you edit the name of the first one to WarpDrive21. It's the one error in the thing.
  18. EDIT: Apparently the error was between the chair and keyboard. Regards ~Steve
  19. So, I have a dumb question: Fractal, why was the Warp Drive Mk2 not added to the official mod pack? That thing is amazing... and practically necessary for any space plan that wishes to warp. Any chance we could get it properly added? ~Steve
  20. You really need to fix this Talisar. I've tried twice now to get this working with Modular... but they've broken up their mod. Please just include the required assistant mod in the Download. You're making it more difficult for us. Loved this mod... I'd like to use it again without the extra hassle. Thanks, ~Steve
  21. I'm actually playing Starmade right now while all of my favorite KSP mods get integrated perfectly into the campaign mode. I still read the forums... and I have to fight the urge to come back prematurely... but, yeah. It is definitely rough. I'm glad to see all the bugs that bothered me are getting fixed and most mods are getting better while also being able to work in Campaign. Keep it up! ~Steve
  22. Did you not look at http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0 Does it let you make new nodes or just change them around? I don't even know... Also... damn. Can't decide if I should keep a game goin or not... so much fun stuff coming down the pipes from all my favorite modders! ~Steve
  23. That's officially amazing. Well, I spent a couple hours maxing out the new tech tree. Nostalgic. It was like reliving the development of KSP since 0.7. Now that I'm back in my sandbox game... I have yet to see anything broken with 0.22 and KSP Interstellar 6.2. Anyone find any problems? ~Steve EDIT: Anyone else having trouble with the large lander legs (they actually made them weaker than standard legs), I highly recommend changing the spring and damper values to 10+ (mine are at 15)... or am I the only one that had a severe problem with this?
  24. Hey Fractal_UK Any plans to have the heat sinks work with the 2.5m Kethane converters which use their own sort of radiators to keep efficiency up? Could be useful ~Steve
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