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NeoAcario

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Everything posted by NeoAcario

  1. Was any consideration taken with regards to the mass? That 10m AM Collector is something like 2,000 tons! I wonder if it's more or less efficient than 500 regular AM collectors. Guess I'll run some more size tests. ~Steve
  2. It's easy with Welding! And my PC prefers keeping local space part count around 250 or less! Although getting that 600+ tons into orbit to link up with the 2.5m warp tug was a REAL pain in the ass. That lifter was EXPENSIVE!! I made damn sure to land it at KSC for my 98% refund! ~Steve
  3. Am I the only one here absolutely thrilled that the KIS containers work with Tweakscale? ~Steve
  4. Can't wait for this to get 1.0 compatible. Really want to get my KSPI Jool Antimatter farm back down from 200 parts to around 35.. like I had it in 0.9! JAMF + Deliver warp tug I'll be over here cheering you on. ~Steve
  5. That low orbit is driving me bonkers... Pretty tho. Just remember, at higher orbits you only need 3 comsats to do the job of 4. I usually stick a trio at keostationary. ~Steve
  6. BUG: Current version still does not scale antimatter collectors collection values between different sizes via tweakscale. 0.1m all the way up to 10.0m still bring in 3.99mg per day at 890km over Kerbin. ~Steve
  7. Ok.. now this I have to test. I use quantum struts and even that isn't enough sometimes. I make tug ships that I move things from planet to planet with. ~Steve
  8. I actually just rebuilt one of my 1.25m warp tugs from a Pic just before 0.9... identical performance with my fuel settings. Although, for some reason it weighs 1 ton more. Before: After: FYI.. KAS/KIS was updated just a few hours ago. ~Steve EDIT: Scratch that.. the VAC TWR is too high... about double.
  9. That's fine, FreeThinker.. I understand. I never use the ATILA anyways. I'm a strictly Low Power/High Efficiency Nuclear reactor, Fusion + EM transmitting KSC based power plant, and AM spaceship user. It turns out I can just add this for my own personal use to the EnginePropellants.cfg to get back to Fractal_UK's original values. We can just agree to disagree. You want to make a simulator, I want to edit it a bit to play nicely with Vanilla KSP and keep it a game. Please don't be offended. BASIC_NTR_PROPELLANT { name = LiquidFuel guiName = LiquidFuel ispMultiplier = 1 PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } } BASIC_NTR_PROPELLANT { name = LFO guiName = LFO ispMultiplier = 0.6289 thrustMultiplier = 3.7 PROPELLANT { name = LiquidFuel ratio = 0.45 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.55 DrawGauge = True } } I still love ya and appreciate you keeping this mod compatible, ~Steve
  10. Please, FreeThinker... please just leave in an easy to edit loophole so that those of us whom wish to use vanilla fuels in place of LiquidHydrogen or Hydrolox can. I'm trying to play a game here.. not a 100% authentic simulator. So about that edit... is there something else that needs to be edited to allow the turbojet/nozzle/plasma to use vanilla fuels.. or just add it to the fuel list? Thanks, ~Steve
  11. Well at least that's something easy to edit. Thanks! Can I put this in myself now... or is there another edit needed to be made somewhere to allow the turbojet / nozzle / plasma to be able to use stock liquid fuel or liquid fuel + ox? ~Steve
  12. So that would be a No. And you plan to nerf it down to work worse than even the nerfed version that Fractal_UK had in his last release. This makes me very, very sad. Would you please reconsider keeping it simple for those of us whom don't wish to bother with all of the non-vanilla KSP fuels and just give us am easy place to change a config file? I'm obviously not alone in that I want KSPI to be used with stock fuels for simplicity sake. Less work for you and makes us happy that we can still use vanilla fuels and vanilla ISRU, drills, etc... ~Steve EDIT: My joy in KSPI was from having to set up and manage reactor / microwave / AM networks. All of the extra fuels were always a pointless hassle I avoided. I preferred to play KSPI as an advanced tech tree vanilla thing.. not a completely separate game. I see we disagree on this.
  13. FreeThinker, I took a quick look through several .cfg files and I see no easy way to allow thermal turbojet/nozzle to use standard fuels in place of lqd H2 or H2+02. Did I miss it somewhere or is there really no easy way? ~Steve
  14. Let me clarify: I mean when two ships are docked. A docking port to docking port connection. ~Steve
  15. And where is the option to change it back? I'm not sure I agree with making it so that KSPI-E does not play at all with KSP. I don't suppose there's a single line we can edit somewhere for all of the stock fuels? At some point realism must give way to game play. Sorry, but this is where I feel it should yield. We'll just have to disagree and coexist. ~Steve
  16. You .......... updating right before I go to bed. Don't think you'll get away with this! I'll be testing as soon as I wake up! Awesome and thanks! ~Steve
  17. Does KJR have any affect on docking port stiffness? Thanks, ~Steve
  18. I'm having trouble finding it.. but isn't there a mod that combines tweakscale and TAC life support to cut it's part list by 2/3 ?? Thanks, ~Steve
  19. Well, I'll be your tester baby for all the things I use... but I think I'll wait for you to release a full beta. That way, at least, it shouldn't be an error on my part with install. Lessee... fusion, microwave transmitter, slow nuclear, antimatter, thermal turbojet, plasma, warp, and a few others in rare situations. I'll probably slim down the mod a great deal with a bunch of the other stuff. Well, and I'll swap out for the zzz model of collapsible warp drives. Or do you plan to add them in? Basically, anything requiring other fuels (besides reactors) I just don't care for. I am exciting to use 10m AM collectors! I'll be able to slim down my masterpiece Jool AM farm from around 180 parts to probably around 50 or less! I'll be waiting patiently for that beta! ~Steve
  20. When was the change made to the thermal turbojet so that it could no longer toggle between a jet and a rocket nozzle? Or is my install faulty? ~Steve /sadpanda EDIT: ok.. wait a sec. Were the thermal rockets and turbojets edited to not use regular fuels anymore? Liquid or Liquid+Ox? EDIT2: Also seems to be no point in using larger antimatter collectors. They bring in no additional AM.
  21. Can someone please explain this to me? What exactly is KIS taking away from KAS? What's going to be left in KAS? Seems like everything that's part / storage only (like pipes) is coming to KIS.. and all things winches are starting with KAS.. is this basically correct? ~Steve
  22. As someone that's been playing KSPI since the beginning... I was starting to think KSPI was starting to get TOO big. Here I am hoping someone would make a slimmed down version. KSPI just picked up function after function... that weren't really needed imho. Things like the aluminum hybrid rockets, methylox, science labs making science, cpu core, etc.... Heck, even the ISRU isn't really needed anymore (just add a couple functions to the in game version). There's parts in KSPI that I've never found a GOOD use for. I'm just not about to complain when people like you are willing to take your time to get KSPI working. I feel it would be rude. But if you want me to list off a bunch of things you can cut out and no one would miss... just ask. I wish I could help, FreeThinker, but I can make no meaningful contribution. I can just give you my support and understanding that these things take time. Believe it or not we all appreciate your hard work. ~Steve
  23. Did they ever make KAS struts rigid enough to actually work? I've always used an original version of quantum struts pre 0.9 that I kept working myself. I'll definitely be installing this version and giving it a try. ~Steve
  24. Were the struts ever fixed? I always found them to be FAR too weak prior to 0.9. They were flexible and the connection points themselves would fall off of my larger ships. I always used a modified version of Quantum Struts instead. ~Steve
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