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forsaken1111

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Everything posted by forsaken1111

  1. Really? When I try to attach things to the 2.5m reactor they just pass through it in the editor. So you're waiting on someone to make you some models? Is there any way I can just scale up the kiwi model and use that? Why does the 'restriction' exist in the first place? Is it something I can remedy on my end?
  2. Indeed, I'm usually forced to put the reactor/generator somewhere annoying to deal with because of the lack of surface attachment. Which causes its own issues because they are quite heavy and not having them inline on a rocket makes balance a factor.
  3. It certainly would be nice. When I mentioned before that you cannot put struts or other parts on the reactors I never got an answer on that. I don't think Fractal sees it as very important. It makes it really hard to make some designs work though.
  4. Are you saying he reposted someone else's mod or..?
  5. Could you perhaps explain what this does differently from the stock time warp?
  6. Several of the highest tech parts have no upgrade research node so they must be upgraded each time they are built.
  7. I guess you could overwrite the textures with blank files and deal with untextured models... or cut out a few lesser used mods. 100mb isn't much considering the limit for KSP is 4GB
  8. Nevermind. Do what Fractal said and see if that works. You should end up with (KSPFolder)\Gamedata\WarpPlugin Right now it sounds like you have (KSPFolder)\Gamedata\KSPInterstellar-v0.7.4\Gamedata\WarpPlugin or (KSPFolder)\KSPInterstellar-v0.7.4\Gamedata\WarpPlugin
  9. No you didn't. The path you posted says "KSPInterstellar-v0.7.4/GameData/WarpPlugin/Parts/Engines/MPD/part/MPD" That means the mod is in a folder called KSPInterstellar-v0.7.4, not in the gamedata folder. Copy the gamedata folder from KSPInterstellar-v0.7.4 to your normal kerbal space program folder and you'll be fine.
  10. Why land it at all? Include a one-shot solid booster on the plane and strap it to the side of your duna spacecraft and slow down so that your orbit enters the atmosphere then cut the plane loose and re-circularize. Swap to the plane and fly into the atmosphere. fly anywhere you want to. When its time to leave, fly back up to the edge of the atmosphere and then trigger the solid rocket to bring you out into orbit. Dock with the spacecraft and off you go. Sounds simpler than it would be to do, but it would be awesome if it works. I mean we're talking about an engine that can run for years with no fuel. Why ever land?
  11. Er... yeah dunno why I said antimatter, meant nuclear. I'll give it a try tonight and let you know if I can come up with a good design.
  12. That sounds more annoying than anything. I don't like pop-up windows personally. Anyway, I was just suggestion something to lessen the confusion and make it behave more like a stock system rather than a magical science fairy taking science points back home.
  13. Hmm... Alright, I have a few ideas. To be clear, the design constraints are: 1. Fueled by antimatter (Does the reactor size matter to you? I plan to use the smallest) 2. Propelled ONLY by thermal turbojets (probably I'll use two, will see how it shakes out in testing) 3. Must reach orbit (We'll define this as >80km circular orbit) in a single stage, so no drop tanks or JATO/boosters. I could see a single-use booster getting it to orbit but you're wanting one which can get there on its own yes? Any others?
  14. It is simply added immediately when you switch to the lab again. Fractal: Maybe you should add a user-initiated 'transmit' button to alleviate the obvious confusion many are experiencing over this. The lab could say "xxx science stored" and have a transmission button which uses the normal transmit mechanics. Each science point could be 10 data units so it costs power to transmit and is a bit more obvious in how it works as well as more in line with the way data is transmitted in KSP.
  15. Hm, I enjoy a design challenge and I need more practice making spaceplanes anyway. I'll see if I can come up with a viable SSTO thermal turbojet design when I get home. I doubt you'll get to orbit using ONLY a thermal turbojet as it cuts out once you're out of atmosphere but I'll give it a try anyway.
  16. Has anyone tried this out? http://www.reddit.com/r/KerbalSpaceProgram/comments/1q008p/expansionkrags_planetfactorysentar_system/ I'm thinking the warp drive will be very useful with these new planets.
  17. I doubt a reactor will consume liquid fuel at all. The liquid fuel is used as propellant in the Vista engine. Reactors do not need propellant.
  18. KJR is good but its not OP. It makes things make more sense though. Joints between parts of the same diameter are much more stable and won't slide around, for example, and it does reduce wobble.
  19. If you mean how to get the initial fuel to the craft, why not a lab on wheels? Roll it to the ocean, make deuterium, roll it back to the launchpad and dock it to transfer? I don't know if that's feasible. When I get to that point I'll share my solution if any.
  20. Science lab should be able to refine deuterium from water I believe. I'm not to that point yet in my own playthrough.
  21. Don't the tanks come full of deuterium? so you could just fly a tanker out, no? You can make a small lander that can splash down in the ocean, load up deuterium and dock with the fusion ship I guess.
  22. While I haven't gotten to moho I can confirm that my labs DO create science while not focused. I have two labs on the Mun and they are creating science as expected.
  23. Yeah that's wrong. Put the hexcan and warpplugin and treeloader folders in gamedata
  24. Hm... and everything between the collector and the tank is fuel flow enabled?
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