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forsaken1111

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Everything posted by forsaken1111

  1. At that rate it will take a few days to show you any collected antimatter. time warp ahead a week or so.
  2. I'll have to test that. I wasn't aware that there was an extra research tech for generators other than the upgrade. Edit: Yeah I was just misunderstanding. I didn't notice the new carnot efficiency figures on the part. Alright then, I'll plan for that in future. Converting MJ to EC isn't the problem. Anything that makes MJ also makes EC. I'd like a way to convert the other way, from EC to MJ to enable compatibility with some other mods.
  3. So I have 4 separate 62.5cm reactor/generator parts on this ship. They are intended to power my science lab. Am I misunderstanding how this works, or am I seeing a bug? I thought a 6.25cm reactor + generator was supposed to produce 1.5MW? My reactors are running at 100% but the generators only show 19.1% efficiency and I am not producing what I expected.
  4. The nukes are not 'infinite' but they are very long duration. I agree that the other fairings aren't really necessary. I was planning to test out the stretchy tanks mods and if it works well I could remove most normal fuel tanks as well to cut down to part counts.
  5. I'd really enjoy if orbital construction took time. Like you design a ship and hit build as normal, then you get a time quote based on the mass and cost of the ship and that dock is marked as 'in use'. Some days/weeks later it will be completed.
  6. Send me a PM with a list of biome masks you need for each experiment and I'll try to find some time this weekend to write some for you.
  7. Take a page from KSPI and have the 'science' production rate depend on the stupidity level of the kerbals inside the lab.
  8. Data or Observations would be a better name imo. Will this have any effect on skylabs or other parts already in orbit? If so I can deorbit my current skylab and lift a new one after updating.
  9. I don't know about the wings but I always delete all of the fairings if I use procedural fairings mod. Its so good you don't need any others.
  10. You may be over your memory limit. What other mods do you have installed?
  11. http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-4-Struts-pipes-part-containers-and-more-%280-22%29
  12. I use KAS to transfer fuel via pipes. Of your could just put a docking port on the bottom of one of your launch clamps which makes ground docking easier.
  13. I would LOVE if the stupidity of the pilot affected craft performance. And doesn't it feel strange to put the dumbest kerbals in charge of making the MOST DANGEROUS SUBSTANCE we know of?
  14. Well, if you return antimatter to KSC you can fuel up a rocket. An antimatter reactor running a rocket nozzle easily has enough thrust to lift pretty huge payloads. Personally I usually sit 2-3 nuclear-powered science craft off to the side of KSC and have them generate antimatter while I do other missions and I use that for large payloads.
  15. Nope, as far as I know the only function affected by kerbal stupidity is research.
  16. This is exactly why I suggested adding an ISRU scanner or probe that will tell you what can be made in its environment. Shoot it to Duna and do a scan and it outputs the possible results.
  17. So I think I know what happened to me earlier when I lost the science in my plant modules. I think it was a KSP glitch to be honest, and nothing to do with your mod, because it happened again. I undocked a kuarc experiment just now and AFTER undocking from the science lab I clicked the antenna and had it transmit a crew report. Somehow it also grabbed the Kuarc experiment even though that vessel was not attached, and of course I got 0 science when it completed because its set to give nothing for transmission. Switching back to the undocked vessel I confirmed that it was empty. Very strange.
  18. Actually the mod is working fine for me so likely you're doing something wrong. Mind posting a few screenshots of your setups? For example the nuclear reactors automatically throttle down when their full power isn't being used. This isn't a bug, it saves you fuel. If you're using 4 of the smallest reactors you're producing something like 6MJ of power and only using 5 for the lab, so of course they would throttle down.
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