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forsaken1111

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Everything posted by forsaken1111

  1. Maybe I did this wrong? I docked a plant experiment module to a station with a lab. Waited for them to complete the experiment, hit 'finalize results' and stored the data then landed the module and recovered it. No science.
  2. People ask that question every page. If you'd looked back you'd have seen it. Science labs make science even when not controlled but to get that science you must switch back to them once so that they can update your science total.
  3. How many mods do you have installed? I'm guessing you've gone over the memory cap.
  4. Yes! I could totally see landing a series of nuclear powered microwave emitters in a pattern around Kerbin's equator to assist payload launches. Can this system work in tandem with a craft's own reactor? As in can I have a craft with a reactor + thermal rocket also being assisted by the microwave beam? Edit: Jeeze, snip out pictures when you quote something.
  5. You'll want to make your reactor/generator combos replaceable on long duration ships as there is currently no way to refuel them.
  6. The zip file has a gamedata folder in it. You're meant to drop that into the ksp folder. The install instructions are pretty clear.
  7. Sorry I didn't mean that to come off as critical but rereading it I see it may have sounded that way. I'll look them over tonight and let you know what I think.
  8. Eh, I'll just delete the ones I don't want and only use the parts that I feel are in line with something realistic. No worries.
  9. Which 'cheaty' parts did you remove? The main reason I haven't tried this mod out was that some of your stuff was really really overpowered and/or not in line with what is usually expected in the game.
  10. If you keep the throttle low for the thruster doesn't it use less power than you're producing? You should be able to find a happy medium
  11. What I would like for this mod is a high energy capacitor. Something that acts as a buffer for MJ. It would charge from any excess MJ production, possibly with some inefficiency/loss while charging, then discharge when the total MJ production doesn't meet the total possible demand. Slapping some of these on a probe with a small nuke reactor and a plasma thruster for example would give an option between long slow burns (using only the MJ production of the reactor) and short high thrust burns (tying in the capacitors and dumping their stored charge into the thruster). It wouldn't be perfect, with loss while charging and probably some loss over time. I was thinking: It would have a button allowing you to cycle the desired charge state and the charge/discharge state. If set to charge, it would take any excess MJ production (lowest priority for energy draw) and store it to charge the capacitor. If set to discharge, it would provide MJ at a certain rate (possibly different rates for different sizes?) until discharged. Its 'stable state' could be around ~75% charged. If pushed above ~75% you would experience loss over time and it would decay to ~75% It experiences charging inefficiency when below 30% capacity, so if you completely empty it then getting back up to ~30% takes longer and loses some energy It would produce waste heat while charging or discharging, but not if set to maintain ~75% charge. (If pushed above 75% it would produce waste heat because it loses charge over time and is being constantly trickle-charged for example) Make it action group compatible so you could have a burst/afterburner mode which ties in all capacitors for a high thrust burn or to provide a quick burst of energy.
  12. I don't know how far you want to expand the scope of this mod but what about adding in the ability to retrieve samples from the surface of a body and rather than return them to kerbin or transmit the data, return them to one of your labs to research or use in experiments? I'd love to park a lab around moho and start bringing up samples on a reusable lander for research rather than sending expendible 1-shot craft to constantly land and return to kerbin.
  13. Text communication is difficult sometimes because its hard to convey overtones. My post wasn't intended as a rebuke, just informational. Really you could figure out how to do this just by opening literally ANY squad part .cfg file and looking at the tech tags then adding those to the KAS parts.I tend to believe that people should at least try to do something themselves before running to the forum to demand others do the work. Or at the very least ask for help. Like "Hey guys, how can I add these parts to my tech tree?" rather than "Guys when are you gonna add these to the tech tree?" Help yourself, it literally took me about 2 minutes to go through the parts and add them in. Thats all I meant.
  14. Define 'nothing happens'. You aren't receiving power at the other ship? The transmitter doesn't show sending any power?
  15. I know the guys who made the airships mod have some underwater parts too, you could try that.
  16. I think its automatically added to the space center total. I haven't unlocked them yet in my own game so can't test yet.
  17. I wonder if it would work by using the lazor mod to increase loading distance out to 90+km
  18. You're like a tangent machine. You simply can't stay on topic can you? Oh I know, I hate that you can't radially mount stuff on the reactors by default. Editor extensions mod fixes that by enabling radial mounting but its obnoxious that I need to mod the game to do that.
  19. Takes ~2 minutes to add it to the tech tree yourself if you're so impatient...
  20. This gave me an idea, though I don't think the mod currently could handle it: Radially attached thermal rocket nozzles. The mod would need to be able to correctly calculate thrust for several thermal nozzles attached to the side of a reactor though.
  21. Scoops don't collect intakeatm, they use it to generate resources. The actual intakes collect it. At least thats how I understand it.
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