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BigD145

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Everything posted by BigD145

  1. Let me pull out my copy of 0.24 and ... oh wait. It's not out yet. Modders don't have access to it.
  2. Just turn your graphics settings down and/or use the active texture management mod.
  3. Omni's have a limited range. More limited than any dish.
  4. There is a gamedata folder. Put things in there. The existing folders should give you an idea of how things generally, but do not always, have to look.
  5. It's just something to keep an eye on and is super easy to make compatible in some cases.
  6. Curse has been ... weird about what they allow, even for mod makers. I doubt anyone can just add it.
  7. Interstellar looks at sun tracking modules in the order they exist in the cfg, from what I've observed. If you're getting 0 charge from a sun tracking rotator hub and it's the first module in the cfg then Interstellar pulls that number and actually uses it for it's calculations for beamed power. It doesn't ignore the second module that actually has the solar panel charging number, but you do end up with tiny numbers for beamed power. Old KSP code used to require multiple sun tracking modules be in a particular order. That does not seem to be the case now. Mods still seem to care. This is mostly from my experience with KOSMOS Balka's.
  8. A 1.25 eats 26 grams a day at peak usage. One collector in Jool orbit makes 0.6 per day. Kerbin yields a tenth of that or less. I forget. You need a lot of collectors to break even with a 1.25 at full tilt.
  9. I'm assuming you use two tracking modules? Try to ensure the order of the modules does not mess with calculations made by other mods. Stock doesn't really care.
  10. Electric charge goes haywire if you don't have enough battery storage in Interstellar. Similar issues are probably at fault here.
  11. The power curve should be completely wrong for RSS. No clue how RSS deals with that, though.
  12. I once tried sending up the arms in 1-2 missions from Kerbin until I looked at the weight. Each arm has 16 collectors at, what, 3 tons each? Ugh. It was easier to build it in space from spaceparts. RCS on either end of a single arm + a big mono tank on the docking port. They just slide into place. The core of the EL launchpads was shipped out with an Alcubierre taxi. My current taxi design is not enough. I'm not good at using it outside Kerbin orbit. Going towards the sun is easier.
  13. No. Not unless you do it yourself. Stop asking.
  14. The single panel is a bit different from the double. I had similar weirdness with Interstellar until I reversed the order of the tracker modules. The above code doesn't look quite right. One too many modules. Try this for the double: PART { // --- general parameters --- name = Kosmos_Balka_PanelBlock1 module = Part author = Kosmos Team // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.381, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.381, 0.0, 0.0, 1.0, 0.0, 1 // --- editor parameters --- cost = 300 category = Utility subcategory = 0 title = Balka Solar Wings Block manufacturer = Kosmos Spacecraft Design Bureau description = These absolutely massive duel solar arrays are so large they have earn the name of solar array wings. However they provide no lift and are easily destroyed by atmospheric pressure. They have the ability to deploy and pivot each array separately and each array can rotate around the central rotary hub to assure that they always assume the most effective line of sight rotation to the nearest star. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 // --- standard part parameters --- mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 MODULE { name = ModuleDeployableSolarPanel animationName = open_panel raycastTransformName = sunCatcherLeft pivotName = ArmLeft01_main resourceName = ElectricCharge chargeRate = 400 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleDeployableSolarPanel animationName = rotary raycastTransformName = sunCatcherRight pivotName = Main_Rotary_Pivot resourceName = ElectricCharge chargeRate = 0 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } }
  15. Here's my Joolian AM collector. It collects 63.9 grams of Antimatter per day. It provides enough transmitted power for small craft around Jool. It can also make vehicles using the Extraplanetary Launchpad mod.
  16. Are you using a mod that changes the distances between bodies?
  17. *Many mods do not mix. Your mileage may vary. Any mod that requires or deals with specific distances is flat out going to break with mods like RealSolarSystem.
  18. Drills are not light. The bit itself has to be hard enough to cut and the mechanism behind it has to be heavy enough to push against rock. Pick up a thermometer in one hand and a corded drill in the other and tell me which is heavier.
  19. Satellite and cryostat tank have to be connected node to node. That should be it.
  20. Next time read the last two pages.
  21. Just swap the two modules that have to do with sun tracking in the cfg's. If you've never done this before then this is a good time to learn by doing.
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