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Einarr

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Everything posted by Einarr

  1. As could be expected when using inertial confinement fusion rather than fission bombs. When I wrote my response, I hadn't actually researched thoroughly. I knew of Orion and guessed that a similar concept using various kinds of fusion might have stemmed from it. When I finally got around to reading the article (after getting the URL for the link) I found that my guess was correct.As to this whole fueling antimatter, He3 and so on on the pad, I've built ground based antimatter factories and tankers in the past for that purpose. However, I do not feel that the time spent and computer resources required justify it. I am content to know it can be done, and I use TAC Fuel Balancer to fill antimatter and He3 instead. I simply consider it to occur in the background, like all other Kerbal industry...you don't usually fill regular rockets up with liquid fuel and oxidizer on the pad after all. I do have antimatter stations in Kerbin orbit, and will eventually have some in Jool orbit as well. I've included a mod (forget who wrote it) that adds He3 mining to the Mun. I took that and also added it to a few other bodies such as Ike, Tylo, and Dres. I used to also have it on Moho, then I remembered that Moho has an atmosphere that would reduce the amount of solar wind that hits its surface, and its being tidally locked to Kerbol would require a custom resource map.
  2. The Impulse Drive from Trek doesn't generally kill people with neutron radiation within 2km (that I remember hearing about). My bet is that the Vista is loosely based on theoretical concepts stemming from an Orion Drive applied to fusion technology, rather than fission. Looking at the article confirms my suspicion...
  3. The minimum power for fission reactors is 25% and if you're using them to put power into a microwave power network, I found it best to set the Transmitter to ~45-49% output depending on what other power draw you have from the rest of your craft due to the heating issues reducing efficiency. Above 50% on the reactor, the radiators tend to run hot enough to reduce the power output significantly (assuming you only have the minimum required to get the Thermal Helper in the green). Below 50% on the reactor you get better power generation efficiency, but then you still end up producing little power as you're running at a low setting. YMMV, but as I said, I found ~50% total output on the reactor (measured from the reactor) is ideal, this means your transmitter will usually be set slightly lower than 50% to ensure all other power draws do not put the reactor too far over the 50% mark. This also allows the reactor to run longer before needing to be refueled. As to seeing what your reactor is running at, the right click menu for the reactor should tell you, should be the Reactor Status line, this is also true for the other reactor types. The reactors that have a minimum of 10% are fusion, excluding the Antimatter Initiated Reactor, which runs like an Antimatter reactor (no minimum).
  4. Wonder where WaveFunctionP went...wanted to show off the latest version of my grand tour ship...I'll do it anyway...
  5. I'm having a similar issue, but not with Kethane. It's occurring with science parts for me. In particular, the B9 Science Package (which is a single part that combines 4 stock science experiments into a single part). I've also modified the FASA Mini-Goo Radiometer to include an additional stock experiment as well. While I can assign all the various experiments to groups in the VAB/SPH, I've found that when I get in flight, they all revert to one of the available experiment types.
  6. Gonna have to completely rebuild a craft now as I can no longer edit it in the VAB. Any time I try to move a part around (so I can add something between two parts in a stack, I can't 'let go' of the part I need to move out of the way. I bring this up here because whenever I try to 'let go' of a part the following is added to the output_log.txt file: Input is null (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.ModuleAGExtData.SaveActionGroups () [0x00000] in <filename unknown>:0 at ActionGroupsExtended.ModuleAGExtData.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ShipConstruct.SaveShip () [0x00000] in <filename unknown>:0 at ShipConstruction.CreateBackup (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at EditorLogic.SetBackup () [0x00000] in <filename unknown>:0 at EditorLogic.UpdatePartMode () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I've even gone and removed the AGX module entry from the craft file itself, yet the problem remains (is there more than one AGX module entry in a craft file?). Oddly, other ships that have AGX groups set up do not seem to have the issue. Should be noted that the craft in question uses KSPI, IR, KAS, and Procedural Parts (for fuel tanks), plus B9 lights, a battery from Near Future Propulsion, the FASA science parts, RealChutes, and the ALCOR pod...I think that's everything...it's a grand tour ship, meant to go to every planet, moon, etc, gather science, store it, clean up the science parts, and move on. Most of my other ships also have a mixture of these same parts but are not as massive or part heavy. Think this ship is ~200 parts or so... Edit: I have managed to determine the cause of this issue. I had used MM to add the functionality of the stock mobile processing lab and materials bay to the KSPI science lab. When I discovered that these didn't play well together, I disabled the MM config. However, since some of my craft's AGX groups had the "Observe Materials Bay' action from the KSPI Science Lab, and that ability no longer existed, AGX encountered an error. I was unable to remove the action from within game, I had to manually edit it out of my craft file, as well as the persistence file as I'd already launched one of these craft. I would recommend that code be added to automatically remove actions assigned to groups that have such errors as soon as AGX loads on a craft, whether in the VAB/SPH, or flight.
  7. Hey Fractal, any reason you can think of that the KSPI Science Lab would be incompatible with having the stock science lab module added to it with MM? I was getting some NREs when I tried the resulted in the right click menus being unavailable to a particular craft in flight after attempting to right click on the KSPI Science Lab. The issue applied to all parts on said craft. Before right clicking on the KSPI Sci Lab, the right click menus for the other parts worked just fine. Here's an excerpt from the related output_log.txt: NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <filename unknown>:0 at ModuleScienceLab.onPartActionUI (.Part p) [0x00000] in <filename unknown>:0 at EventData`1[Part].Fire (.Part data) [0x00000] in <filename unknown>:0 at UIPartActionWindow.CreatePartList () [0x00000] in <filename unknown>:0 at UIPartActionWindow.Setup (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0 at UIPartActionController.CreatePartUI (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0 at UIPartActionController.SelectPart (.Part part, Boolean allowMultiple) [0x00000] in <filename unknown>:0 at UIPartActionController.HandleMouseClick (UnityEngine.Camera cam, Boolean allowMultiple) [0x00000] in <filename unknown>:0 at UIPartActionController+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I no longer have this particular output_log.txt as KSP overwrote it when I disabled my MM config and the problem vanished (and does not extend to the stock science lab part that has the module)
  8. The Near Future mod has some 2.5m diameter batteries that hold 12k each, and are about 3-4 times the thickness of the stock 4k batteries. I've also found them to be less 'squishy' than the stock batteries. I think the mod author has split NFP into seperate packs now so you don't need the whole mod to use something. I'd also recommend the solar panels from that mod as the large ones output more than the balkas (what was it...250 or 260 Ec/sec...)
  9. None of the rovers I build capable of supporting 2 Kerbals will fit in the box. Additionally, where's the light switch in the LEM? Can't read any of the labels due to ATM compressing and resizing the interior textures, making the text blurry. Nevermind, found it.
  10. So what is the purpose of the Rover box if there's no rover to put on/in it?
  11. Actually, there were 3 ships using Interstellar parts, 1 Ship using SCANSat stuff (as well as Interstellar), 1 ship using TACLS and other mods that was engaged in wrangling a Class C or D asteroid that was ~9h from impacting Kerbin. This rock has a mass of ~205 tons...would have been bad for the environment to allow the collision... The quicksave was madejust after I\d grappled the rock and plotted a new trajectory for it. I later put it in a ~4Mm ~0deg inclination orbit. The last ship was a transfer stage containing 3 impact detector probes, 2 impators, all of which used Interstellar parts, plus KAS and a few others. This ship is in parking orbit of Kerbin waiting for a Duna transfer window.
  12. So WaveFunctionP, how goes your Grand Tour Ship? Mine's essentially complete and waiting for the transfer window to Duna. Got a rover and everything...though technically that rover would be a problem if I were using FAR...and I'm not certain how well it would survive Deadly reentry. I'll be taking it on a shakedown cruise to the Mun and/or Minmus here shortly. I'm not happy with the rover itself, or the placement, but the crane is nifty.
  13. Was anything in the configuration UI changed in the latest release? I can't really edit any placed RealChutes anymore because I can no longer see the configuration options. Edit: Screen resolution is 1280 x 720, UI Size is Small. Also noted the new preset buttons that are taking up the space I need. :/
  14. I wasn't even aware you'd plugged either into KSP itself...particularly since I provided no mod list. Though, technically, you could examine the ships and unlocked parts lists to determine what mods I had.
  15. Ugh, the Windows command line is a PITA... doesn't size wide enough to properly space the various columns, and doesn't keep enough of the output in memory to be useful...
  16. Good news! Reverting to the quicksave seems to have resolved the issue. I do wish I knew exactly what caused it so I can avoid it in the future, but w/e.
  17. R&D is Closed, showing the same message in the Space Center that you'd get if you were in Sandbox Mode. I looked at the debug and the log file. There's nothing that shows any sort of error, warning, etc when I try to click on the R&D Center. The logfile makes no note of the attempt at all, and the debug window shows a click (or was it clicked) action, but that's it. I'm going to attempt to reload a quicksave and see if the issue clears up.
  18. I removed TACLS, but did not have the R&D Problem until I dealt with SCANSat.
  19. In the meantime, I've updated my mods, added some more, trimmed some down, etc and am getting ready to start a new career save. Most of the trimming I do is to remove fuel tanks from mods like KW Rocketry and NovaPunch. I use Procedural Parts, and so do not really need many sizes of fuel tanks cluttering up my parts inventory, taking up RAM, etc. Hopefully you can get the R&D in my more established save working again, there's a Duna mission pending. You'll notice the Transfer Stage in high Kerbin Orbit, waiting on the transfer window. It's loaded with 3 impact detector probes, and 2 impactors. The manned portion hasn't been launched yet.
  20. Unfortunately, I do not have a backup of the save, only its current state. As for the order in which things have happened, it's a bit complicated. Steam updated from .23 to .23.5.464 even though I'd told it to not automatically update KSP. It did this the same day that .23.5.464 came out. The resulting sequence of events is more like: 1. Steam updates .23 to .23.5.464 ignoring the change to update preference I made. I don't really even remember if I had SCANSat for .23, or if I'd gotten around to launching any vessels with its parts. 2. Fix .23.5 R & D bug 3. Play for awhile, adding, removing, and trimming various mods. No issues noted with the savegame. Note that awhile in this case means from the time I got everything going after the update to .23.5.464 to the point I'm at now where the R & D closed on me. 4. Overwrite SCANSat b5 with SCANSat v6, some vessels had b5 parts on them. 5. Two sets of SCANSat parts appeared in the VAB/SPH, and I needed to unlock one set in R & D. I did so. 6. Even after doing so, the new parts still told me they needed unlocked in R & D. 7. I terminated the one vessel I had with SCANSat b5 parts on it, and removed them from every craft file I could think of in preparation for completely uninstalling SCANSat and reinstalling it to remove the duplicate parts. 8. Said reinstall process was completed and included running KSP with SCANSat completely removed (to clear the parts off the unlocked lists in the persistence file...as usually works with other mods). 9. After SCANSat reinstalled, R & D issue crops up. 10. Check persistence file to see if the R & D bugfix from step 2 has come unglued...it hasn't...notes that SCANSat parts still listed in the unlocked parts lists, many of them with duplicate entries. 11. Removed said entries. All SCANSat parts should now need to be unlocked in R & D. 12. R & D issue unresolved. I will be sending a PM in a moment with a link to the persistence file I do have. Link sent, check your PMs. Found a quicksave that should be from before the R&D Issue. Zipped up and link sent via PM.
  21. Actually, I had changed that prior to Steam updating KSP for me. It did it anyway. Not the first time Steam has ignored this setting, and I doubt it will be the last. I'm beginning to wish that there was a way to turn in my Steam key and return to the regular (non-Steam) version of KSP. Stuck with it now, though as it's a one-way process.
  22. It was a career save from .23, and I took the required steps to ensure it remained playable after Steam decided to update to .23.5 without my consent. It ran fine, still a Career save, until now. Given that the only thing that changed was overwriting the older SCANSat with the newer one, it is a logical place to start looking.
  23. Funny, I've been running 24.5 for awhile now and this save hasn't had that issue until I accidentally overwrote the b5 version of SCANSat with the v6. I've tried removing SCANSat entirely, and all related bits from the persistence file, reinstalling v6, or b5, all to no avail. Suppose I'll just have to wipe the save and start over again...*sighs*
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