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Einarr

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Everything posted by Einarr

  1. Don't suppose anyone else has an issue in pre-existing savegames where upgrading from the previous version (b5) causes the R & D Center to close? I'm trying to fix my savegame so I can actually use science I'd get from my upcoming Duna missions.
  2. And here I'm only having issues with the ÃŽâ€v calculations... In particular the calculations with engines that have a high ISP. For example, the DT Vista Inertial Fusion Engine from KSPI. Note that the ISP changes depending on throttle setting, not atmospheric pressure (low throttle, high ISP, high throttle, low ISP). On craft where the ÃŽâ€v window shows ~30km/sec at full throttle , it tends to show only ~10km/sec at minimum throttle (where the ÃŽâ€v should be increasing). I assume that there's a limit to the number of digits that the ÃŽâ€v calculations can display, and it seems as though that limit is 5 characters.
  3. To get around this, make the same changes to the tree.cfg located in the /gamedata/warpplugin/ folder, as that is where Treeloader seems to look to see if there's an 'updated' config.
  4. To do what you want with the radiators, you might need to check the tree.cfg in your savegame folder. Treeloader will automatically change the placement of parts on the techtree according to the settings in the tree config file, this generally takes place after MM finishes patching all that it is set up to patch. As a result, modifying the part configs, or creating an MM patch will not work. There's the main tree config file found in the /gamedata/warpplugin/ folder, and it also gets copied to the/savs/(insert your savegame name here)/ folder. The one in your savegame folder likely gets overwritten anytime there's an updated sonfig that Treeloader detects (not entirely certain how that works). As to complimentary mods, I use TACLS and KAS as well, but refuse to touch Kethane...can't stand having to leave a vessel focused at ~50x or less for hours/days in order to get a complete map. I am beginning to consider removing TACLS as it doesn't really add much aside from weight with KSPI, and weight is easily compensated for. I also use Ship Manifest, and, by extension, Connected Living Space (gotta love dependencies...).
  5. I see no space for Kerbals on those things. I may be mistaken, but I think you must have at least one (possibly two) Kerbals onboard to reprocess the nuclear fuel, or an upgraded computer core.
  6. So I've been directed from the ALCOR thread to post here about issues with Action Groups Extended since Alex indicated it's an RPM issue. In short, when I use AGX, the action group buttons in the ALCOR pod do nothing. I assume they are hardlinked to the standard action groups, rather than simply emulating a keypress. I can see where this might be the best overall solution, as users have the ability to change the keybindings for action groups. Unfortunately, this makes it more difficult to interface with other mods that deal with Action Groups, such as AGX. Perhaps something could be done that would allow RPM action group buttons (switches, knobs, etc) to interface with AGX or perhaps the other way around.
  7. I expect it would also not let ATM do it's thing if you decide to add new parts without exiting KSP, so the new parts will end up not having MM stuff applied, or the textures converted and compressed.
  8. Did you sneak onto my computer and grab one of my screenies? Are you using Green Skull's ATM configs? I had a similar issue awhile back after I switched to Green Skull's ATM configs, and was able to resolve it with his help. Discussion of my problems might be further back in this thread, or in the thread for the ALCOR pod...I don't remember which... I did even include screenies that look remarkably similar to yours, but have since deleted them off Imgur as the problem was resolved.
  9. Ugh...not gonna update to latest version due to MM 2.1.0 requirement. I'm still using 1.5.6 because I don't feel like updating all the MM configs I have to the new format...
  10. I took phoenix's configs and also added HE3 to Ike, Dres, and Moho without tweaking the values. Presumably Ike and Dres are of similar makeup to the Mun, and Moho is closer to the local star, and thus more solar wind hits it...though, since it's tidally locked to the local star, maybe I should rework the resource map as well...or remove it from Moho due to Moho's atmosphere...
  11. This mod is no longer being actively maintained. There is a similar mod called SCANSat that has fewer issues in 23.5 (as it was designed for .23). It also has the capability of scanning at rather high timewarp, and even when the satellite is not the focused vessel, providing you have any SCANSat part on the focused vessel. It's been linked in this thread before.
  12. Just saved Kerbin from a blind date with a Class D asteroid. I do love SSTOs using the 3.75m fusion reactor and Thermal Rocket Nozzle. Gotta say it probably would not have gone so well without Quantum Struts to stabilize the rock as I maneuvered it and burned. Now I have it in a circular 4Mm equatorial orbit from a highly inclined approach (something like 118.25 degrees starting inclination. Got a sample from the rock, and returned it to Kerbin.
  13. Remember that the Vista has a built in safety feature that shuts it off if any kerbal or kerbal containing craft is within 2km. If that range is to be used, most of the buildings at KSC are within 2km and would need to be completely evacuated prior to a Vista launch. Granted the pad might absorb the neutron flux as long as the engine remains on it, but from the moment of liftoff, the shielding of said flux becomes far less effective.
  14. Let me try to clarify blitz's situation. Please correct me if I have anything wrong, blitz... He seems to be experiencing the problem he describes from a Kerbin launch to a ~200km AP. He timewarps the remaining time it takes to get up to the ~200km from where the engines are shut down after establishing the AP. Once he gets there and returns to 1x, the problem occurs. In total ~10 minutes of gametime has gone by from launch to AP. I saw no mention if an interplanetary transfer occurring, though perhaps one was intended/planned. Unfortunately, blitz, I've no clue what causes the issue. I never use the Vista engines until after I've established a stable orbit around Kerbin. I limit them to space use only...something about radiation probably being a Bad Thing for Kerbals and the environment on Kerbin.
  15. WaveFunctionP, get outta my head. We're thinking along similar lines, though mine uses a pair of AIRs instead of straight fusion reactors. Mostly for the weight savings.
  16. So WaveFunctionP, how goes the testing of your new Grand Tour ship?
  17. So, Sarbian, have you managed to figure out the issues I was having with LTR and LTP that I posted an image of many pages ago now? Was from a launch from the Mun to an orbiting craft and when the two craft orbits were compared, a definite X was notable. IIRC the LAN was significantly off.
  18. I believe there is a limit to the 'core temperature' that is available when using Thermal Receivers. This will result in lower ISP when you use onboard propellants than you might otherwise get with a dedicated reactor. However, you can channel a crapton of power into the Thermal Receiver and get some crazy thrust out of the thermal nozzles/turbojets. I may just rebuild my power network to use this for SSTOs meant for use in the Kerbin system only...it'd save a bit of weight on the SSTO in question...
  19. @Alex: So I now have Action Groups Extended, which disables normal action groups 1-10 in the current version. Although you can map the AGX groups to the same keys, and include text for action groups in the vessel description, the buttons in the ALCOR pod do not seem to correspond to hitting the appropriate keys when pressed, nor do they light up when I press the appropriate keys. Perhaps you could look into incorporating some AGX compatibility into ALCOR at some point?
  20. I should have added more detail... I continued testing the Small AM Bottles even with the panels closed. The batteries did not discharge any faster than with TACLS alone (I had everything else off). The charge indicator for the AM Bottles did not budge from 1k, even under high timewarp.
  21. The small antimatter bottles will also do this, even when completely full. I never used these tanks until I built an Antimatter Initiated Reactor test ship, then I noted I could stop charging both tanks and timewarp to my heart's content without the charge dropping from 1k. I looked into it when I realized that the ship doesn't actually have a means of producing MegaJoules. The reactor is for a Thermal Rocket Nozzle, and main power is from some NFP solar panels, 4 of 'em producing a whopping 9 EC/sec each. The craft is capable of SSTO performance on pure Liquid from the pad at KSC. There is no generator on the reactor, for weight and space savings.
  22. Are you using both a MW Thermal Receiver and a regular MW Receiver/Transceiver on your craft? I expect the regular receiver might leech incoming power away...and generate a lot of heat whether you're using the power or not... In any case, spaceplanes in KSP don't usually work well as heavy lifters. They require extra parts (wings are unused mass in space) and then all the struts needed to keep the things together... For heavy lift capability, I'd suggest a more traditional rocket, perhaps with a Fusion/Antimatter Thermal Rocket SSTO twist. Many of my heavy payloads now are SSTOs and need no boosters or other stages.
  23. EngineGlow != EngineTrail Besides Engine Glow from the impulse engines is fairly common on Federation ships outside TOS. TOS was based far more on actual and theoretical science (for its time) than later Trek. Realistically, the Impulse Engines might produce a visible trail, but with TOS, they would have had to spend money from their tiny budget to create the special effect. It was not cheap back then, and they decided it wasn't important enough. Later Trek has not introduced an engine trail likely to avoid continuity issues. as to engine glow not being present in TOS, again, look at it from a production standpoint, that glow would be a special effect and have to be paid for from a very limited budget. Lucas raised far more money for Star Wars than Roddenberry was able to for Trek, and even created Industrial Light and Magic specifically for Star Wars. This is the main reason that Star Wars had better special effects for its time than other science fiction productions, such as Trek. Now, seriously, can we move on, take it to PMs or whatever?
  24. Double posting doesn't make your point any more valid... In any case, if you wish to continue this discussion argument, please take it to PMs so we can stop cluttering and derailing this thread.
  25. There weren't any particle effects for engine trails in Star Wars either...at least, not until Lucas remastered ruined it... And you're getting bent out of shape due to some artistic differences? Seriously, take a chill pill. Honetly though, the Plasma Thruster is not a likely candidate to be closest to the ST Impulse engine. The thrust is way too low.
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