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Everything posted by agentexeider
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if your feeling particularly randy, you can add resources into the kethane mod and add the appropriate entries to the converters, it's actually very easy, just keep in mind for ANY kind of resource mod, the resource MUST posses a mass of >0 for the converters to work, it can be 0.0000000something, but as long as it's not actually 0.
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send a PM to Majiir, he's good at that stuff, he helped to get Kethane to play nice with KSP Interstellar a few versions ago. Also, it's good to know that your still here, II has been a standard part of my space program since the beginning, so don't ever quit.
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ahh good Ol' II, powering my machinations since the beginning. I really should send you some images of what your machines have helped get into space JandCando.
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is Quantum Struts ever making a come back??
agentexeider replied to agentexeider's topic in KSP1 Mods Discussions
Sorry, it was confusing since I didn't see it on the curse website, but I'm noticing this Kerbal stuff site is another place I should check when looking for a mod?? -
I loved Quantum struts, they allowed for true hard docking when you put stuff together plus they made stations glow with some neat blue lines. has anyone heard anything from the mod developer or has he/she passed them onto someone else?
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I hate to reply to my own post, but after playing around with it, yes I am still having the issue, the Warp drive is saying it's the Advanced Geometry version, yet the higher warp levels are still not accessible, and the Exotic matter level is the pre upgraded version of it self, it seems to me that ALL the parts are the pre existing version of themselves and except the text which reports them as the upgraded names.
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Which would you rather have FIRST?
agentexeider replied to agentexeider's topic in KSP1 Suggestions & Development Discussion
Well there already is the KSP Intersteller mod, which presents a very good and not OP warp drive that actually works and if Scott Manley is considered a good source, he feel they are pretty well balanced. Also, what the heck happened to my Poll, it's gone. -Æ-
[WIP] Mass Relay - Warping all over the place
agentexeider replied to Molybdene's topic in KSP1 Mod Development
Yeah, I have right hopes for this mod, I would eventually like to include it into my overall infrastructure for my game. Currently, I am running a Kethane mining and refining operation on Minmus, which an accompanying space station in orbit to act as a filling station, a Kerbin orbiting station, which functions also as a gas station, but crew transfer point, dock, and space assembler. This was supporting my old Interplanetary 1 generation of craft, IP 1A -1D, which used Fuson torch engines to get from place to place, but still had to travel through normal space. recently, I have included the KSP Intersteller Mod, and have updated the main space station with Anti-matter storage and Sci labs, along with the construction of new Warp capable vessels, the Interplanetary 2 generation of craft, in addition to warp probes. However, All that being said, creating warp craft requires certain heavy components, meaning those craft by nature have to be large. I would eventually like to see this mod see the light of day, so that I can create a network around the Kerbin system, so smaller non-FTL craft can have the benefits of FTL travel, Ie Crew transfer shuttles and refueling barges. -Æ-
@ Fractal_UK Hey Fractal, do you think you could update the guides, because I don't think that I am collecting any science points to upgrade my craft, there is no indication or gauge like there used to be, so I don't know if the lab is actually producing anything. Also I don't see any upgrade button on any of the parts anymore, How do I know if I'm getting science at the lab, how do I get the science to my other ship to upgrade, and how to I upgrade if there is no button??? -Ãâ€
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yeah, when i find a mod that has great utility to it, I try to integrate it into my existing infrastructure, but the major players are DSM(Deep Space Mission Pack), Impossible Innovations, Kethane, Kerbal Attachment System, KSP Intersteller, Lazor's laser system (Specifically the robotic arms, docking camera and swivel cam.) and H.O.M.E. -Ãâ€
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BEHOLD, My next generation of Interplanetary Explorer Cruiser, the Interplanetary 2A After much time, research, effort and will, My space program has moved to the next level, to faster than light propulsion!!! What took it's older brothers months to journey, now takes only a few hours to this new wondrous craft. Again I say behold. All melodrama aside, for those of you who know me and have seen my previous exploration cruisers, I must admit this is a bold leap forward in the technology. My old Interplanetary 1A through 1D, relied on fusion engines, that while very efficient, the craft still had to take months/years to get anywhere because it still had to travel through normal space. Starting with the 2A series, I have graduated to warp drive and antimatter reactors. And I admit, it was a bit of an effort to get her in orbit and fueled from the space station in orbit. -Ãâ€
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BEHOLD, My next generation of Interplanetary Explorer Cruiser, the Interplanetary 2A After much time, research, effort and will, My space program has moved to the next level, to faster than light propulsion!!! What took it's older brothers months to journey, now takes only a few hours to this new wondrous craft. Again I say behold. -Ãâ€
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Kethane Mining with Interstellar Mod?
agentexeider replied to tajampi's topic in KSP1 Mods Discussions
I have had Kethane for a heck of a lot longer then Interstellar has existed. I had created a huge Kethane infrastructure to support the Deuterium powered Impossible Innovations Fusion Torch engines, which has served me pretty well so far. Combining Kethane with Interstellar just seems like a no brainer, but modding kethane to convert directly into anti matter pretty much makes most of Fractal_UKs work pretty much moot(IE Kethane -> Antimatter pretty much trumps, all the other resource trees he has.) . And the guy does work hard. It's just I already have this infrastructure and I'm not going to abandon it, I worked too hard, too long and been in too many fights with the wife over it to just give it up. I will admit, when you pair it up with other mods that have resources, it starts to get a little on your nerves though, mining for Kethane, Deuterium, Lithium and if your using the extra planetary launch pads mod, you gotta mine your metals for your rocket parts. However, in the grand scheme of things people consider Kethane to be the magical resource that for whatever reason converts into everything. So, it's really up to you, but I use Kethane, it it's really cool and an awesome mod to begin with, and the fact that Majiir develops it in such a way that allows it to hook up to anything that needs resources is really generous on his part. and if Fractal is reading this, I say you should Make a Kethane Reactor -Æ-
@Fractal_Uk OK, I have been away from this mod for a bit, but I need to understand something. Why is the nuclear reactor saying it's UF6 Deprived, when it's a fresh, full reactor? The antimatter containment device is powered by ???? (Megajoules??) assuming it's megajoules, what is the absolute minimum needed to keep the anti matter containment running? Can this be maintained by a nuclear reactor? or does it have to be a fusion reactor??