RussPixie
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Everything posted by RussPixie
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Personally, I've not used the science lab to generate science. On this playthrough, (which admittedly started in 0.22 with the resulting science spam), I've only used the stock science system to unlock the parts. I still have to unlock the last 2 interstellar nodes, so I haven't even got antimatter reactors yet. Yes, this has been quite challenging, though the addition of the minmus biomes helped immensely, I know that if I do run out of science, I can spam a few science labs around to finish off. Every one has a different play style, and I like the fact that the game and this mod support that. I am looking forward to putting the distant telescope out there though, even if only for the challenge And finally, because I like showing off a little, some pictures of my current infrastructure: My current LKO Station, which has since also had the stock science lab docked. My Anti-matter collection station in Kerbin orbit, which has since had another set of collectors docked with it. And finally the Discovery Orbital Science Vessel during a Laythe flyby Russ ps It seems I need to take more up to date pictures
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Ok, here's an interesting bug that i haven't seen mentioned yet... maybe it's only me. On the "Discovery" ship, as featured a couple of pages back, I've started to reprocess the Thorium Actinides that have started to build up in the reactor. Unfortunately, they seem to be being reprocessed into Uranium. The 3.75m Reactor was set to Thorium in the VAB, with all Uranium removed from the reactor and replaced by Thorium using the Tweakables, and has 4 thorium/depleted fuel tanks physically attached to it. Pics or it didn't happen... I'm using the latest version of KSPI. Other mods are Kethane, Engineer, Void, Tac fuel balancer, Crew manifest, RCS build aid (VAB/SPH only plugin), Kerbal Alarm clock, THSS (Parts only tanks and structural stuff) and Clouds and City lights. Russ
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I did it myself. It's just adding a couple of lines to each config to enable them in the research tree. I stuck them all in the last few nodes along side the various stock parts as appropriate ie xenon tanks together etc. I've also made a few other changes/additions. The orange tanks in the image are actually just liquid fuel rather than fuel + oxidiser. I also added a couple of argon tanks etc using the xenon tanks as a template. The easiest way to add the changes needed is to look at one of stock parts and copy the research lines into the various configs. I used editpad as it allowed me to do the changes to many files at once. I can't find a license for the mod so I'm not sure where we stand distributing the changed configs. I suppose you could always use module manager to make the changes, but I'm not that familiar with it, and the only reason it's in my install is because interstellar uses it. Hope that helps Russ
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Thought I'd share my latest project. The Interplanetary Science Vessel Discovery. Discovery is powered by a 3.75m Thorium fuelled Gas Core Nuclear Reactor and Thermal Rocket Engine, delivering ~ 11.5km/s dV at ~0.38 TWR. You will notice that Discovery has no landing capability, and will be used Primarily as a test bed for the various nuclear technologies and as an orbital science platform. I didn't want to do all the missions with just one vessel, so I'll be sending a larger ship with attached landers at the successful conclusion of Discovery's mission. Discovery is currently on her way to the Mun for a shakedown cruise before returning to Kerbin to collect the crew for her extended mission.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
RussPixie replied to toadicus's topic in KSP1 Mod Releases
Derp!. Nothing to see here, move along..... Thank you Russ- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
RussPixie replied to toadicus's topic in KSP1 Mod Releases
Hi. I'm having a little problem with the editor part of the VOID Plugin. The icon seems to be stuck to the middle of the screen. Don't know if it's relevant, but I do use a custom screensize set manually in the KSP settings.cfg If you need anymore info, let me know Russ- 577 replies
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Ok, correction, it does load now, I must have killed it trying to get around the docking bug that's stopping me from undocking the booster attached to the lithium tanks. I was sending up Lithium tanks so I could start tritium breeding. these were the first of hopefully many tanks to be sent to the station. EDIT - ok, I undocked the tanks, then just before redocking, I detached the booster from the tanks so only they, and not the booster, docked with the station. This is the only way I know to get around the docking bug. Last time I tried this it locked up, this time it didn't. I'm now going to attempt to move this save back across to the main installation.
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Just as a recap to my problem, under KSPI 0.8 if I dock the Lithium tank the game locks up. If I take that same install and downgrade KSPI to 0.74 (by removing all 3 KSPI related folders and reinstalling the mod), the craft docks fine. I then reinstalled KSPI 0.8 (by again removing the 3 folders and reinstalling) and now the craft causes a lockup when it's selected. The only thing that has changed between it working and not working is KSPI 0.8. See my previous posts for log files etc. Some more info, the game is currently on day 363, and was started from scratch in 0.22 career mode on a fresh install of KSP. There is quite a long list of mods, but memory use is around 2.9Gb since I don't use too many part packs. There is no Mechjeb, but I do use Engineer and Kethane. All mods are the latest versions. Let me know if you want anymore info. Russ
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I've done a little more testing. On the install that has the docked lithium tanks, I removed KSPI 0.74 and installed KSPI 0.8 (all 3 folders). I then started KSP and selected the LKO station in the tracking station. It took KSP a few moments to change to the craft, but after that pause, all seems ok. It would appear that it's something that's called when the craft docks. Log file for completeness : https://drive.google.com/file/d/0B6qhKlFxd1Pkdk1HWnhKUHNlWmM/edit?usp=sharing Russ
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The docking ports come from the Tri Hexagonal Struts pack. They are parts only. They use the standard docking node. MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } I'll see if I can narrow it down. Edit - ok, I copied the install, then removed KSPI 0.8 and installed KSPI 0.74. The docking worked. Image (The image embedder doesn't like google docs) https://drive.google.com/file/d/0B6qhKlFxd1PkN3I5emxlQVotSVk/edit?usp=sharing New log file https://drive.google.com/file/d/0B6qhKlFxd1PkQzZ4d0dJaVo1UzA/edit?usp=sharing Hope that helps. Russ
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Hi, I'm running into a problem docking Lithium and Deut/Trit tanks to my station. This is the Station (Picture was taken in KSPI 0.74) I'm using KSPI 0.8 I'm docking a small module to the THSS docking ports at the bottom near the reactor. The module has a lithium tank and 6 deut/trit tanks plus docking ports, with a little booster that will de-orbit afterwards. When the lithium tank docks, I get a hard lockup of KSP. KSP.log here https://drive.google.com/file/d/0B6qhKlFxd1PkbXVoYUtOeUZncFk/edit?usp=sharing I'm using a few different mods, as can be seen in the ksp.log file. bottom of the log file : [LOG 21:42:21.485] Docking to vessel LKO Station [LOG 21:42:22.025] [FLIGHT GLOBALS]: Switching To Vessel LKO Station ---------------------- [LOG 21:42:22.027] Camera Mode: AUTO [LOG 21:42:22.132] stage manager resuming... [LOG 21:42:22.143] [Orbit Targeter]: Target is null [EXC 21:42:22.207] IndexOutOfRangeException: Array index is out of range. Hope that's enough information. Russ
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KSV Intrepid, Prototype Warp ship and Long Duration Science Vessel, pictured in low Kerbin orbit, just after final docking of her drive section, and awaiting fuel. Non warp propulsion is also a prototype, a DT Vista Inertial Fusion Engine. Docking was performed un-Kerballed, due to the unstable nature of this unit. Once fueling is complete and systems checks are successful, 12 brave Kerbals will be sent into orbit and will board the vessel to make her ready for her maiden voyage.
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It actually flies really well, though that may be the big B9 winglets at the front. It will lift off before the control tower, though I do have problems with intake air before it's gained enough speed. That was solved by taking off on 2 rather than 4 engines and switching the other 2 on after lift off. BTW, thank you, really enjoying the mod ok, it doesn't fly so well. it will take off really well though The SAS was applying so much up pitch that trying to level off put it into a spin. Back to the drawing board.