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Blaylock1988

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Everything posted by Blaylock1988

  1. That warp drive looks sick! Have you though about trying a procedural type rocket nozzle? One that automatically changes size (along with performance) depending on the reactors it is attached to? That way you can don't need to create so many parts.
  2. Thats good, but it does make it tougher to build ships when the dV isn't calculated till I spawn it. EDIT: Ok I just ran a test, The small nuclear reactor with a thermal rocket nozzle had great isp but terrible thrust (like 5kN) and a 2 hour vacuum dV burn time. The same nozzle with the largest reactor had same isp with higher thrust thrust (340kN with a reactor that weighs 45 kerbal tons is actually pretty sad) and a 2 minute burn time. I compared the dV numbers from mech jeb all the way through the test, and they stayed accurate. The dV didn't jump when i launched or put it in space. dV was high with the tiny nuclear reactor but 5 times lower with the largest nuclear reactor. The amount of thrust gained from adding the larger core isn't enough to overcome its incredible mass. Using the nuclear engine with a thermal rocket nozzle is useless since I can just slap on one of the nucleonics engines and get a little less isp and dV, but have 1/5 the weight and a couple minute burn time. I haven't been able to test out the antimatter one yet since I don't have an antimatter collector in orbit yet.
  3. I did this as well, and found they don't relay the high powered stuff down to the dark side. So If I want to get max power from my KLO power sats, i need to pretty much be in the sunlight at Kerbin, which is unfortunate. Make sure your have 2 satellites equidistant away from KCS or give a small inclination to the sat over KSC so that it is above/below kerbin during the peak of the day/night. I didn't consider my ground track (position) and now I have 1 satellite being blocked a tiny bit by kerbin's curvature and 2nd one is on the opposite side of kerbin and the last one over KSC has no sun at night. EDIT: Are the dV calculations that mechjeb shows for the thermal rocket nozzle correct? After toying with different variation in the VAB, the smallest reactors (of both types) show the highest dV and the larger ones show the lowest dV. If they are correct, the rocket nozzles are vastly inferior in dV and weight savings compared to the Nucleonics Ltd. nuclear engines (which I think are balanced pretty fairly).
  4. YES PLEASE, although I would prefer this on Kerbin clouds, I think clouds on Duna don't make much sense to me. I was wondering, could this universe replacer be expanded to replace in-game music?
  5. Thanks for the detailed reply! I'll focus on using the warp drive on larger ships. Your updates are certainly cleaning it up and making it easier to use this mod. I wasn't aware that the microwave transmission can convert extra power into megajoules. I do have a question about how to relay microwave power to my ships. I have 2 satellites in Low Kerbol Orbit with transmitters. Say I have a ship on the dark side of Kerbin. If I have a 2nd relay satellite in view of the 2 LKO satellites and in view of my dark side ship, will it transmit the power from the LKO satellites down or will it only transmit the little bit it gets at from Kerbin orbit?
  6. There are a few things that are unclear to me after going through this thread, here are my questions/observations. 1. If we are supposed to use antimatter to get thermal then to get megajoules, how are we supposed to get enough megajoules to generate antimatter? You mention nuclear reactors are not powerful enough, so what is the point of being able to generate antimatter if we have to go collect it anyways? 2. What is the point of the nuclear reactors if they are nearly useless to power a warp drive? Are they only for powering your unique engines? You said those engines are for performing high dV maneuvers after using the warp drive, but if you are using the warp drive you probably have antimatter, so why carry a nuclear reactor? On top of that, there is only one large warp drive. Small ships suffer greatly because it is so large and require so many other components to power that warp drive, yet you created small medium and large supporting components for one sized warp drive. If I am building a ship large enough to fit that warp drive, I certainly am not going to use the small generator, antimatter tank, and reactor. 3. The microwave transmission is neat, but it seems completely independent (and useless) from the perspective of the warp drive since it transfers electriccharge, not megajoules. An infographic/flowchart would be enormously helpful in understanding this mod. If I am mistaken on any of my observations, please let me know. I really like this mod, but it is burdened by its own scope.
  7. Is this why Mushroom's planets dont work for me? I have Kethane 0.75. EDIT: Oh, I am also running the wrong version. Ha!
  8. If you can make an orbital elevator, i would love you for ever and ever, no homo.
  9. I wasn't thinking about using it as an actual elevator, even though that would be totally awesome. I would be perfectly happy with the 'station' section where I can launch and/or dock stuff. If using it as an animated elevator, what about attaching a chair for the kerbal to ride in?
  10. This only happened the instant I hit shift to throttle it up the first time. Bringing the throttle back down to 0 didn't fix it, only deactivating the engine did. Also, this was on your first release, I just now noticed that 0.2 is out, I'll see if that makes a difference. UPDATE: Tested it in 0.2, problem persists.
  11. I noticed that the Thermal Rocket Nozzle breaks my quantum struts. Upon further investigation, the quantum struts are working, the problem is that the instant I throttle up the Thermal Rocket Nozzle, my Electric charge goes from full (9755) to "NaN/9755 (NaN)". Any idea what might cause this? All of my batteries show full charge, my antimatter tank is empty, and megajoules are also empty. UPDATE: I shutdown the TRN and my charge went back to normal and everything works again. It seems that if the TRN is active but doesn't have the required resources, it screws up the ElectricCharge resource.
  12. I have a different issue with quantum struts and can't find the quantum strut thread anywhere. The quantum struts seem to disengage when I fire up any engines. They say they are enabled, but they just disappear and stop working. Anyone experience this? EDIT: I narrowed it down to the hyperdrive mod, they only break with its engine is activated, I will take this issue up over there.
  13. So, hypothetically speaking, one could import and place an orbital elevator object? If the object is parented to the ground hundreds of kilometers away would it even be possible to see it or interact with it in space (render distance)? Perhaps it could be broken into sections so that it can be seen at different altitudes with the high detailed launch/docking station at the top?
  14. A hybrid detector part would have to be created, maybe borrowing some functionality from air intakes so that it knows when it is in atmosphere and can detect.
  15. The jupiter looks fantastic, I would probably shoop the orange into green so it matches the glow better. That or change the glow to orange. I would like info on the kerbin textures. I can easily merge the clouds on the texture in photoshop, but I am concerned about that misalignment.
  16. That's awesome! Can't wait to use that too! I'm already using your slider part. Do you have any plans on making an action group that can make it go directly to a predetermined angle/position?
  17. Ah, I am using the powered hinge. It is default in the VAB at 180 degrees from its attaching surface, I want to move it to 90 or whatever its max is in the VAB before launch.
  18. The joints, I have arms and stuff attached to them that are supposed to deploy, but it cant launch deployed because of the procedural fairing.
  19. is it possible to actuate the joints while in the VAB prior to launch? (not the obvious rotate about its placement axis). The reason I ask is because I need it to be retracted in its launch position since I am using procedural fairings, otherwise the fairing will be huge and stupid looking.
  20. I just installed this addon with Rareden's Texture Pack and MY GOD ITS BEAUTIFUL I almost feel like I am playing EVE online. This is a must-have addon!
  21. Sonar can also be used for planes and rovers on planets with atmosphere. If you added that, maybe make it with a large detection area to make up for the slow travel speed down in atmosphere. Just an idea.
  22. what are the issues you are having right now? is it with other mods or is it with mod dev stuff?
  23. I have this problem too. I have been able to replicate it reliably by quickloading. The map works perfect when the game is first launched, but when I quickload, the grid map breaks.
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