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Scotius

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Everything posted by Scotius

  1. Same here. Did it this morning without a hitch.
  2. For now it's pointless speculation. We don't know how abundant blutonium will be, or how much of it engines and reactors will require. Nonetheless, i would be glad to see a branch in research tree allowing to build increasingly power efficient parts.
  3. Awesome! I use both mods, but parts did not mesh together well. Now, those new parts change the situation. Thank you.
  4. So, couple of things can be ascertained from this diagram. We will have mining parts: drills, pumps, scoops, intakes. From these, mined raw resources will be stored in intermediate tanks. Next step will be processing units, that will refine raw materials and send useable end products to final tanks. Pretty much like kethane now works, so we should catch up pretty fast. One of questions remaining is - how it will work in practice? Will all parts be placed on one ship, or will it be possible to set up separated units? Will there be some sort of pipes/cables/transporters pushing stuff from one end to another? Time and devs will tell
  5. Ohh, cool. These are going to be really useful for landers, power-landing rovers and dropping base modules. Good work.
  6. Unfortunately maintaining fuel industry in space is not cheap nor simple. Usually i have refuelling station in LKO (about 80-90 km), which is a hub of my activities in Kerbin system. "When you are in orbit, you are half-way to everywhere." - following this rule i refuel my ships there when needed. I'm also sending unkerballed tankers to destination points of my interplanetary missions. Those around Duna and Jool usually become cores of local fuel depots. Since they are too far to be efficiently supplied from Kerbin, i'm striving to set up kethane mining operations as soon as possible.
  7. OK, i fixed it for myself. All it took was removing RLA Electric Engines of all things Doesn't this mod also have a pluging for engines sound? Maybe it was the culprit. Or maybe i just freed enough memory for ISA to work properly?
  8. You might be on a right track Gaius. It's logical. Biggest strenght of FFR is its insane ISP. If it suddenly drops to 0, or near it and thrust remains the same engine will flame-out. And this is exactly the status report i got after right clicking on dead engine when bug hit.
  9. From this list i use: KAS SM plane pack Kerbal Alarm Clock Chatterer KSPX some parts from B9 pack (mostly cockpits) ISA MapSat (obviously ) Fuel Balancer RLA Electric Engines Subassembly Loader Mechjeb 2.0.8 Crew Manifest
  10. How's the traction and stability on rough terrain and low-g worlds?
  11. Well, both times it happened to me active ship just finished a burn of over 120 m/s dV in preparation of docking.
  12. Sights mostly. And a challenge. Jool and Eeloo force you to use every bit of engineering skills to make decent ship. Another gas giant beyond Jool's orbit would be a tough nut to crack at first. Motership able to go there, do some exploring and return to Kerbin would have to be enormous...or very cleverly designed. And i would love to see both kinds of designs
  13. i5 processor, 6 giga RAM, 2 giga Nvidia GTX card, Win 7 64. I suspect it might be a conflict with another mod actually, because freshly installed ISA worked normally. It started freezing two days ago.
  14. Wonder how many engines would it take to deorbit one of those?
  15. Personally i'm glad to have reasonably strong parts. I'm tired of losing pieces of my ships, simply because EVAing crewmember headbutted something accidentally
  16. Yeah. Fans are chewing on their nails
  17. Or SQUID mod. Asteroids! With kethane! Like Fladder wrote: this is sooooo cool Only bad thing is necessity of Hyperedit (if there is one cheaty mod out there, it is it IMO). Can't you add a plugin that will spawn those suckers somewhere in system on random coordinates?
  18. I love those mini-tracks I keep couple of simple rovers around KSC in case my kerbals need transportation between SPH and VAB. I can already imagine Jeb trundling around on this offspring of a tank and a Segway
  19. Agreed AmpsterMan. I kinda/sorta hoped devs would include new planet or a moon somewhere as a surprise bonus to 0.20 - just like Eeloo was added. Alas... I still need to send manned missions to Moho and Eeloo, but perspective of a ringed gas giant... There will be some pretty sights to see there - thats for sure.
  20. Wow. Tough stuff So far i used only medium sphere for new 2-man lander, and it worked like a charm - even with additional weight on top whole design was stable and easy to maneuver. Can't wait to finally put my space station together.
  21. Pretty yes, but new version freezes any ship with scanner dish connected. I had to delete it, and install old version. Is there a fix on the horizon?
  22. That is possible i guess. Both ships in question used FFR/xenon injector combo. But it happened on two different occasions : one in LKO, one in Mun orbit. Curiously, after save load those same ships docked normally, and nothing unusual happened.
  23. Sasquatch, i get a weird bug sometimes. When two ships with FFR engines maneuver near each other, the one doing the burning at full thrust sometimes loses its thorium supplies in a moment. It looks like suddenly engine increases its fuel consumption a thousand times or so.
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