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TomatoSoup

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Everything posted by TomatoSoup

  1. KSPI updated to 0.10! As best as I can tell the only change that need be made to this mod is to duplicate the last block and change the target name from FNRefinery to FNInlineRefinery.
  2. I'm not so sure about that. If you put water through a NERVA it decomposes to hydrogen and oxygen and gets a higher specific impulse than you'd think, something like 50% of just pure hydrogen. And that's just an example that I was quoting because it's in a book I love. http://www.projectrho.com/public_html/rocket/enginelist.php# and Ctrl+F for "Solid Core NTR" But my general point is that, regardless of how it's actually implemented, I find it odd that we have all these futuristic devices and yet we're still burning monopropellant. But as Fractal_UK has said, the problem is less of a want to do it and more of a not finding a good way to code it. I can only hope this changes in the future! This is quite old, but perhaps it contains sourcecode that can give a nudge in the right direction? http://kerbalspaceprogram.com/ampyear-power-management-ion-rcs-v0-9/
  3. Basically, your problem is that When acts like a "Wait until this condition is met, Then proceed"
  4. The magic about resource definitions is if their names are identical the game can't tell them apart. Then, so long as their actual definitions don't conflict (same flow type? same density? etc) then they are 100% compatible.
  5. I'm rather aware of that as I stated in my post. I am suggesting that there be more efficient or powerful RCS blocks and fuels based on a different fuel system. What about a system where water is kept pressurized as steam and the RCS blocks are little more than nozzles with valves? I'm thinking about a system described in the novel Leviathan Wakes which is very hard science fiction so long as you accept "very efficiently" as the answer to "How do the ultra-high thrust and specific impulse engines work?"
  6. What CPU are you using? I believe that is teasing a new feature in .10. And unrelated to that... Fractal_UK, your mod adds loads of lovely content to pretty much every aspect of Kerbal Space Program except for RCS. I find it odd that, at the end of the tech tree, I'm still using Monopropellant. Do you have any plans to address this? I'm in favor of a component that attaches to a reactor and heats some working fluid, which then has internal piping to deliver it to RCS clusters.
  7. Try rephrasing that. We can't understand you. Try using the latest version. 4.4 isn't supported anymore.
  8. I think the cheat would be to make an incredibly small body in the center with effectively no SOI and make them both orbit that.
  9. Genuinely worth continuing this mod just for that comment.
  10. That's what that God damn part is! Could anyone give more careful detail about how exactly it works?
  11. I fixed the problems I had. Turns out the default .cfg provided is incompatible. All over the place it has "configuration = LiquidFuel+LiquidOxygen" which isn't valid. So I went through and changed all of those to valid things. For those of you who would like this fix. http://pastebin.com/xDtKJ4h9
  12. I'm having a similar issue. When I leave the map up the node constantly refreshes and thus does not count down the burnt fuel from the deltaV counter.
  13. Pardon me, is RO Realism Overhaul? I don't use that, just RF4.2 and the MFSEngines.cfg (which is what I used with RF4.1 and worked fine, to the best of my knowledge). I tried the RftS engines but, of course, they're not stockalike and thus not quite compatible. At any rate, with a fresh install it still doesn't work. And the only .cfg file touching those engines is Deadly Reentry, which was not a problem previously and only touches ModuleEngines to adjust the heat production. Also, the LV909 seems to work fine.
  14. Why are some of my engines missing config options? As you see, my Poodle engine thinks it can be configured: http://i.imgur.com/zMhm9bD.png But actually can't. http://i.imgur.com/cu7yAgq.png The same goes for other stock engines, but not mod engines. I'm using the regular config linked first in the second post.
  15. Would you consider, then, making your On-Rails Acceleration available to more engines? It's always a bummer to see an Ion engine with a 30-minute-plus burntime.
  16. This is my suspicion: When you go on rails normally, the game puts you on rails and moves you according to Kepler's orbital parameters. When you stop being on rails the game dumps you back into normal space and applies normal physics. I'd imagine that this is directly editing the orbital parameters (either by very clever math or by briefly converting to XYZ position and velocity, editing those, and then converting back).
  17. Have you updated Kethane? Older versions (as recent as 8.3, if memory serves) have known compatibility issues (as detailed in the very beginning of the thread).
  18. I did a quick search in the thread for Real Fuels compatibility and, while I found a post somewhere around page 250, I'm worried that that is for an old version. Is Real Fuels compatibility baked in now or is there some other place I should go for an official config?
  19. There was a launchclamp attached to the very bottom of every tank that had a first stage engine.
  20. I used the Search Thread feature but couldn't find a satisfactory answer. Does this support Real Fuels?
  21. Weirdly, most of my rockets immediately get stuck at a ridiculously low thrust (~0.8kn for a mainsail, basically) when I max the throttle and then activate them. Shutting down and starting again, of course, makes them fail to ignite.
  22. Yeah, I've gotta confess that I haven't been making new saves. Just kept loading the same career save. But I nuked the remotetech_settings.cfg file and loaded madadam's fixes and it seems to work great now! Despite some AMAZING issues I had with it earlier (the total chronicles of which I listed on the github with so many pictures imgur stopped accepting my uploads for a bit. I'll grab your newest version and call it a day and just deal with any shenanigans I encounter until Cilph declares the best fix. Thanks very much for all of your help! On the plus side of all these shenanigans, I finally found a reason to get Visual Studio installed (with the intent of rolling their fixes into my own .dll) but you went right ahead and did the work for me!
  23. So despite all the other issues I have (vessel duplication, space center disappearing, and so forth), I'm not crashing when clicking any of the RT2 buttons at the bottom right. But in addition to this, I just tested again to see if I could get it to freak out and I got it to work perfect (no errors in Alt+F2) until I quickloaded and it lost its marbles. https://dl.dropboxusercontent.com/u/6121926/kerbal/output_log_5.txt https://dl.dropboxusercontent.com/u/6121926/kerbal/KSP_5.log
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