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pasty2k2

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Everything posted by pasty2k2

  1. RD - this is a fantastic companion mod to your others - any estimates on a v1 update? Any extra features you have up your sleeve for AMT? As always, love your work on KSP!
  2. Oddly I didn't spot those pics despite only being 2 pages away, and started designing something very similar myself, but only 72 drills. What was the rate you get from 128 drills, at say 1000x timewarp (since the number is going to be -0.00 at 1x)? Just to give me an idea! Are you using FAR and Deadly Re-entry? if so how did you land that? Miy current design which also handles mass LH2 production works out at about 90T, which is landable I think but may take 100 chutes and a couple reloads.
  3. So you can transfer Karborundum itself, just not use it as a fuel to make the transfer (like the choice between LFO/Karbonite), right?
  4. The Linux build is fine and does allow for "really large" orbital stations, in that it has virtually no upper RAM limit, only the max RAM you have in your PC. I installed Linux Mint just to give the KSP linux version a go, and I am pleasantly surprised, it is all it is shouted up to be. A couple of niggly bits are present in both versions but no sudden crashes in the Linux build, no "I wonder if it will crash" when switching between scenes, it behaves well. Sucks RAM up but behaves if you feed it! You can run essentially an unlimited amount of mods I'm using 7.5GB RAM and it's still smooth as butter. I began this save on Windows, got fed up with the issues, installed Linux, copied the gamedata, ships and saves folders over into the linux KSP install, and continued on fine like nothing had happened! I recommend all to give the Linux version a try if you can, getting your head around using Linux isn't as big a deal as it was 5-10 years ago, I use it as my main OS whilst playing KSP. It works fine for HD videos/music and internet browsing, drivers aren't that big a pain in the arse anymore either. Though I do still have Windows on a separate disk if/when I want to switch back for whatever reason.
  5. Very cool, though 20m seems a little limited in range (for these big bases), would be better if it were 20m from any existing part on that ship.. Is the range freely moddable or built in? Can't see an option in the part.cfg...
  6. Really? That's what it's for then, you pick a target with a stake and the pads can build whereever you placed the stake? If so, that just gave me plenty of ideas... and render's my previous post completely moot!
  7. I have an idea for this... might seem a little out there: I noticed that these modules are HUGE. However they should be - it's a permanent base. So I thought how do we get all that on the surface of a moon/planet and connect it all up nicely, without having to strap rockets/wheels to it to get it into place? A permanent structure shouldn't move, buildings here aren't wheeled/skycraned onto their final site. You build it there. Extraplanetary Launchpads has the ability to generate ships in-situ, on a launch pad, and I'm sure thats the best way of getting these massive structures at least most of the way to their destination, build it nearby. But you still need to wheel/fly it over, off the launchpad. This is sort of EL's camp but it only applies to this mod (and MKS a bit but those modules are smaller) - what if EL could generate the ship in-situ, rather than needing you to wheel it into place? If you could pinpoint where you want the building to be generated, and then tell the construction dock to "build it over there", that would match up a little better with reality. What we have right now is fine in KSP, even with FAR I can get ridiculously shaped rockets into orbit. I could if I tried get most of my designs into a proper shape with a fairing, using folding arms/panels etc, but with something like the biosphere I don't think a fairing will help! So, in-situ construction is my way forward, and I think that could benefit from the above or something similar. What do you think?
  8. Trying it now! I need more land based greenhouses and these look awesome! +rep!
  9. Really loving this, finally we can do "space tourism" for the civvies! Nice work dude!
  10. I've tried in sandbox and 0.13 works fine for the warp drive and power plants - tested with "Working Multiple Star Systems" and a fair few other mods. Didn't test tweakscale with it though, or do anything other than launch to 80km, power up, warp to a different star, and use a plasma thruster to try circularizing. (42K D/V!) Currently going through career mode and I have only just unlocked reactors, so I haven't had a chance to try this properly yet, though the parts all appear properly in the VAB list once researched (using Techmanager 1.5, removed TreeLoader packaged with KSPI). Anyone know for sure what doesn't work in 0.90, or another reason to not use Interstellar 0.13 with KSP 0.90?
  11. Hey guys, Not for 0.90 yet I know, but what is broken? I've fired up 0.90 with KSPI 0.13 in Sandbox and so far so good, it all seems to be there. Is it just untested, or actually broken, can anyone confirm? Ta!
  12. Hey guys, thought I'd mention what may be a bug I've found - possibly in Interstellar or stock KSP (12.2!), not sure. If I warp at 50x time accel, a 3.75m Fusion reactor loses Tritium no matter what rate it's breeding at. Warp at 100x or more and it behaves correctly. Is that inherent to the way KSP calculates resource usage during warp, or something with Interstellar? I can post screens of this if its totally unknown. Oddly during lower time warps, deuterium is being used (decaying?), 0.04 usage at 50x warp. 100x warp and more, it sits at flat 0, no usage/loss at all.
  13. Cool idea, a suggestion - have a "bin" part much like the Extra-planetary Launchpads mod has that you would drop the parts into, by means of a KAS hook/magnet and a tow ship. Then, CRUSH the contents of the container (or imagine it with an explosion ) down to the raw materials as you say. Downside is it does kind of need KAS for that (or robotic arms mod?), and I'm pretty sure you want to keep as many features as independent from other mods as possible. Would be nice though I think!
  14. I thought I noticed that myself while playing, but I couldn't quite put my finger on it. At least one of the capsules would run out of charge while re-entering if I phys-warped down, but I'd be left with 10% if I didn't. I swear the calc's are just wrong if you warp past 50x, to the point where you need loads of batteries if you have a large demand for powah and TAC LS is installed or you get deaded Kerbals if you increase the warp rate too quickly - not that that is at all TAC LS's fault - it throttles back to try and stop that, it's just an alpha game issue. Considering HarvesteR's informative recent blog post it's something they'll definitely deal with later; for now just add more batteries, quicksave often and all is good! Cheers again dude, don't work too hard!
  15. Awesome, like a boss! Where's your donate button? A pom wants to buy you a real ale and fish n chips
  16. Heh sorry the last few are a bit silly; from what little I know about unity/coding in general doing UI windows is difficult in itself, let alone do what you've done already. Regarding "time-warped rate", I mean like stock - pretty sure it doesn't currently do this (at least in my game)? Example, EC uses [1.00]/sec, I warp to 5x, it should now display [5.00]/sec, not [1.00]/sec. The standardized values in latest build look way nicer by the way, thanks for that! Last thought: Have the ability to turn the "stage" blue bars off entirely, giving just a full green bar? I'm just looking for things now...!
  17. Hmm, random ideas go: For me, if resources are being consumed at a tiny rate, it displays [0.00] correctly. However it also displays [0.00] if they are being generated. Can it display [-0.00] if you are generating? This happens fine for [-0.01] and up (down?), but not 0, for me. Display the "time-warped" consumption/generation rate when time-warping? A re-sizable window? Grouping resources together, instead of using separators so I can move a whole group together? Have the window be able to split into multiple windows for user customized separation? Last couple are a bit overkill really, but why not if you were looking for perfection (in my eyes)!
  18. Ask and ye shall receive! Top man, rep for you! Nicest, cleanest addon in my collection
  19. Hey Trig, loving the additions you've made to this! One small request - some mods have some rather large values for resources. When they are staged and have a separate blue bar, the values won't fit in correctly. Is there anything that can be done about this - could they be standardized when the text won't fit (as in 1,100,000 becomes 1.1M or 1100K)? Example: WasteHeat, stick 12 or so huge radiators on a ship from the Interstellar mod and the numbers are quickly in the hundred-millions. Something like "1.53M / 126.0M" to replace "1534225 / 126025000" would likely allow the text to fit, and for staged (green/blue split) resources too. When the bars are full, at higher values precision is less important to me, if I hit 125M / 126M I need to solve my heat issue, I won't gain anything for waiting to get to 125,999,999.9 Obviously this is only my opinion, so see what others think, maybe have it as an option that can be turned on/off? Or let me know if there is a better method for this/reason why it's a bad idea - love your work, peace!
  20. Can anyone confirm if this excellent safety mod is still required - does phys warp still harm ships landing? Just starting up again and this was an awesome safety mod for that little foible! Love the work Red3Tango!
  21. Thanks for the reply - NOW I see what this mod is all about! Took me a while to get this far, but I've done it with your advice - thanks! Out of curiosity, now that I have the Alcubierre Drive, did you have any other plans for devices at greater tech levels? 10000 science is too easy now! Lastly, not sure if this has already been discussed, but the Advanced Field Geometry upgrade for the Alcubierre Drive is only 100 science... Only 100? At that level of tech (and ability to get to new places for more science) shouldn't it be higher, at least more like the cost of the other up-gradable part, the Computer Core - which also seems a little OP in places, 12 science a day on Moho surface? You only need 2 there and you'd have enough for the Alcubierre Drive tech in a little over a year... Don't get me wrong - I love the system, but I don't think it fits as nicely as it probably used to, when the top tech *only* costs 10,000 science and you can generate a lot, in not a long time. It is rewarding though, so I'd rather have more things put in to use it/make the system fit, than have those elements nerfed - if you follow.
  22. Hi guys, Quick question re: the IR Telescope's Grav-Lens survey, which requires a 550AU orbit: Given that takes around 67 years to get out there, is the only realistic method of transport the Alcubierre drive? If it is feasible to do it with other propulsion methods, how many Liquid Helium Cryostat tanks would I need to take to be left with a usable amount after decaying for 67 years? Is there a way I can make the tanks larger, storing more Helium/costing more MJ to power, as that many parts is quite a killer for my framerate... Has anyone yet done this - how did you do it? Finally, does anyone know if a 1,000,000x warp mod exists to make that a little easier too? Thanks for any tips!
  23. Ah OK then, no probs! I'll just make do for now, it's still tons of power. Thanks for the protip, I hadn't seen that post. I did have a look around but I couldn't see any options in any cfg files; does anyone know if you can change the power priority for each device? I would set the transmitter to 4, Engines to 3, and set the fusion reactor req's to 1, above all other operations barring DC power. That should in theory keep the fusion reactor going unattended, until the fission nukes ran out of fuel (and once the little fusion calc bug is fixed), right? I do like the power priority system, but it would be great if the transceivers only sent power available after, say, priority 3+. Anything 2 or higher could be deemed off-limits, so you don't bleed your ship power supplies dry. Anyone else think this would be good, possibly configurable, in-game, as a tweakable or using the current Power Management UI? Don't wan't to sound ungrateful, the Power systems in this mod are fantastic already!
  24. Thanks for the explanation, and yes sorry I did misquote. If I only put on the KTEC generator though, it states 32GW/e maximum, and reaches it happily. If I put on the Direct generator as well, the KTEC only gets to 25.8GW/e. Is thermal energy lost/reduced when you use Charged Particle energy? Additionally, that message is displayed whenever I transmit microwave power, even with 3x 1.25m nuke/gen combos, giving 211MW/e sustained power for the fusion reactor. If I use the aforementioned single 3.75m KTEC generator approach giving me 32GW/e, the net demand for the ship is exactly what the fusion reactor requires, 182MW/e, so the warning is eventually displayed once all MJ are depleted - the transmitter is shooting every last drop away! In my example image it seems to think 65GW/e are available and appears to be beaming that amount in the UI. The demands for all onboard devices seem to be ignored by the transmitter. Can we adjust it's priority to say 3, would it then behave? Or, am I doing something wrong/misunderstanding something? Thanks again for the explanations!
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