Fractal_UK
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KSP2 Release Notes
Everything posted by Fractal_UK
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Sorry, yes, I forgot to include this in the changelog but the planetary magnetic fields were substantially altered, I discovered a huge bug in the way that antimatter and normal magnetic field data was calculated. I've included some factors to twiddle the amounts and bring them back to where I want them to be. The bug has revised many antimatter rates down, the small moons and Moho have been hit very hard though Jool should have improved and most of the other good large bodies: Eve, Tylo, Laythe etc shouldn't be too much different. Kerbin is unchanged. How much are you getting at that altitude of Kerbol?
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It doesn't need a direct connection, it's like the liquid fuel/oxidiser in the stock game and needs to be connected in a stack of fuel crossfeed capable components. Antimatter collection also takes a long time, low Kerbin orbit is a really bad place for it too, it could take days to get even one unit. You need a moderate altitude, around 1,000,000m is good.
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You need radiators or the generator will shut off immediately but the reactor will remain on, it is capped at a minimum 30 % output so it will keep on generating heat up until it too turns itself off due to overheating. That is probably why your ships have no power and you're getting flameouts with the thermal jets. Also, the antimatter tanks don't need any power until they actually have a bit of antimatter in, once you collect it they will draw power again.
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Version 0.7.1 Released Changelog: Version 0.7.1 -Added new KIWI nuclear reactor model by ZZZ -1.25m Plasma Thruster has maximum 25GW power throughput and reduced mass to 1. 2.5m Plasma Thruster has maximum 200GW power throughput, mass remains 6. -Rewrote Atmospheric Intakes/Scoops -Atmospheric Scoop no longer requires attached intake -Fixed Hybrid Thermal Turbojet auto-upgrade -Fixed Plasma Thruster auto-upgrade -Fixed UF6/DUF6 draw/supply to make them even -Fixed Science lab persistent science -Fixed exception in PartLoader -Fixed generator consuming all waste heat when reactor inactive -Improved resource manager performance at high time acceleration Download links in the first post have been updated.
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It's actually a little more complicated than just changing a variable, the upgraded state is actually already set properly, the part that is missing is the VacuumPlasma resource. RESOURCE { name = VacuumPlasma amount = 10 maxAmount = 10 flowState = True flowMode = Both } This needs to be added to the end of the PART definition, just below the final module.
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Yeah, that's not right at all. So, you could try reinstalling the mod and see if that helps, sometimes things unexpectedly happen that can be fixed by a reinstall. No idea why but it does occasionally happen. Other thing to check is, are you running windows 8 and have KSP installed in the program files directly? If so, that can cause permission problems for files both with mods and in the stock game in which case you'll need to either correct those permission problems or move KSP elsewhere.
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That doesn't matter, they will happily transmit smaller amounts of energy if that's all they have. Can you press ALT+F2 in game (particularly looking for writing in red) and/or post up a copy of your KSP.log file. It works fine for me. All I had lying around was a Kerbol satellite but the principle is exactly the same.
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Ah, hang on, if the transmitter is showing 0 then that's very unusual, are the solar panels actually producing some power? It looks like they're in sunlight but it's hard to tell from the picture. Can you post a picture with the transmitter output and solar collection shown? Same bug, yes. Fix will be coming shortly.
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Is it a line of sight issue? If you have a solar satellite in orbit then there are a couple of line of sight checks that need to be made before you will get any power, first the transmitter satellite needs to have line of sight to the sun and secondly the receiver needs to have line of sight to the transmitter.
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It's possible - if you put your transmitter satellites in a very low orbit of Kerbol. The solar panels have their inverse-square behaviour improved, which means they produce less power in the outer system and massively massively more in the inner system. More than 100x the power output at Kerbin is very achievable. Costs a lot of delta-v to get so close to the sun though, Jool gravity assist followed by a bi-elliptic transfer down is probably the most efficient approach.
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Modular Fuel System Continued v3.3 (OBSOLETE)
Fractal_UK replied to NathanKell's topic in KSP1 Mod Releases
The radiator already deploys edge on to the sun, it doesn't need ModuleDeployableSolarPanel module in there, that will really mess things up with two modules trying to control the same animation states. Surely all you need is this? radiator_patch.cfg @PART[radiator1]:Final { MODULE { name = ModuleHeatPump heatTransfer = 50 heatDissipation = 0.05 RESOURCE { name = ElectricCharge rate = 0.01666667 } } } -
You need to install the new version of TreeLoader or re-download and re-install KSP Interstellar. Both of these have the fix for this problem. Science lab functionality is working fine when the ship is selected but persistent science collection seems to have died. I shall work on a fix. Tested the fix this now and it is working. Now just the atmospheric scoop problem to look at.
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I actually haven't looked at the site much other than a bit about what they had on nuclear thermal rockets. I actually found that image I posted in some UW Madison lecture material about nuclear propulsion but noticed that site had the same image in more readily linkable form. But yeah, KIWI-A is certainly not something you'd want to use on a real rocket!