tetrapack
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KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
What exactly are the "Start engineEMI" and "Start enginePulse" controls on the magneto inertial fusion engine good for? Also why does it seem to have a non functional thermal nozzle module? -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
I don't know much about moding so I might be asking for to much but I think ideally there should be a uniform thermodynamics system. Either make reactors and engines produce stock heat or convert stock internal heat into waste heat (preferred option). Although this is a minor issue and might not be worth the trouble. -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
Well that explains why I never had problems with stock heat -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
Personally I never had to use the stock radiators (maybe they would be useful for aerobreaking but I haven't tried that). Remember that stock heat has no consequences at all until it reaches the limit. -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
That's a good idea since repeating experiments still gives so much data with the accelerator but you can't put multiple versions of the same result into one command pod. Currently I have six tiny pods docked to my orbital particle accelerator just to return all the science. -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
Is my observation correct that you have completely removed the ability to collect data form the particle accelerator? The problem used to be that it's interaction range was to short for the large model which could be easily fixed in the .cfg file but now I open the file and the dataIsCollectable entry is missing completely. Was that intended? -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
Perhaps you could put them somewhere in the bottom of the tech tree close to plasma thrusters and such? That would force the player to research two separate branches - magnetic nozzles and charged particle reactors - to access them... not sure if I like this prospect myself but it is an idea... They also seem like an almost straight upgrade from the plasma and atila engines. They are much easier to research and their only disadvantage is that they can not run on beamed power. But if you have a reactor on board anyway there seems to be no real reason to not use the magnetic nozzle instead of plasma until you research the quantum thruster that is... Although I never use beamed power so I'm probably not the best man to judge that... Also I was quite surprised to see how little water there is on Minmus (just some traces near the poles) seeing as the entire surface consists of ice... do you think it is actually frozen dessert rather than water? And speaking of the resource system. Is it possible to integrate it with the stock resource system? Maybe give the stock refinery some basic refining options and later unlock either new options for the same part or heavier, more advanced refineries? The stock drills could perhaps also be used to mine all kinds of resources (at least on solid surfaces) rather than having the refinery teleport the resources inside it. I also don't know how possible or desirable this would be but how about removing the stock ore? -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
As much as I love the magnetic nozzle are you perhaps making them a little too powerful for how early they can be researched? Should practical interstellar travel not be reserved for the warp drive? Was not the fusion rocket supposed to make everything else obsolete? -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
I'm not sure what's causing your problem but I noticed that the ship is significantly larger than the warp drive ring. I haven't tested it myself yet but wouldn't all the parts that stick out explode if you try to warp? -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
Pyrobraking? Do you mean exploding a part of your ship to slow down or do you mean just burning a rocket engine? Also I would actually really love to build a ship that can successfully lithobrake at 4 km/s -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
I've noticed a little issue with Interstellar's RCS thrusters: If you have multiple valid RCS propellants on your ship the thrusters switch to the default propellant (closest to liquid hydrogen in the list) whenever you load the ship. It's not game ruining but still somewhat annoying if your craft has a lot of them. Also I noticed mechjeb seems to have problems calculating the delta V of magnetic nozzles. I set the thrust limiter and dive full throttle, mechjeb recalculates the delta V for that thrust but it's prediction for the ship's remaining delta V seems to drop quicker than the remaining delta V for the manoeuvre node. Does anyone know if Kerbal Engineer is doing a better job with this? And by the way I've also read that patch note about charged particles being converted to propellant. How exactly does that work? I can't run my magnetic nozzle on charged particles alone nor does the plasma reactor seem to fill up my hydrogen tank. Storry time! Magnetic nozzles are powerful indeed. I got to Duna in about 100 days (not very fast by today's standards but I performed the transfer bur.... plasma ejection? when magnetic nozzles could not thrust at warp time) only to realize that there is no chance in hell I'm aerobraking with over 4,000 m/s with my 109 t mothership. I guess the best way to do this is to accelerate half of the way and decelerate the other half but that is rather hard to do with the manoeuvre node system... Lesson learned: Always bring a secondary engine for capture and ejection burns. -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
Aerospace Tech. I was also quite confused about that since the forum post still incorrectly says it's Advanced Nuclear Power. Had to go through the .cfg file to find this. - - - Updated - - - Ahhh thank you tovarish! That's what my problem was! I usually completely neglect staging on complex interplanetary ships. It even works on full thrust (~6.6 kN). Maybe because the acceleration is low enough with a ship mass of 46t ? btw. are you using some additional star systems mod for your interstellar travel or are you just trying to get a certain distance away from Kerbol? I couldn't find any such mods for 1.x -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
I've set the thrust limiter to 5% and the throttle to about 1/6 effectively reducing the thrust to 0.8%. Then I start the timewarp but my orbit does not change during the warp whatsoever (it was not due to the small thrust). The throttle indicator jumps to zero as soon as the warp begins. -
KSP Interstellar Extended Continued Development Thread
tetrapack replied to FreeThinker's topic in KSP1 Mod Development
How exactly does that work? I clearly can not just throttle up like usual during timewarp. Is there an extra button for it? edit: Also is there any special intention behind the particle accelerator not being able to generate data while the ship is not active? for me it is just an inconvenience having to switch to it while I'm waiting to execute a manoeuvre with some other ship. It doesn't seem to add much to the game -
With the overhauled Processing Lab I have collected all the science on Minmus and brought it to a Lab on the surface. Due to the 500 data limit it will take a while to process all the experiments and I'd like to bring those which are already processed back to Kerbin. Is there perhaps a mod that would allow me to transfer individual experiments into the return pod instead of grabbing everything that is in the lab?
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using our combined knowledge for fun and profit
tetrapack replied to dgershko's topic in KSP1 Mods Discussions
Is this server not online 24/7 or is it already dead? I can't seem to connect