Jump to content

theSpeare

Members
  • Posts

    505
  • Joined

  • Last visited

Everything posted by theSpeare

  1. Maybe he means it needs MORE new models? I think he means to overhaul every part in KSPI that still uses stock models.
  2. Awesome - nevermind then. Thanks - haven't reached it to the final node yet (set it to 100,000 science or something) so wouldn't know. Appreciate it
  3. Sure can - but only if they were built and launched before you've already researched them in the research center. I want something more to do with science end-game; not so much as 'more research nodes' but just something else like what I suggested.
  4. Fractal would it be too much to request for the warp drives (and possibly every other part) to be upgradable "retrofit" style for a third level? Forcing it to be retrofitted compels us to retrofit every new craft that comes out, but it also lets us keep using science when it pretty much just becomes useless and pointless as soon as you hit warp drives.
  5. Is anyone else getting super creeped out by the pitch-black clouds at night?
  6. Just clarifying that my problem is refocusing on crafts that are in atmospheres - my launches turn out to be perfectly okay. The mission log does say "burned up in reentry" if that helps at all. Thank you very much for a great mod
  7. Fractal, still having some problems with electric charge running down to 0 at full time warp. This doesn't really affect anything majorly as nothing blows up and everything pretty much sorts itself out after coming out of warp, but it creates a big issue with kOS where it requires electricCharge to continue its program. I can't do things like automated warp drive travel as kOS powers off before it can continue its "planet is getting pretty close, kill time-warp!" functions
  8. Big problem - I'm having my atmospheric ground bases spontaneously exploding due to "burning up on re-entry" when I switch to them in the map view.
  9. Fractal - can you recommend max temperatures for your parts? I'm starting to use Deadly Reentry and I plan on personally integrating the max temperatures for KSPI with some ModuleManager cfgs.
  10. Fractal, have you ever thought about adding science transmissions to your science lab? It can carry a data value that builds up over time, one that you can transmit back to Kerbin like you would normally. Perhaps avoid adding a cap on how much science it can carry, but cap the amount of science it can transmit back to Kerbin depending on your distance from home. This would add a nice challenge touch to a somewhat farm-capable device.
  11. Confirming this as well, 0.9 kOS update download link is broken - empty zip file.
  12. "Oh look, an update for KSPI! Let's download this pretty new 0.7.3 version. *refresh* wait what 0.7.4--" EDIT: On another note, Fractal will you consider please adding another node before warp drives for the upgraded antimatter reactors? I feel like this is a better step before warp drives.
  13. You should submit this to KebinLaity of kOS Autopilot - it's in dire need for a radial part and this could be perfect.
  14. So I've only started using transmitters and receivers - the little right-click GUI shows "Relays connected" and this got me really interested - but how do I make relays? Can I simply have a satellite with just both the receiver and transmitter on it? Also I know that the receiver has to be facing the direction of the power source / relays but does the transmitter have to be as well?
  15. So what with the laboratories somewhat making it easy to get to 10,000 science for the final node, I decided to make it a challenge. NOW IT COSTS 500,000 SCIIIIEEEEENNCEEE This is going to be fun.
  16. Some questions please: 1. How do I target bodies? 2. How do I lock my steering to node? "lock steering to node" doesn't work, as it doesn't seem to recognize "node".
  17. I haven't gotten up to those parts yet, but can you still retrofit? KSPI is really wonderful with the career mode btw, it's really adding a lot of enjoyment chasing the tech tree with the warp drive as that ultimate goal.
  18. I was using no upgraded parts, using the medium nuclear reactor and medium electric generator. One lab and two of the largest radiators. Oh and the largest antimatter tank.
  19. This was in the atmosphere (ground test) and with two of the largest radial heat radiators with only one lab producing antimatter. I also didn't even see the WasteHeat go up at all (no flicker of WasteHeat suddenly going up when max timewarp is engaged). I'll try again tonight with more radiators.
  20. It was the largest antimatter tank but as far as I know the issue stems from the electric generator pretty much producing 0 output when you start timewarping up. I suppose this probably occurred already before 0.7 but it wouldn't have been such a huge problem considering you're not really watching for anything at full warp. Now antimatter tank just blow up without a lot of babying and wiggling to get it safe into full timewarp.
  21. There are some problems with time warping and power generation in the electric generator going down to 0. I only tested this out on the ground with a science lab producing antimatter. My antitank matter kept exploding every time I wanted to time warp to full. I'd have to mess with it until it somehow became stable.
×
×
  • Create New...