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Rabada

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Everything posted by Rabada

  1. Awesome thanks! I knew what I wrote didn't look right. What about the antimatter? It's procedurally generated based on the planet's mass right?
  2. I have 2 quick questions concerning the planet factory mod. First of all, I shouldn't need to do anything for the planets to have antimatter correct? Secondly, if I wanted to add Argon to planet XXXXX for example, would adding this to the atmosphericresourcedefinitions.cfg work? (and for planetary resources I'll just copy and rename a random .png from the WarpPlugin/PlanetResourceData folder. @ATMOSPHERIC_RESOURCE_DEFINITION[XXXXXArgon] { resourceName = Argon }
  3. Something is overheating. I think that it has something to do with the heatshield being too high in the atmosphere to effectively dissipate thermal energy to the atmosphere. I was doing some research and apparently some people put the cubic octagonal strut between their heatshield and the rest of their ship? Could it be the part that's attached to my heatshield that is over heating? I'm gonna try that after I get off work tonight. EDIT: oh, and I actually did 4 or 5 aerobreaking passes which brought my orbit around jool down to something like 650km x 208 km, so my orbit is quite low over Jool.
  4. While this may not be exactly what you're looking for, there is a command module in the Deep Space Mission Pack (link) that holds 5 Kerbins and works well with these parts. It is about the size you seem to be looking for, and it would be easy to edit it to 6-8 Kerbal capacity. Ap Here's a couple of pics of what it could look like:
  5. I do not know the answer to this question. I would assume that figuring out heating would be quite complicated and is based on about a dozen different variables, and it would simply be easier to just do the trial and error than to calculate it. On another note, could anyone offer me some advise for making a Jool atmospheric probe like NASA's Galileo Probe? I attempted to make a probe using all the useful science parts and a 2.5m heat shield which weighed about 2.7t. However when I attempted to enter Jool's atmosphere, even from a very low circular orbit, my heat shield would overheat and blow up before even a tenth of the ablative stuff wore off. I am using FAR for this probe.
  6. I recently started putting my launch clamps as close as I can to the center of mass for the entire rocket. It has been working extremely well, the rocket is mostly balanced when it launches, so it always goes straight up.
  7. This works just fine! But..... If you go through and look at the tool tips for squads engines, you'll notice that they separate the propellant usage (propellants) from the rest of the part stats with its own green headline. They also put a minus symbol infront of the fuel and oxidizer. The minus symbol does help A LOT for organization. To keep everything homogeneous with how squad organized things, I would seperate the part inputs from the rest of the part stats. That way, its very clear what all you need to put into a part, and what you are getting out of it. For example, here is how I would re-arrange the part above: FNFusion Reactor Total Power: ...... Core temp: ...... Reactants -Power Requirement -D/T Max consumption rate The D-T tokomak line could be removed, its not an actual stat for the game, and the part description clearly states what the part is. Also, put the most important info, in this care total power, first.
  8. I have a lot of feedback regarding the current tooltips! In no particular order: - The computer core needs more info, I would add in info that it is for the advanced IR telescopes and that you can use it to research like with the science lab - The Helium Cryostat should specifically say that it is NOT for fusion - The IR telescope should mention that it needs Helium Cryostat, and I would like to know how much cryostat it will use. - The Science Lab could mention that it is used for anti-matter and dueterium production, research, and nuclear fuel reprocessing - The microwave beamed power receiver should replace the word "Solar" with "Thermal" it its description - The atmospheric scoops could use more info on what resource they actually collect - only the small anti-matter bottle says how much antimatter it holds, while the other antimatter in line containers do not. - All the electric generators have the same stats, I don't know what the difference is between them besides their size and weight, but if there is, a tool tip would help. - Finally, do electric generators need to be connected directly to a reactor? Any part which is required to be connected to another part in order for them to work together should have a tool tip saying as much.
  9. First of all, Thankyou Kerendel for answering my questions a couple of pages back! I like your suggestions, and I agree that right now it is too easy to unlock the tech tree. I would prefer it if there were a lot more techs added to the end of the tree and the current interstellar parts moved much father back in the tech tree. Keep in mind that I am still in the midst of my first career mode game with Insterstellar and I am just about to finish the stock tech tree. I think that there should be a lot more techs added to Interstellar, and that the Interstellar parts should be unlocked MUCH later in the tech tree. For example, it only cost me 300 science to research orbital nuclear reactors while RTGs are in the next level up in the tech tree and cost 550 science to research. Also, the "Sethlans" series of reactors are in the same tech as the other fission reactors. Isn't the Sethlans reactors supposed to be an upgrade on the other reactor? Edit: I should also point out that it really don't make much sense to spend much effort balancing out Science right now, so I completely understand why it may seem very unbalanced. Im starting to really like this mod, and I'm excited to start diving in the deep end of Interstellar.
  10. Sorry, I don't know if anyone has done what you're talking about. If you want to PM me and I can edit the TAC converters to, for example, convert lqdwater (Insterstellar's water resource) to water (TAC's water resource).
  11. I believe that Interstellar and TAC use different resource names now so they shouldn't have any issues. I'm using TAC and Interstellar with no issues. I don't use any biomass mods though. I'll check the insterstellar files and see if I'm right EDIT: Interstellar used the resources lqdwater and oxidizer while TAC currently uses the resources water, oxygen, and food, and the various waste forms. I'm not aware of any incompatibilites between the two mods, however I haven't gotten to the advanced parts of this mod yet.
  12. This is quite an excellent mod! Until now, I've only messed around a bit with this mod in sandbox mode, however I have started my first career mode game with this mod and I have some questions. I have read the wiki, the faq, and about the last 40-50 pages of this thread, watched Manley's Interstellar twice, so I hope these are not common nuisance questions that get asked all the time. 1: How much science will it take to complete the Insterstellar tech tree? I'm not looking for a number, I'm more curious about what I will be doing after I finish my Mun and Minmas Biome landings and my interstellar probes. 2: I noticed that Scott Manley installed Infernal Robotics in order to position his microwave receiver dish for some of his space craft. Is there an easier way to point your dishes without using additional mods? 3: And finally for now, does anyone have any tips or suggestions for my first career mode playthrough with Insterstellar? Right now I am doing science on the Mun, and I am about to start unlocking the interstellar advanced techs for the first time.
  13. I've used the spherical tank mod and have not had the issues you have at all, which leads me to think that perhaps the issue is not a mod issue. if you can't get it to work, then I would recommend trying to use a mod like TAC fuel balancer or the crew management mod.
  14. I didn't know that box was a probe core, thanks! I edited all my command modules to have mechjeb built in and never thought of using that box. This is exactly what I was looking for!
  15. Thank you for the mod! It works very well for me and has enabled me to stop relying on ugly asparagus staging! I was wondering if someone could give me some advice on how to attach probes to my 3.75m stages so that I can de-orbit them. So far the only way I have found without part clipping is to use the 2.5m wide probe in line with the stage... But that makes my boosters super wobbly.
  16. I got home and did everything you said and it worked! I guess I will go ahead and try realchutes with this mod until I get more comfortable with them. Is there anything I should know if I am to use Realchutes? Thankyou for your help!
  17. Thankyou!! I'll try it as soon as I'm off work. And I'm sure I will check out real parachutes, I've already got way to many mods I'm still learning right now. Thankyou again!
  18. First of all I must say I love the parts! Very nice and sleek! I'm using them quite a bit. I have 2 questions though. Firstly, this real parachutes mod is a bit much for me, but I love the idea of being able to have both a docking port and a parachute on the top of my command module. Is it possible to have stock parachutes work with a docking port? Secondly, there are some decouplers that your guide claimed that the staging was disabled and they require action groups. How can I re-enable staging for these parts. I noticed I had problems staging with some of the decouplers.
  19. I've been wanting to use a mod like this for a long time! Thankyou for your work. Unfortunately I was unable to get your most recent Beta to work well on my game. However I installed your second beta and I love it! I set the build time modifier to x4, because I'm running TAC life support, and that seemed to balance out very well. I actually really like your simulation system how it is set up, it works well with my gameplay style.
  20. Thankyou! I only put one one on my sat, I'll have to try putting more on my sat next time.
  21. Sorry if this has been asked before, but if I attach multiple detectors to my kethane scan sat will I be able to run in a higher time warp while scanning?
  22. Does this mod have any incompatabilities with other mods? I unzipped the download and put it in game data, loaded up the game, hit alt h... nothing happened.
  23. This makes perfect sense! I didn't even think to use the online launch window planners. Thankyou! I'm going to mark this thread as answered. I'll have to load up the game and check out your suggestions. How many Kerbals is this for? I will have to double check my batteries, I forgot about the electricity requirement for kerbals with TAC. May I also make a suggestion to you. If you use water and air converters, then you only need 1/10th what you normally would use. If you pack up say, 1000 food, 100 oxygen, and 100 water, they should all run out at the same time. Edit: How do I mark this thread as answered? Edit 2: 1 Kerbal year = 1 Earth year right?
  24. I have never actually paid attention to how long my interplanetary missions last. In my current game I have TAC life-support installed and I'm about to start sending my Kerbals to Duna and Jool. Assuming I only use optimal transfers, how many days worth of supplies should I stock for my Kerbals?
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