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db48x

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Everything posted by db48x

  1. Fractal_UK, what units is wasteheat measured in? Ergs or something? Joules?
  2. It goes to the R&D center of course, where you can use it to do research.
  3. Put fuel pipe connectors on both craft, then use an EVA Kerbal to connect them. Whether you put the pipe end-points on the craft before launch or after launch is up to you. I prefer to put them on ahead of time since you can't just poke a hole in a tank in microgravity and pump fuel out. You have to design the tank so that surface tension draws the fuel to the pump. It's not so much trouble to route the fuel via internal piping once that's done, however, so I don't mind putting fuel points in other positions.
  4. Count your blessings; the real thing would be ~100 meters across. Have a look at http://www.centauri-dreams.org/wp-content/Bickford_Phase_II.pdf, particularly the summary on page 14.
  5. The power scaling is nonlinear, so the largest reactor has quite a lot of power. All of the fission reactors are heavy though, so none of them have a good TWR. If you want a probe that can last 30 years, on the other hand, fission is the way to go. Fusion is quite different. Antimatter is slightly insane.
  6. If you don't use treeloader, then you won't have the new tech nodes this mod adds. They're all at the end of the tech tree, and have all the best parts in them (antimatter, warp drive, etc). You can edit the tree that comes with the mod to include additional parts, although in general you shouldn't need to.
  7. The mod fixes the solar panels so that they follow a real inverse-square law. If you have the delta to get really close then you can generate a fair amount of power. Don't forget the radiators.
  8. My comment was worded in too strong a manner; I apologize. Please note that I only commented on your actions, not your character (about which I have no information). Anyone may make a mistake, and using a large font like that is at least one step beyond using all caps, which you already know to avoid.
  9. It's primarily a technical restriction; KSP doesn't any craft but the current one or remember the orientation of an unloaded craft, so there's no straight-forward way for the mod to take the transmitter's orientation into account. It's also a small step to pretend that the transmission _is_ directional, but that mission control is adjusting the transmitter's orientation to match your current maneuver.
  10. Fractal_UK has stated that a future version will include a sensor for remotely detecting water (the exist in real life, after all). In the mean time you can go look at the resource maps, if you want. They're in GameData\WarpPlugin\PlanetResourceData.
  11. Also, you can go back to mission control any time you want. The only thing you should avoid is loading a save that was taken before you transmitted impact data. KSPI will think that the data has already been transmitted, and won't let you do it again, but since you loaded an earlier save your science total will be the amount from before the transmission.
  12. They always generate waste heat, and every ship can dissipate some waste heat, even without radiators. More massive ships are assumed to be better radiators (as a proxy for having more surfaces to radiate from; it can't really be expected to count them all), but it's always a fairly small value.
  13. No need to act like a spoiled child. Fractal_UK provided the steps you used to figure out what's causing it. He hasn't said definitely that he'll be able to fix it, but you can be sure that he's seen your response.
  14. Have you quickloaded recently? If you go back in time to before an impact was recorded and try it again, you won't get the science or an error message; KSPI thinks that impact was already recorded.
  15. I haven't heard any complaints about that part in particular. What OS are you on?
  16. Naturally, this has been asked dozens if not hundreds of times already, probably once on every page of the thread. Fractal_UK has already said that he's going to integrate it with the toolbar mod, but that he didn't want to delay the last release just for that. Remember that annoyance is a state of your mind, which you can change. I recommend substituting anticipation of future enhancements for it.
  17. Several possibilities: you might have installed the addon incorrectly; check that you have a GameData/WarpPlugin directory, rather than a GameData/GameData/WarpPlugin. This is a surprisingly common failure mode. You might also be using a texture compression mod that inadvertently breaks the images KSPI uses to store the resource abundances. I did see that the latest version of the BoulderCo texture compressor mod includes an exception for KSPI, so you may just need to update. That said, the fact that the menu items are all incorrect is a good indication that the addon has thrown an exception and failed to update them. Hit control-F2 to pull up the console and see if there are any errors reported there; that may help narrow it down.
  18. The fusion power plants are already a special case; their startup power can come from stock electric charge, if you have enough. You can also attach a fission reactor to your launch struts, so that it gets left behind when you launch.
  19. The seismometer won't be able to record anything if you destroy it, so obviously it has to be on the lander. Right-click on it and set it to record. Next, fly your impactor craft into the ground anywhere on the same body as the lander at 40m/s or higher. Penultimately, return to your lander to collect the data. Ultimately edit the wiki to include any information that you feel may be appreciated by others.
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