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Nando

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Everything posted by Nando

  1. Hello, i have problems with the Atmospheric Scoop. Somehow i can't get it to work properly, always the same status "Insufficient Storage ...". Some guidance on this matter would be greatly appreciated. I am using KSP 1.8.1, KSPIE (1.25.27) is the only mod.
  2. Has anyone tried AK with [1.9.1] Kopernicus Continued yet?
  3. I'm still using KSP 1.8.1 because of mod compatibility is the current version downwards compatible? Thanks.
  4. Were a squadcast last week? I thought it was announced on Twitter, but I can't find on twitch last broadcasts. The squadcast time is usually much to late for me.
  5. public static double GetThermalFlux(this Part part) { return part.thermalInternalFluxPrevious + part.thermalConductionFlux + part.thermalConvectionFlux + part.thermalRadiationFlux + part.thermalRadiationFlux; } Is two times radiation right?
  6. and some get turned on... I just landed on the mun (better: just came back), KSP 0.12 .... no persistence, no maneuver nodes, no mods, no fancy schmancy 1 point ooohh ... just you, jebediah, bill, bob and excel... it was wonderful..
  7. Hi, Is seems the old time struct constructor got removed, T(seconds). Is there a better solution than this Set a to time+seconds-time. Print time:clock. to get a formatted output. It used to be like this Print T(seconds):clock. Thx
  8. Hi there, i got a problem with one overheating part, the other parts are about 100c. I have no idea there the heat does come from. The shockwave temp is below zero, the other heat source(nerva) is on the other end. Shouldn't other parts explode first? How does the heat mechanics work with DRE? Thx.
  9. print body(ship:obt:body):atm:height. print body(target:obt:body):atm:height. print body(body):atm:height. print body("duna"):atm:height. print bodyatmosphere("duna"):height. print bodyatmosphere(ship:obt:body):height. print bodyatmosphere(body):height.
  10. kOS dosnt load variables in scientific notations. e.g. 6.674E-11.
  11. Hello, just a quick question. I want to remove all propellant entries from one engine (as a example), "!PROPELLANT[*]{}" or "!PROPELLANT{}" seems to remove only one node. Is it possible to remove all with one entry or should i add multiple (e.g. 10)"!PROPELLANT{}" entries? Thanks. @PART[SomePart] // change Some PART { @MODULE[ModuleEngines] // change SomePart's ModuleEngines MODULE { !PROPELLANT[*]{} // remove all Propellants } }
  12. I don't know if this is intended but the 10% flameout value of the fusion engine applies to the power consumption as well. The engine produces around 850kn thrust at >0.25GW and <2.5GW.
  13. Nando

    Epic Nerdgasm

    This isn't my intention, they are making their own game already, it will be on kickstarter early next year. I just wanted to share, I'm fine with ksp in its current state and wont change a bit. Cheers.
  14. Nando

    Epic Nerdgasm

    I don't know if you have seen this already. But if you like ksp you gotta have to see this. I have been following this project for a couple of years and it seems soon the waiting is over. Enjoy.
  15. Dont know if this is intended but i got blank lines on radiators and generators .... fresh vanilla 0.22 ksp
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