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Everything posted by cy-one
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
Because I have no idea how the stuff works... And one generator doesn't make more juice if I turn off the other. Btw, does one know how much heat microwave receivers actually produce? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
My new nuclear plant, ready to beam 40+ GW into spaaaace. I know that the atmosphere will reduce the efficiency a lot, but for now it should suffice Includes a refinery under the transceiver. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
Problem is, I AM losing energy I was kinda worried I wouldn't reach orbit, but I had enough MJ "stashed", even with negative I reached orbit. It's a Fission reactor (sandbox), btw. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
Another question: How do I get more juice out of my generators? I should have around 9.49 GW from my reactor here (according to the megajoules display), but usually only get roughly 5 GW. And still: Where's the difference between the differently sized microwave-transceivers? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
all receivers were online, but yeah, the screenshot wasn't so good. it's a dt vista, which did work (no missing fuel lines or so). Could be LOS, yes. Although I didn't think it would be that sensitive, thought just larger objects like the planet itself, moons, etc. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
the radiators are inside the cargo bay, it's a test craft, i would have opened them in orbit. They have enough heat storage*. Yes, those are two generator vessels, both with 1x 3.75 fusion reactor and two solid state generators. I made a different test and cheated another vehicle into orbit (around 1.500 km), right above KSC. Now it works flawless (although MechJeb has problems steering the thing, but that might be because of the two huge radiators, which are mounted on the bottom of the cargo bay, ergo not in line with CoM). The receivers on the rocket should be able to pick up the transmission from the two ground craft when it stands on the launchpad, though. I mean, I should have all angles covered Other questions: - What's the difference between the huge fold-able transceiver and the normal ones? - Also, if I use a few generator-satellites and want to interlink them, do they need a second relay-dish in addition to the transmitter-dish? To make sure they all "share" their energy and whichever has a connection to a demanding craft sends it all? Edit: to be honest, I made that overkill because I liked how it looked -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
Sooo, I'm currently a) trying to figure out that microwave-stuff and failing at it. Problems: - obviously, the generatorcraft is transmitting, and also obviously, the ship doesn't get any juice - the generatorcrafts keep shutting down after i change the active craft... well, or at least they're sometimes offline when I go back to them (only moments later). they're not overheating. How can I get this test-setup working? -
Heya, I changed a stack-placeable part into also being surface-attachable. But it being stack-placeable AND actually a command-probe, I would also love to be able to place it as a first part. I compared the CFG to the one of the Probodobodyne HECS and can't see a huge difference. My part also has "vesselType = Probe" and also a MODULE with name = ModuleCommand. What am I missing?
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If I edit the part.cfg directly (Squad/Parts/Engines), it works as it is supposed to. Problem is, that the stock-cfg of course doesn't have the tag field for the two MODULEs, meaning I can't even modifier each by itself. And just using @MODULE(ModuleJettison) seems to only affect the first of the two MODULEs.
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Okay, I have a small problem. I am trying to hide the fairings, because if you put stuff around the nerva and then put a stage underneath, everything explodes because the fairings go "outside" instead of remaining on the previous stage. You do that by creating another attachment node somewhere "in" the nerva (or near to the bottom-node, however you want) and defining the ModuleJettison to use that node for the fairings. I thought I'd just edit the ModuleJettison's bottomNodeName-variable with Module Manager, but somehow... It doesn't do what I want it to do But as you can see in the screenshot, it seems to only affect the first MODULE. Any ideas how to make this work, please? Cheers, cy
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Does somebody know if there's an (easy) way to add something to the "Misc" items of the Custom Window Mode? I'd like to have something that's just like "---" or doesn't display text at all, just a Seperator (the item "Seperator" does display exactly that, which is text that kinda confuses me, because I read it before noticing "ah, just a seperator").
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
I will rename it and see if that helps After restarting, the new .cfg is this (did nothing within KSPMA) Then I drag'n'dropped the .23 workbench folder into it (just for completion's sake) and set my mod/dl-folder. Another restart: Mod/DL-Folder-setting empty again -
Well, if you say you'll look into it and keep us posted (like "took a look into it, not really feasible/will take a while"), that's all I can hope for :3 This is really, really awesome btw - said it already, I know @ b9 docking port Mhm... Well, the other B9 parts all have the possibility to be "changed" in the VAB (like the cargo bay doors), so.. maybe there is a way
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AArtisan, I guess you already tried to send Fractal_UK a PM? I agree, he might be interested... And he seems to be quite active in the forums.
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
cy-one replied to sarbian's topic in KSP1 Mod Releases
As it is currently taking ages to load the game (just installed about 600+ mb of mods), I'll tell you if that works in ... a while Although I think I can remember the T you are talking about So thanks in advance. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Welcome back and I hope you got into the new year fine Just as an update, this problem also exists for the newer KW Rocketry v2.5.6B (same folder structure) Not what I mean. 1) I start KSPMA ... mod-path is empty 2) I set a new mod-path 3) I download something play a while, shut down everything 4) A day later, I start KSPMA ... mod-path is empty Same KSP install. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
cy-one replied to sarbian's topic in KSP1 Mod Releases
I've installed this mod, and while I enjoy not having the weird sidebar-button, there is not "Toolbar Options" within MJ. The main MJ button is in the toolbar, but I don't see how I could Ascend Guidance or Smart A.S.S. -
Thank you <3
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Yep, I have the latest version. And KSPMA just keeps forgetting the path. When I use it a while later again and download something, I get a prompt to choose the download destination... Which I just set a few days ago on the option tab. And this keeps happening. -
Hey Well, yep, exactly what the topic says. The only thread I found so far is an older, closed 1.3 thread... Is there something newer around? IIRC, some mods use 1.5, so.. there has to be? Cheers, cy