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Sokar408

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Everything posted by Sokar408

  1. I just don't see what that could be. The vessel is basically a 2 part (with several stages) vessel. A launchpad of Science Modules and Refineries from KSP Interstellar, and a thermal rocket on it capable of getting into orbit. If instead of launch the whole thing and splashing it in the sea (which is what it is designed for), I simply move to the stage where the thermal rocket launches, there is no problems. Its only after splashing down the whole thing, then flying the rocket to orbit that it all goes weird.
  2. Are you saying you managed to actually make this work? If so, I'd be very interested in trying it out myself
  3. I do. It seems like the game thinks I'm "driving" over the surface, as in not updating the fact that I'm actually orbiting. You still can't quicksave while driving. My fix however ended up being HyperEditing after getting into a stable orbit. Its not cheating if I already got there.. I suppose :/
  4. I'm playing a save with KSP Interstellar, where all resources are excluded from the VAB except UF4. As such some tweaking of the extraction rates is necessary, however I want to do so in a separate file, and I don't want to change the abundance of resources, but rather the extraction rate. Here is a an example of the Module Part for an extraction: MODULE { name = FNModuleResourceExtraction powerConsumptionLand = 40 powerConsumptionOcean = 40 extractionRateLandPerTon = 0.0008826 extractionRateOceanPerTon = 0.0008826 resourceName = Lithium unitName = Lithium Extractor extractActionName = Extract Lithium stopActionName = Stop Lithium Extraction resourceManaged = True resourceToUse = Megajoules } My guess as to how to handle it is this: @PART[*]:HAS[@Module[FNModuleResourceExtraction]] { @resourceName = Lithium @name = FNModuleResourceExtraction @extractionRateLandPerTon = 0.0008826 @extractionRateOceanPerTon = 0.0008826 } with changed values in the extraction rate. However since ALL resources in KSP Interstellar would pass the check "@PART[*]:HAS[@Module[FNModuleResourceExtraction]]" wouldn't that apply the changes to all the resources, in effect making all resources into lithium (in this example), or does it also check the appropriate resources name? If it doesn't, how do I add a check so that its only the wanted resource that ends up being affected?
  5. The problem is, I can't quick save it for the same reason "Can't quick save while moving over land", and thus I'm unable to edit any saves
  6. So I have built a resource collector for KSP interstellar, that is designed to land on the ocean of a body, and using a thermal rocket, send the resources into space. However whenever I launch the rocket, get it into a stable orbit, it refuses to let me leave the craft, saying that "Warning: you are moving over the ground", thus not allowing me to leave it without rolling back to previous auto save. Anyone know how to deal with this?
  7. Makes sense. On another note, I noticed that the HUGE Xenon tank is, on balance comparison, WAY worse then the stock Xenon tank. It weighs a lot more then the it should, and has waaay less units in it compared to its size. Is this on purpose? Also some reason I can't use the large Xenon tank. Even though I have it researched, in the VAB it says it requires research I don't have. Any idea on how to fix this? EDIT: Also, is it by design that the centrifuge and ISRU requires to be the active vessel for the processes to function? I'm currently playing a game where only UF4 is available (I know this isn't how the mod is meant to be played, but hey, I wanted to try it), and I'm noticing that resource gather is extremely punishing because of this.
  8. I'd very much like to know this as well
  9. After getting my huge power station into orbit I tried to fire up a 3x Thermal rocket lifter with an Orange Tank payload. For some reason the flow of power to each of the 3 thermal rockets are uneven, and because of that fuel use is uneven, and its hard to keep stable during ascend. I'm use your experimental version WaveFunction (Everything for the reactor fix and tooltip updates).
  10. I have a similar problem with the reactors. Somehow some of my reactors suddenly have NaN/UF4 and NaN/Actinide. I don't know if this is related though.
  11. They were really quite simple, with the new 3.75m parts. Basically the payload would sit on a Procedural Fairing base, and under that i'd put a single mid sized 3.75m tank with that glorious single nozzle 3.75m engine. Under that I'd put 2 large 3.75m tanks and the "new" 3.75 Mainsail. On the sides I'd add 6 SRB's from KW rocketry, the largest ones, and that would pretty much get any payload into LKO. I'd add a picture if you'd like. As for how it all got put together, simply symmetric building, and strategy use of the Docking Alignment Mod (to ensure rotational values). I have since used KAS to remember all the strut ends, and all the RCS thrusters except the ones on the very outer end of the radiator arms. It handles surprisingly well
  12. So I build a 7 x 3.75 Fission Generator Power Station in LKO; It took 15 launches to completely, and it weighs in at 589.3 tons. It has built in TAC Life support filters and enough resources to allow kerbals to operate it close to indefinitely and it has docking parts of all sizes. This is my largest build ever, and I'm excited to see what kind of power it will provide through out my network The lag is strong with this one though.. I was wondering. Considering there is a lot of strut heads (broken struts between stages from the launches), would that help alleviate the lag, if I used KAS to remove them one by one?
  13. On the off change this isn't a troll. Its impossible, as all planetary bodies is in on-rail orbits, meaning they can't be changed. Asteroids are basically just a part procedurally generated in space
  14. I have only been reading a good 5 pages back, but it seems you are doing something with the mod. Has DYJ given the mod or rest or what is going on?
  15. Yea i checked your video a few times actually I knew it was gonna overheat, I was merely trying to see if it worked, and as I said, for some reason I just had to make the powerstation the active ship once more for it to update. Then everything worked. I do think its ******ed I need 10 Huge Radiators to keep one fission reactor from overheating, but I assume thats only until they get upgraded
  16. So here I am again with questions, seems all I do with this mod... Damn you for being so appealing! Anyway I put 8 relay satellites in orbit around Kerbin, 2 million meters, 0 eccentricity 4 in 0 inclination and 4 in 90 degrade inclination. They all have the Phased Array Microwave Transciever, and they all have it set to relay. I put up a power station in orbit, a 3.75 Fission reactor, with a 3.75 Generator attached directly do it. It is producing tons of power and all it well. I then docked on it, a Phased Array Microwave Transciever, set it to transmitter at a 100%, and left to try out my new power relay system on the launchpad, just to try it out. I put a simple vessel, a 1.25 Plasma Engine, a single Mk1 Fuselage Jet Fuel part directly on top of that, a inline battery on top of that, a probe core on that, and a transceiver on top of that. Set it to receive, and nothing happens. The way the relay satellites are in orbit, I be getting at least some, but nope. When I click on the transceiver that are receiving, it says: Satellites Connected: 0/0, Relays Connect: 0/8 Any idea on what I'm doing wrong? EDIT: I tried going back to the power station, and for as soon as I did, and went back to the launchpad vessel, everything worked. Now it also changed the "Satellites" to 0/1 (it overheated almost immediately).
  17. That part I got. But whether rescuing saves would be possible however I am still ignorant about.
  18. I remember being able to right click parts and see the current amount of drag on the part. However after the latest update I can't see it anymore. Is this a change or have I been fiddling where I shouldn't again?
  19. I feel like an idiot for saying this, but I don't know what that means
  20. Could saves be "saved" (heee heee) with some cfg editing?
  21. For some reason, the toolbar icon doesn't work in flight. Anyone else had this problem?
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