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Thorbane

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Everything posted by Thorbane

  1. Can we get an option to sort and filter by SoI? That'd be awesome.
  2. I found a bug, setting the utilization on the wings to 0% results in a NaN. Changing this and reloading the craft fixes it.
  3. I can't get the air brakes to work, they don't even have show any actions in the action group menu.
  4. Yeah the stack decoupler is a far into the tech tree
  5. I'm talking about a tank that can hold X liters of one resource at a time, but you can empty it in flight and then switch it to holding something else (presumably something else with a similar boiling point). MFT just allows you to set what the tank holds in the VAB.
  6. Would it be possible to code a tank that can hold a variety of liquids? Ie. being able to toggle what it holds in the VAB or while it is empty, like you can toggle the propellant the thermal rocket is using. Liquid Nitrogen, Oxygen, and Argon all have similar boiling points, it's probably possible to design a tank to hold any of them. Also wouldn't antimatter reactors simply need to mix propellant with antimatter and vent the resulting plasma out the back, thus freeing them from the limitation of requiring a solid heat exchanger?
  7. Yes, I have fuel. These are the smaller 1.25 and .625 meter reactors that do this. Pure He3 mode does this. He3-D mode deactivates instantly. Edit: And the D-T fuel mode works fine except it shuts down when you timewarp. Edit2: Oh and the 0.625 meter Plasma thruster does this, while inactive.
  8. Fractal, I'm having a problem getting the alternate fuel modes on the inertial fusion reactors to work. The D-He3 shuts down instantly, and the He3 mode produces no power.
  9. Any chance of us getting 5 meter diameter (or maybe even bigger) reactors? That'd be awesome. Also how exactly is Tritium decay handled? Does each part containing it require a Decay module?
  10. That's the price per ton of antimatter. That larges AM tank holds a mere 270 grams. *crunches numbers* ... and is worth 13 Billion. Ok. That might just be a bit much. We probably don't want to overflow the funds bar.
  11. Any chance of there being an patch to Wave's .11 release to work with ORS 1.2?
  12. I liked the old reactor setup better. Reactors shouldn't be balanced purely around thrust and Isp, there is also electrical output, fuel cost, and mass to consider. Edit: You nuked charged particles entirely? Ack! Edit 2: Any chance of us getting a version without the reactor changes for those of us that run RSS?
  13. Where is the .cfg setting for max spring strength? And is there a place where the spring strength is defined for each wheel, because my cargo rovers are bottoming out their suspension with wheels that look like should be able to handle it.
  14. I was just wondering as I deleted a bunch of parts I never use. Edit: Speaking of testing why is the "Run Test" option missing from engines in flight?
  15. If I remove parts from the parts folder will contracts to test them still appear?
  16. Same here, and it was called a tundra orbit for extra weirdness. Oh and there was the contract to establish an orbit with a -260,600,000 ap/pe over the sun. After using the debug menu to complete them mission control appears to have regained their sanity. Mostly. Edit: Do station building missions actually require the said number of kerbals on-board, or just that it has the capacity?
  17. I've having problems with the large fusion reactors after quickloading. If the reactor was active when quicksaved the top node of the reactor stops working correctly and parts drift apart or through each other without becoming disconnected. Like this. Fixed it.
  18. It's not the drag that costs you the Delta-v, Mechjeb and other Delta-v calculators don't account for drag, it's the fact that they have the same mass as a Griffon Century fin. Those 4 fins will add 3 tons to your rocket.
  19. I had that happen as well, removing the short B9 landing gear fixed it. I'd guess something about them is confusing FAR.
  20. Does this mod allow for recovery of landed debris?
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