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DaveStrider

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Everything posted by DaveStrider

  1. Remember that this upgrade is essentially an investment, you're paying 1200 now but you'll get (i think) twice as much science output than a base science station, by placing a few around moho or eeloo you can quickly set up an impressive science income as soon as you overcome the initial 1200 science (around 1 year i think at the two hotspots with one base science station (after the first upgrade the later ones will come exponentially faster.))
  2. I think if there were to be a node editor like your idea, it should pick a completely average delta-v, rather than the best possible. This way new players have an incentive to use it while they get used to orbital mechanics, while still being able to play the game, but experienced players will find that doing it manually will result in a more efficient, and more engaging flight.
  3. You're being very rude, and your idea seems to be "plug a generator into the reactor to power the plasma thruster" which is already in the mod, the only difference is that you're using slightly less of the reactors product for power in exchange for a useless amount of thrust. EDIT: where do you get the Lithium for the new engine? deuterium can be harvested from Jool (and realistically from kerbin's oceans, although changelog only mentions jool), but where does the Li come from?
  4. Given that microwave transmitters save the amount of solar energy you're recieving when you switch away, and transmit that energy whenever you have LOS, is it possible to set up an extremely elliptical orbit with a very low periapsis, and switch away when your solar energy is at it's peak? this is probably more trouble than it's worth but i seem to have a knack for finding exploits...
  5. i like the idea of events making tech researchable to counter a new threat. it would make sense for say, a "radiation shielding" tech to require a mission of a certain length, at a certain distance from kerbin (to simulate the scientists at KSC realizing the threat cosmic radiation poses to manned missions, just like we did when we monitored the radiation during Curiosity's interplanetary flight.).
  6. What do you mean by accurate? if you're having trouble getting your ship to warp in the right direction all you need to do is leave kerbin's SOI by warping in any direction, setting your target and then pointing at the pink marker. if you're having trouble circularizing afterwards there was a detailed guide a few pages back.
  7. i think the larger file size is ok at the moment since this mod isn't that big, i would assume that the only mods that really need to worry about size are the part packs like b9 and KWRocketry. Also i'm glad that you've added some sizeable drawbacks to the new engine, making it completely unsuitable for docking and landing near bases, but very useful for tugging, it adds an interesting factor to ship design that isn't "what has the highest TWR/isp"
  8. This new engine seems to me to be similar to the orion engine, couldn't you look at the orion engine mod to see how to simulate reducing the frequency of the detonation?
  9. Can you think of a practical use for the He-4 produced by the fusion? it seems a waste just to throw it away. As far as i know this mod doesn't have a way to create RCS fuel, perhaps you could collect the helium and store it for later? it would certainly distinguish fusion from the other two reactor types (although having to resort to nuclear fusion just to refuel seems a little extreme)
  10. Looks outstanding! it looks pretty sciencey as well, so that's a plus
  11. I don't think the aerodynamic properties change when it's deployed, but it will always be open when a transmitter is in range.
  12. The core upgrade is a known bug and i think fractal already fixed it for the next version. If you are running out of UF6 then i suggest strapping a microwave reciever to your lab and place some solar satellites in orbit as an emergency power source
  13. If your ship has enough science for the upgrade right click the thing you want to upgrade (the list of upgradables is on the front page) and click retrofit.
  14. are the microwave transmitters compatible with modded solar panels? because the the only way i could justify using the giant arrays from the kosmos pack is if i was making megajoules from them.
  15. I'm pretty sure the plasma thruster's upgrade is bugged. First: the thruster is always flamed out, it says it's deprived of it's fuel (i really have no idea how secretive i should be about this...) Second: when i'm throttling up the thruster drains huge amounts of megajoules, but when i set the throttle (high) it's in equilibrium with my power generation (upgraded 3.5m antimatter). I don't know if this is a bug but it's pretty weird. I tried the thruster with infinite fuel on, and the thruster works just fine, so maybe it's just not creating the fuel?
  16. After coming out of warp there are a few ways to slow yourself down, the most obvious of these is to just burn retrograde, the problem with this is that you need ridiculous amounts of dV to achieve orbit, which is why this mod includes the antimatter generators (i'll assume you're familiar with how they work), an antimatter reactor and a nozzle can give you incredible dV. Make sure that if you plan on retroburning that you're using the antimatter reactors rather than the nuclear ones, since nuclear thrusters are pitifully weak. Another option is to warp so that the planet is in your trajectory when you come out(Don't even try to warp directly into the atmosphere), so that you're heading straight in to its atmosphere for an aerocapture, this is probably the most fun and the quickest method, although obviously you need an atmosphere and a ship that can handle aerobraking at that speed. Finally you can use gravity to slow your ship down, the method is simple, but time consuming. What you need to do after coming out of warp is to wait until you reach apoapsis (when your ship is at it's slowest) then warp back to where you started. This method can take weeks or months (in game obviously) but has the advantage in that it uses no fuel and doesn't carry the risks of aerobraking.
  17. If i'm seeing this right, after transmitting the science it floats around until something tries to recieve it. Couldn't this mechanic be used as free storage? Not that this is a particularly useful exploit given the long production time of science. Anyway i'm really glad this feature was added! now we can upgrade ships around kerbin rather than hauling everything over to moho for the retrofits.
  18. I agree with Xentoe that the mod is becoming complex very quickly that it could well be confusing for people new to the mod, perhaps a wiki would help?
  19. The computer cores don't seem to upgrade properly, the name changes, but no science is deducted and it doesn't generate it's own science. Also, is it possible to change where the scientific hotspots are based on how interesting the planet is, rather than how difficult it is to get to? Because at the moment the two top planets for science are both boring (apologies to all xenogeologists present) lumps of rock.
  20. Glad to see the mod's out of alpha! I really look forward to seeing what comes next!
  21. I like the idea of investing science to make more later on, although the name "AGI" reminds me of the evil AIs from the X games
  22. The only use i can think to give xenon (other than as a propellant) is as a boost for research labs, as something for your scientists to mess around with, because of it's rareness i imagine it still has some scientific value. This could also be extended to other rare things like antimatter. As for thrusters, having a high isp doesn't mean anything if you have to wait an hour to use it, from what i've seen people often get irritated about having to split their burn into two when using nuclear engines, so i'd guess that if a thruster forces you to do that then it's pushing the limit.
  23. Will Xenon be harvestable in-situ as well? like you said it's extremely rare so i'd understand if it was unobtainable
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