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DaveStrider

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Everything posted by DaveStrider

  1. Thanks for the info, i was planning to send it to eve, which i imagine is the best place for antimatter (excluding jool and kerbol) but now i'll try to make an SSTO collector to refuel my ground base
  2. I'm trying to build an antimatter farming airship (so depositing the antimatter is easier) and i was wondering at what height the collectors start working, and what their optimum height is (if there is one) obviously i can't test this at kerbin since there doesn't seem to be any antimatter at all, and i'd rather not send the airship out to another planet if it turns out that antimatter only exists above the atmosphere
  3. I was building a plane for my eve colony earlier using the jet engines in this mod. I forgot to add the reactors, but the engines worked anyway? they actually worked incredibly well (200 KN thrust) and the only fuel they consumed was the air from the atmo intakes. I assume this is a bug since they need the reactors according to the description.
  4. Would it be possible to have the science lab's output be affected by the "stupidity" attribute of it's inhabitants? i.e a lower stupidity = more science
  5. So i just downloaded this mod and i instantly tried to make a warp-capable ship without setting up any power infrastructure like solar satellites and antimatter farms first (i gather that this is a necessary first step) and the ship would probably have worked... if i had waited a few years for the 2.5m nuclear generator to charge the warp drive(even though the speed was set to 0.1c). realising that that would be a Bad Idea i added a few xl solar power generators to the ship, but they didn't contribute anything to my megajoules. Could you make solar cells contribute MJ to the ship rather than having to transmit them from satellites? Anyway, despite the fact that i didn't actually do anything with the mod, i was really impressed! (btw don't worry about making new models too much, the stock models look fine to me)
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