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Tiberius

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Everything posted by Tiberius

  1. You can always edit the config file back to its previous values! The engine was a bit OP; I used it in everything. I especially like how it costs more now in Career mode. I still use it, but it makes sense that the higher efficiency requires more expensive technology.
  2. Bug report: When using KW 2.5m rocket fuel tanks, sometimes the engines will flame out and read "oxidizer deprived" even when the tanks are full and the engine is attached directly to the fuel tank. This only happens on the final stage and happens with both stock engines and KW engines. Reloading the craft gives the same results. This is basically a game breaking bug :/ Edit: While I can replicate this bug all day, manually switching the engine to a different configuration, launching, then switching back and launching again sometimes fixes the problem. Still trying to pinpoint what's going on. Appears to be the same problem as
  3. Thanks for the reply. You might be glad to hear RemoteTech is officially [Development Resumed]. Cilph has handed the open source project over to a number of community contributors to continue development. They have just released a 0.23.5 compatibly binary and plan on releasing another update soon. I also love your idea of Kerbals needing help from the KSC engineers on the ground. In a real emergency that's a huge advantage. "Have a com link to the KSC and have the worst failures, like engines, require the com link." Its perfect. I wouldn't make it a dependency, just an optional level of difficulty for players who have RemoteTech installed. RemoteTech players are masochist and will enjoy it. It gives them another use for their communication relays and maybe even stock antennas
  4. This looks great Ippo! I'm completely in love with the concept. The perks are for Kerbals, like the default Courage and Stupidity? So it will be randomly generated at the Astronaut Academy, I'm guessing. The idea of sending a dedicated technician on-board is fantastic. Also your should make it so the chances of a Kerbal being proficient in both Maintenance and Inspection is low. Requires more of a balancing act. Also I have an idea on how to treat unmanned probes more fairly. They can't be repaired, because all the Kerbals are millions of km away and it would be cheaper to send a new satellite than send a repair crew. It could be assumed most probes are one of a kind and have a much higher degree of tolerance compared to manned spacecraft like the Shuttle and Apollo. Also probes can't really take advantage of the Inspection boost. Its hard to inspect a probe on top of a rocket on the launchpad, and sending them to an orbital station for Inspection is almost laughable. If its technically possible, could the mod check if Kerbals are onboard the vessel at flight screen, and if not, assume the craft is an unmanned probe, and increase the integrity of all the probes parts. This way probes get some of the advantages, without becoming a less optimal tool in the game (as they are in vanilla). I actually downloaded your mod to use with probes! Two antennas on my craft. Disaster strikes and the long range antenna capable of reaching Kerbin breaks near Jool. Dead in the water, my low gain antenna attempts to make sporadic contact with the Jool communication constellation. Contact fades in and out as the satellites designed for Laythe communication ping back commands from the probe and Kerbin. I love these scenarios! PLEASE make antennas (for use in RemoteTech) and solar panels failable!
  5. I hate to ask, but I've searched thoroughly and can't find an answer. What is the workaround for the ECLSS monopropellant bug? I know everyone isn't flying without RCS fuel or just not doing EVA. It seems the most simple solution would be giving Kerbals a full tank of RCS fuel without taking it from the craft. This mod inspired me to use life support and I'm loving it! Great work guys! But I can't edit my config saves to refill monoprop tanks every time I exit the spaceship :/
  6. I have the exact same problem with KSP 0.23.5. Did you ever find a solution?
  7. Antimatter Reactor help. KSP 0.23 I've been trying for hours/days to get a 1.5m antimatter reactor to work. I have an electric generator connected to the reactor and antimatter fuel transferred to a container on-board the vessel. The antimatter reactor stays at Status: Active (0.00%) while producing no power regardless of what I do. The reactor will not consume antimatter. The electric generator is set to direct conversion but generates no electricity. I also have a small 0.65m KIWI fission reactor powering a 0.65m electric generator. This is providing 2.56 MW to the craft. I'm new to KSP Interstellar and am trying to power a plasma engine with the antimatter reactor. Any help would be greatly appreciated!
  8. I've encountered a highly reproducible bug when using MechJeb (v139 and both v150) with RemoteTech 2 v 1.3.3. This problem only occurred with payload probes. Not fully independent probes. After launching a manned mission with a probe core payload, the probe core refuses to execute MechJeb commands correctly when separated. Time warp works correctly but throttle and attitude (orientation) do not. The gyros begin jittering all over the place in small oscillations, never finding the correct maneuver orientation. This is the source problem. ONLY after doing these steps, the game starts throwing other errors. The RemoteTech overlay showing satellite conditions starts to drift around in space from map view. Afterwards, when trying to access spaceport, the whole screen turns blue as if the ground and all objects are gone. This persists till the game is restarted. I have a gamesave if necessary.
  9. It's a texture replacement mod. Universe Replacer. You can find the Kerbin high resolution with clouds texture here, along high res textures of all the other planets and moons (with or without clouds).
  10. I was thinking of using it as a colony transport. Lots of small drop ships, some rovers, few satellites, and room for 12 kerbals and a bowling alley. While not an efficient use of resources, might this be an efficient use of launches? The videos I've seen everyone can only get one near empty tank into space to be refueled later.
  11. This was my first large scale endeavor. I've had KSP for a week and have made a round-tip to the moon with a rover and back. I wanted to aim further and decided I needed a large tanker. I wanted my design to be extremely modular. I had plans to eventually make the tanker into an interplanetary ship. I succeeded in getting the tanker ships into orbit with 1.5/4.0 orange tanks full. Also, Hi everybody!
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