Rampart
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Rocketeer
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Found an interesting interaction with Tweakscale and the two part recovery mods I've seen, DebRefund and StageRecovery. The SRB's are causing a negative amount of funds to be recovered. For the larger boosters you could actually end up recovering a negative amount. When I commented out the RT-10 from the Squad_TweakScale.cfg it recovered with positive value. Not sure if this is a TweakScale bug or one for the other mods, but I'm going to post this in those their respective threads since I've seen a few folks running into this issue.
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Found an interesting interaction with Tweakscale and the two part recovery mods I've seen, DebRefund and StageRecovery. The SRB's are causing a negative amount of funds to be recovered. For the larger boosters you could actually end up recovering a negative amount. When I commented out the RT-10 from the Squad_TweakScale.cfg it recovered with positive value. Not sure if this is a TweakScale bug or one for the other mods, but I'm going to post this in those their respective threads since I've seen a few folks running into this issue. Same issue Antimatter001 and SpaceSkipper are seeing I think.
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Found an interesting interaction with Tweakscale and the two part recovery mods I've seen, DebRefund and StageRecovery. The SRB's are causing a negative amount of funds to be recovered. For the larger boosters you could actually end up recovering a negative amount. When I commented out the RT-10 from the Squad_TweakScale.cfg it recovered with positive value. Not sure if this is a TweakScale bug or one for the other mods, but I'm going to post this in those their respective threads since I've seen a few folks running into this issue.
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I think this was my problem, good to hear
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First off, love the new GUI change, makes it way easier to work with. I did find a minor bug, which may be indicative of a larger issue but can't be sure. Using KSPI's DT Vista engine, if you add stock or spherical fuel tanks ahead of it, remove all included tanks and add a pure liquid fuel tank, on transfer to the launchpad from the VAB those tanks also get an extra oxidizer tank added that exceeds limits, and it breaks the clickability of the tank. Should be noted that I have the 3.75 stock decoupler after the DT Vista and then a LF/OX booster to get the thing to orbit.
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I think that's a KSP issue not a mod issue, but I'm not 100% sure. In stock, try using a command module as core then adding another crewable module, then add crew to the 2nd module. If you make any changes they'll be removed. Similar issue if you change the default crew added to the command module, they'll reset if you change anything. Super annoying, the only thing you can do is just hit your crew manifest last before launch. EDIT: should have clarified, this is all in VAB or SPH
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1. Yah you can upgrade the computer cores to AI cores that can autonomously research but they'll cost you a bundle of science to do so. 2. best solution I've found is trial and error unfortunately, send it up and run it out, generally mechjeb will give you accurate dV ratings when the thing is actually running, then do the math for breaking orbit, translation correction, entering orbit, and if you're too low add more fuel. 3. research is 5MW, AM production is 5GW but it scales depending on available power, plasma thrusters are all over the place depending on fuel type, electrolysis is like 5MW as well IIRC, I might have put it in the wiki, if not send a rocket and update the wiki I highly recommend designing all your craft as modular as possible, ie can dock or receive fuel from a tanker. KAS is great here, but I say that without trying the new KAS yet. a ship with a quantum thruster, AM reactor/generator, warp drive, AM collector makes a great tug. I also don't recommend trying to scoop LF from Jool without using an upgraded thermal turbojet, I've had little luck making a stable orbit around Jool with just a thermal nozzle after scooping without burning more fuel than I gathered . If people have tips I'd love to hear them
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Drat! hopefully that could be re-added back in later as it made it much easier to split up the heavy reactors away from the rest of the lab, maybe base the generator output off the largest active reactor connected. I totally see why you did it though. Do labs still create max science in orbit? I recall you wanting to change that before. Pro-tip: You can power 30-40 AGI or science labs off a relatively small AM reactor/generator combo with collectors in Jool Orbit, or at least you could before .6 We may have to start suggesting balance changes instead of bugs Fractal it seems a bit much that an AGI core takes 1200 science since it would take 400 days at moho/eeloo for it to break even.
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I haven't had much time to post or update the wiki lately, let alone try out the new mod, but here's some tips for the new guys: 1. research costs 5MW, either with a lab or an AI core, with moho and eeloo generating the most science vall and laythe the next highest. 2. orbit at an altitude equal to or less than the planetary radius for optimal generation (at least as of 5.1) 3. AM collectors are way more efficient than lab based creation, even in kerbin orbit, dock a couple of large tanks with a half dozen connectors apiece at 900km and watch the AM roll in. 4. you can put docking ports between generators and reactors and they'll still work. great for sending research labs to moho/eeloo piecemeal, especially since one 2.5m nuke can power alot of labs. 5. upgraded thermal turbojets work just like thermal nozzles with the added bonus that they can use atmosphere as "fuel" 6. optimal warp windows between objects are when they are radially lined up from Kerbol, you also get some dV from going darkside>lightside but that makes the warping harder, going from trailing to leading or vice versa saves the same dV (I think) and is easier to navigate. 7. if you have alot of power for warp but not much fuel, warp such that gravity will slow you down and keep warping until you can make orbit. I'll have to load up .6 later today and play some with the new radiators
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Sounds like the generator isn't turned on. You have to remember that the nuke and AM reactors don't produce electricity directly, they produce heat, (aka thermal power) which you have to convert to electricity using a generator. The warp drive turns electricity into exotic matter for use in the warp activation.
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Fractal, you may want to adjust the break tolerance on the thermal turbojets, unless you intend for them to only be used on the small AM reactors, if you throttle more than say 50% when they're attached to the 2.5m AM reactor the connection fails. EDIT: Connections also fail on the upgraded turbojets when throttled up and connected to an non-upgraded 1.25m AM reactor using liquid fuel. AM is too spicy for them I think
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Also another bug(feature?) Fractal, If you have a nuclear reactor and a AM reactor both hooked up to a generator, that generator will only produce the amount of MW corresponding to the thermal output of the nuclear reactor, even if you undock the nuclear reactor from the assembly. Basically I had command>AM tank>3.75 generator>3.75 AM reactor, and then radially mounted on the generator were 4 2.5m nuclear reactors using clampotron sr. ports and the radial mount structure parts. toggling the activation of the AM reactor and generator don't help, though it looks like switching craft resets the generator so it goes up to it's proper max amount.
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They actually work inversely to this, generators produce MW and the first 1 MW goes to creating 1000 electric charge/sec. I honestly don't see it going the other way as you'd need a ridiculous number of RTG and/or solar panels to produce even 1MW at Kerbin orbit. The only time you can get away with it is when you're closer say around Moho, but it's Fractal's mod so I suppose anything is possible EDIT: Beaten to the punch! Also, I didn't know it went it reverse, I'll have to re-design my research base orbiting Moho now....again...
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no need to get upset man First off, the drive doesn't need a massive stream of power constantly, or rather it does, but that just charges it's supply of exotic matter, once that's full it doesn't need more, and depending on your warp speed setting you don't need a full tank to do a jump. So yes, you could launch a probe, let a nuke reactor trickle charge the drive, then warp to the next destination. Just make sure you time the trip right or the dV needed by the probe to orbit will be way too much. Second, the mod used to model the drive as a giant MJ capacitor, which worked, except it made a great giant battery so people were sticking it on space stations, the current exotic matter method works a bit better.