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Tharios

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Everything posted by Tharios

  1. Yeah, you still have to have AM to fuel the reactors in the first place. Edit: The AM storage tanks in the sandbox version are NOT filled from the start. You still have to go get AM (unless you want to cheat it in somehow). So simply adding them to your craft will not be sufficient, either. Who are you talking to?
  2. What is that long track in the background, and how do I get one? I must have it!
  3. I've been having that too, but all the tech is included in what is apparently the stock tree, so it still works with no problems for me so far.
  4. Seems like the best thing for me to do at first, would be to pop in B9 and Procedural Wings, and see which wings perform better? I mean, if I can make a wing any size and shape I want, and get lift that scales properly out of it...I can't imagine needing anything else except perhaps tail fins of varying types. And probably not even those, since I could conceivably just make vertical wing fins of any size and shape I need to get the job done.
  5. So this is the list of mods I'm considering applying to stock KSP along with KSPI... Procedural Fairings (Highly optional, second to go if too many mods) Procedural Wings (Highly optional, first to go if too many mods) FAR (Seems to be a bit of a no-brainer to keep) KW Rocketry (Also highly useful and I keep hearing it's a bit better than NP) B9 Aerospace (Seems to be just about as useful and important as FAR) KAS (Also almost indispensably useful in KSPI specifically) Kerbal Joint Reinforcement (Seems like a no-brainer to keep part counts down, but third to go if too much) UbioZur Welding (Also seems really too useful not to have for keeping part counts down) Kethane (Seems to be fairly common and useful, but not at all necessary) Extra-planetary Launchpads (Would seem to be a no-brainer for KSPI, and Kethane, considering their need for off-planet outposts) Would it be worthwhile to use only part of B9, if I choose to go with the Procedural mods? Essentially just take out all the wings and such? Or perhaps are the procedural wings simply pointless with the variety B9 offers? Would it be worthwhile in the same case to take the fairings and such out of KWR for the same reason? Should I skip KWR entirely since FAR seems to make the stock rockets significantly more effective? I haven't even downloaded any of these yet, because I wanted input first. So, suggestions?
  6. Thanks, forsaken. Edit: And now I feel monumentally stupid because I passed it half a million times at the bottom of the mod library list.
  7. So...looked all over, and the search is not cooperating with me. What is this KAS so many speak of, and where can I find it? (Please don't say the Spaceport...it's a wretched hive of scum and villainy).
  8. Ya know what would make rovers more interesting? Ball wheels. Spheres in sockets that can rotate in any direction. Now that would make ground-docking easy.
  9. Very well then...make a giant flying wing with the entire back edge covered in KIWIs with thermal turbojets. You shall name it, the Spruce Koose.
  10. Er...you...can...you just have to make it a little plane...with lots of lift and not much else. There, there? Sorry, I don't do this consoling thing...I'm a sociopath.
  11. One of the easiest ways is to float a science lab in water and set it to making deuterium. Same on Laythe. Supposedly it can be gathered with atmosphere scoops on Jool, and also processed out of the ground on Duna and Mun, I think? But it's all about the Science Lab module.
  12. Yeah...two things I'm hoping they can fix as they work on it are the subdued landscapes of the worlds, and the workload on computers. Right now, I don't feel confident I could run it once they've gotten the entire system scaled. My rig would choke on itself. I'm currently contemplating trying it out as it is now to see how big of a difference there is. I could be wrong after all.
  13. This is for the purpose of making KSPI more compatible with MFS mod, right? If so, that means at some point I can use both in the Rescaled Kerbin Mod...yay!
  14. This looks really terrific so far, and I'm really eager to see where it goes. I think I'll hold off until it's gone through a few more iterations though. And hopefully by then, I'll have a rig that can actually make use of it. My current setup barely effectively runs the stock game on the lowest settings. Nonetheless, a full-sized system would be truly awesome...especially with Fractal_UK's Interstellar Mod. Keep it up, and good luck.
  15. Generators can be radially attached to reactors? I've never gotten this to work. How is it done? What evil magic is this!?
  16. Technically, yes. I'm referring to the specific property of either artificial (spin ice) monopoles, or tetrahedral structures made of true monopoles to "transmit" or "conduct" a magnetic field from one point to another by being unable to attain a rest state where the fields balance out. I'm not well-versed in it. It would basically be like arranging a series of magnetic structures so that no matter how they align, one of them will always be flipped the wrong way, automatically forcing the others out of alignment continuously. I imagine looking up "spin ice" or magnetricity will at least let you know what I'm referring to. You might even find the published papers that I can't get to because I'm unable to pay for copies.
  17. I was curious, since I don't think I've seen it brought up yet... What's the current definition of the function of antimatter collectors? Do they "suck up" or "catch" antiparticles naturally generated in the magnetic fields of celestial bodies? Or are the devices designed instead to create otherwise ideal conditions for the manifestation of antiparticles while within the influence of sufficient magnetic field strengths? If the first case is true, then would not the second case be a potentially far more effective method in the long run? Then again, would such a device even be possible? Considering the apparent properties of "magnetricity" (a better name is really needed) and metamaterials (is there anything they CAN'T do), I would have to say such a device is completely possible...but still, would it be effective? Just musing out loud. Maybe it'll spark inspiration.
  18. I imagine you're going to hyperedit the thing into space, in that case? Also, I can't remember where I saw it, but you might want to look up on youtube an effort that someone already attempted for this same ship. Might give some inspiration on how to resolve build issues you might be having.
  19. Sounds like a little effort could establish a solar power network capable of powering thermal rockets with no reactors or generators. The ultimate in safe, efficient, renewable space travel. I like it...adds a new dimension of possibilities.
  20. Also, I'm starting to notice a prevailing theme develop in zzz's work. It's most obvious now in the way the Thermal turbojet and the new kiwi reactor line up. Very snazzzy (pun intended).
  21. Produces models that on their worst day are at least 2 or 3 times the quality of the stock game's models...says he "slapped it together". That...is modesty, people.
  22. So, out of curiosity, won't that make heat exchangers useless for 3.75 AM reactors, or nearly so for any upgraded reactor at all? Would there be any way to code a couple of exchangers that will not function for reactors of improper size, but have proportionally higher caps as a result? The design flexibility afforded by the exchangers is really valuable, and their capacity should be significantly limited, as it is, but once one starts using AM reactors, or anything upgraded, that benefit is quickly and completely subsumed by the loss of potential power. Not using them at that point becomes a no-brainer. I suppose they'd always be good for thermal rocket/jet SSTOs. Hmm...are the exchangers like fuel lines? If so, would it be reasonable to also make a part that connects inline to a reactor, but can support radial mounts? It would have more limits on arrangement, but a slightly higher temp cap in return. Ultimately though, at some point I think something that can support upgraded reactors will be necessary, or else there won't really be a point to using them after a while. One final question, did I read correctly earlier on that you're considering including fusion reactors as a kind of intermediary power source between fission and AM, at some point? That, would be pretty sweet.
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