RodKenobi
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Bottle Rocketeer
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
RodKenobi replied to Porkjet's topic in KSP1 Mod Releases
That's an easy fix, open the part.cfg files for both engines and alter the TechRequired field to nuclearPropulsion. But that's not all that's required. The bottom attachment node is wrong, you can´t fit a decoupler and have it work. That I don't know how to fix. -
I'm having a bit of a problem. My seismic experiment doesn't register. When I right click the sensor, all I get is this: No prompt to start recording, nothing. This is a fresh install of KSPI Lite. Can it be fixed? Thanks. Edit: Well, I reinstalled KSP and downloaded fresh versions of all my mods, now it's working fine. Never mind.
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Ratio of charged particles to MJ? Time for some testing. I coupled a 2.5m upgraded fusion reactor to a solid state generator, and a 2.5m magnetic nozzle. Thrust generated per reactor fuel used: D/T: 23 kN D/H3: 22.25 kN H3: 28 kN Is this by design? If so, how can I change it? I'm baffled. This is ruining the mid-game for me.
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Alright, any way to buff the Magnetic Nozzle thrust? I liked the convenience of high thrust and ISP of the thermal rockets when coupled with upgraded fusion reactors. Yeah, not very realistic, so the magnetic nozzles are a good idea. But c'mon. These thrust levels are brutally low. Show stopper for me. So, is there any way to edit .cfg files to increase the thrust level? I tried playing with a few parameters, but I don't really know what I'm doing there, so no big surprise that I failed.
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Guys, I'm having a problem here. I just started a Science Sandbox game, using the latest unofficial release of Interstellar, 32 bits. But it seems that all parts are defaulted to their upgraded selfs from the beginning. For example, the heat radiators start as graphene. This kills the progression. What can I do?
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Now-defunct-thread-that-should-not-appear-in-google-search.
RodKenobi replied to Cilph's topic in KSP1 Mod Releases
It does seem to be the case, at least in my scenario. -
Now-defunct-thread-that-should-not-appear-in-google-search.
RodKenobi replied to Cilph's topic in KSP1 Mod Releases
No, my lander was still in orbit of Duna. And as soon as I switched the Kerbin dish focus to Duna, it could transmit to my other sattelites around Duna and relay back to my lander. And no, the lander was not blocked by Duna. -
Now-defunct-thread-that-should-not-appear-in-google-search.
RodKenobi replied to Cilph's topic in KSP1 Mod Releases
Thanks! I needed to set my KSC geostationary dish to Duna. I had it set to the active craft, thinking that the angle would cover the other ones on the same system, I guess that isn't the case. -
Now-defunct-thread-that-should-not-appear-in-google-search.
RodKenobi replied to Cilph's topic in KSP1 Mod Releases
I don't know what I'm doing wrong. I've put 3 satellites around Duna, so that I can beam science back to Kerbin from the surface without having to lug around bit antennas on every craft. Each of those satellites has a big dish pointed at Kerbin, and seem to work fine, I can control them, etc. Also, each has a omni antenna, the one with the bigger range, so that I can relay that control back to any lander I have on the planet. But that isn't working. I can't beam science back, it says I'm not connected. I'm in range of the satellites on Duna, they have the white lines showing I'm in range. Can I do this? Use dish to call home and relay that signal locally using omni antennas? Please help!