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AlchemicalAgent

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    Bottle Rocketeer
  1. All science gain is shared. You could still do a race to reach Eve, etc but unlocking the parts would be collaborative. If you're looking for a competition but still want a challenge you can start a science mode with ~2500-3000 science for your initial parts unlock and set the science gain multiplier down to 0.01. You won't be able to research new parts and will have to make do with mid-tier equipment.
  2. I came to ask the same thing. Any ship that stays in orbit, splashes down, or lands outside of the Kirbin safety bubble continues to reappear after recovery/deletion. Ships where the command pod or probe core are destroyed are removed as normal.
  3. Is there a way to delete and recreate the Sync Plate? It somehow got set as private on my server and whenever someone joins they're unable to sync since it won't load.
  4. That's awesome! Thanks! I use a separate shortcut to a bat file that syncs my GameData folder to the mods that my server uses. This is perfect.
  5. Is anyone else having trouble with the Microwave Thermal Receiver? Even with a transmitter pointing straight at it the power doesn't go above 0 KW and number of connected transmitters stays at 0. When I enable the Receiver I'll start to see a temperature rise from the Deadly Reentry temperature display, but no power increase.
  6. If you are flying/landed on a planet with breathable atmosphere you don't need the oxygen resource. That reason alone is enough to keep them separate.
  7. Is there any way to restrict plugins that don't require parts? In particular, a way to stop the use of things like HyperEdit and other "cheating" mods.
  8. Is there a way to keep the same seed number every time Kethane runs? The Kerbal Multiplayer (KMP) plugin overwrites the persistence file on startup and clears out any Kethane data. I'd be ok with not saving my scans as long as the deposit locations remained constant. Edit: Just browsed through LegacyResourceGenerator.cs and it doesn't seem like there is. Any chance of adding a line to parse seed data if it's present in Resources\Kethane.cfg?
  9. This is by far the best Hard Science mod I've ever seen for KSP. Combining that with the constant and rapid development also places it as the best mod overall in my book. Thanks to you and zzz for all the hard work. As a side note, I've been using Interstellar with KMP for the past few days and haven't noticed any problems.
  10. I'd imagine it's modeled as an antiproton trap, making it your first case. Antiprotons are generated from interaction of cosmic rays with the atmosphere of a planet. These stream from the Sun as well as interstellar space. The magnetic fields of planets just serve to trap the generated particles which can then be collected to power your rocket.
  11. zzz: I tried placing this in the HeatRadiator folder but in-game it looks like the standard unfolding radiator. The orientation has been changed to radial but it's the wrong model. I noticed that the cfg file has mesh = Model.mu. I replaced this with mesh = rheat.mu but it had no effect. Is there anything else you could suggest?
  12. I'm seeing the same problem. With the addition that even if the reactor is on top the units won't work unless connected directly to an Interstellar part (Science lab, etc). Edit: For additional information, resources like Waste Heat and Electric Charge seem to be transferred correctly across entire vessels while the reactor thermal load is not transmitted to attached parts. Deletion and Reinstall of Interstellar has no effect. All mods with plugin components were also removed with no effect. 2nd Edit: I just realized xchoo was talking about multiple reactor/gen combos. The problem I described is with only one reactor/genset per ship.
  13. If you have KAS or something similar you can bring antimatter from orbit back to the launchpad and fuel the ship before it takes off. I've had 500+ ton ships that were SSTO with that method.
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