Skoot
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
So I was playing around with AM reactors in sandbox mode, and I managed to get into space with an AM reactor that was never fed AM. The simplest design to reproduce the bug is: Pod, Fuel tank, Radiator, Electric gen, AM reactor, Thermal nozzle. Press space, get into space. For some reason, if there's a generator in the mix, thermal power is generated even though the reactor is AM deprived. It's not offline, just AM deprived. If it gets offline (break the radiator for example) then it stops generating anything. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
Well you're not in a vacuum for starters, and the table is a bit our of date. Try that again in space and see what the numbers tell you, but iirc thermal rockets are less effective than the stock atomic motor until you get your reactors upgraded. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
You can get a synchronous orbit around Minmus actually. You can also get 2 sats in a fixed position relative to the Mun's surface, orbiting Kerbin on the same plane of the Mun just oustide its sphere of influence (one in front and one behind). I've done it before, but they tend to get captured eventually and then thrown away in outer space... Or you can get a semi-synchronous orbit around the Mun. The main problem with synchronous orbits is that the slightest default will quickly get amplified after half a year of time warping, and you can't just spend half your time fixing their position. Well you can, but it gets frustrating. Just rotating the ship, or even just loading it is enough to get it out of place. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Skoot replied to Cilph's topic in KSP1 Mod Releases
Sorry about that, didn't know about those tags. Cilph, I've PM'd you my save and full output log. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Skoot replied to Cilph's topic in KSP1 Mod Releases
My game freezes whenever I go to the command center. I removed just the DLL, and it resolved the issue (I can't remove the whole directory cause most of my ships have antennas or dishes). I got 10 comsats around Kerbin, 3 around the mun and minmus, a bunch of probes on missions everywhere in the solar system, even some ground bases with command modules so there are a LOT of active connections in my save. The game has been running slower and slower before that final issue. With the DLL removed I tried loading my laggiest ships and now they don't lag anymore, so the plugin definitely has a heavy impact on the game performance. Is there any kind of information I could provide you that would help you figure out what's wrong? I love RemoteTech, it's a shame I have to play without it for now. Here's what my log file looks like just as the game freezes: [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION ===================== (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 971 unused Assets to reduce memory usage. Loaded Objects now: 108911. Total: 162.260498 ms (FindLiveObjects: 5.209311 ms CreateObjectMapping: 2.239464 ms MarkObjects: 152.131805 ms DeleteObjects: 1.940556 ms) AddonLoader: Instantiating addon component 'ManifestBehaviour' from assembly 'CrewManifest, Version=0.5.5.0, Culture=neutral, PublicKeyToken=null' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing bool (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing bool (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing bool (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 108910. Total: 186.450745 ms (FindLiveObjects: 5.194344 ms CreateObjectMapping: 3.735292 ms MarkObjects: 176.666290 ms DeleteObjects: 0.170194 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 11 unused Assets to reduce memory usage. Loaded Objects now: 109951. Total: 163.899155 ms (FindLiveObjects: 5.365821 ms CreateObjectMapping: 2.134697 ms MarkObjects: 155.401428 ms DeleteObjects: 0.213384 ms) AddonLoader: Instantiating addon component 'ManifestBehaviour' from assembly 'CrewManifest, Version=0.5.5.0, Culture=neutral, PublicKeyToken=null' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing rect (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing bool (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing bool (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Parsing bool (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) AddonLoader: Instantiating addon component 'RTCoreTracking' from assembly 'RemoteTech2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) [PlanetariumCamera]: Focus: Kerbin (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Performing cleanup of PluginData flights (43 flights loaded)... (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) [PlanetariumCamera]: Focus: Kerbin (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
Alright then, thanks for your replies. At least now I know I wasn't doing anything wrong, just trying to use it for something it wasn't design to do. I'm definitely gonna try and bring one of those to Duna, if I can just figure out how to land it safely. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
Yes I'm using LFO with the lighest possible aircraft (7 tons), but because of the reactor weight as I said I get better results out of regular turbojets, which is a shame. It might consume zero fuel, but it has to carry a nuclear reactor and a radiator, which don't make up for the 100 LF I carry with my regular spaceplane to get it to the edge of the atmosphere. It's still great to tour Kerbin and make atmospheric readings of all the biomes I guess. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
I've seen a video of a turbojet/ion spaceplane. I'm really juts trying to figure out if I'm using the thermal jet wrong or if it's just worse then regular turbojets on Kerbin. I know it's better on Duna, but if that's the only use they have before getting access to AM on the runway then it's kind of a shame. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
Yeah no antimatter It's very easy with AM actually, you get so much thrust you're thrown out of the atmosphere in no time. And yes I'm trying to make a light ship, so I'm using the 1.5M reactor. I've tried using 2 jets, but that means 2 reactors and they are heavy. Right now I'm testing 24 intakes and 8 wings, I managed to get like 100m/s faster than before... I've ultraedited the thing on Duna though, and it works wonderfully well there. The only problem is landing horizontally at high speed with no runway... -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
The upgraded (hybrid) version can switch to LFO or Liquid, but the thrust is then very small (17.5kN). It's enough for orbital manoeuvres and stuff, but not to get from 28 to 70 km altitude. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
Well that's exactly what I'm trying to do, I'm flying with as low vertical velocity as I can above 20km,trying to get as much speed as I can. But as the thrust goes lower and lower, I reach a point at about 28km where I'm up to 1250m/s and have to point my nose 45° up if I don't want to fall back to earth. At that point I can't get either higher or faster using the thermal turbojet. If I get any higher I start losing speed, and I'm still 1000m/s shiy of orbital velocity. Do I need more lift? Have you managed to get a small spaceplane into orbit using just the thermal jet? If so care to share more of your design? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
Has anyone got any tip on how to build a thermal spaceplane? Am I supposed to use rockets too or switch to LFO when I get out of the atmosphere? Cause I can't make it work... Right now I can get my 7 tons plane to fly at about 1200m/s at 28Km high, but then I'm stuck. The 28kN I get by switching to LFO can't get me into orbit, and if I have to put rockets on the damn thing then I'm better off using a regular turbojet engine (the atmospheric part of the flight does not consume any propellant with the thermal engine, but the savings in fuel don't make up for the reactor's extra mass). I'm using an upgraded nuclear reactor btw, not AM. So, is the thermal turbojet worth anything on Kerbin or should I just either use AM or use it on other planets? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Skoot replied to Cilph's topic in KSP1 Mod Releases
Ah yes, they do, thanks. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Skoot replied to Cilph's topic in KSP1 Mod Releases
Is there any way to control a probe from a nearby ship? I remember RT1 had control parts. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
I'm not into spaceplanes at all so I don't know about B9. But since I've installed procedural fairings myself I have removed the fairings from KWR. I highly recommend adding modular fuel tanks (basic version) to that list, it will let you build ships that need liquid fuel only with any tank size/shape you have at your disposal. Kethane tends to make the game a lot easier (if you can mine Kethane once you've arrived at your destination you don't have to worry about the return trip fuel anymore), especially with KSPI since it gives you infinite electrical power once you can put a tiny rnuclear eactor/generator on your ships. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
For the science lab, the factors are the number of scientists (1 or 2) and the amount of power you can get them (you need 5GW of power to run it at full capacity). 2.78e-4/s is the max you can get out of a science lab. You don't need a scoop for the science lab to produce antimatter, they use the onboard particle accelerator. Scoops produce antimatter on their own, and the amount vary depending on where your ship is. You can have multiple scoops to speed things up. Here's my antimatter factory: It weight 734 tons, has 16 kerbals in it, and it required 11 (succesful) launches to put it into orbit. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Skoot replied to Fractal_UK's topic in KSP1 Mod Releases
Something seems to be off with the Xenon comsumption rate of the plasma thruster... like by a factor of 100 or something. I got everything fully upgraded, and I use a small antimatter reactor + generator and a 1.25 plasma thruster. When I run the plasma engine on Argon, it looks fine: I can get a decent amount of DeltaV out of the 1080 Argon that's in your mod's tank. But when I use XenonGas, it sucks through it at 100 times the rate of the Argon and I can't run the engin for more than a couple of seconds. What am I missing here?