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Eadrom

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Everything posted by Eadrom

  1. Edit: beat by Fractal! lol Guess I should have typed faster. It looks like there's very little power available for the plasma thruster. If I remember correctly, KSPI takes the first MJ produced by a generator and converts it to 1,000 EC. That means that you are just getting a TINY amount of power left over from the 62.5cm reactor/generator. It looks like you don't have any reactor/generator upgrades yet either, guessing from the power that the engine is getting. You need some serious power generation to get lots of thrust from a plasma thruster engine. Personally, I typically don't use them until I get antimatter reactors. They *might* be kinda useable with the 3.75m reactor/generators without upgrades. The good news is that the plasma engine will consume power from all the reactor/generator combos on your ship (someone correct me if I'm wrong). So you can put multiple power sources on your ship and the engine should pull power from all of them. However, you'll run into TWR issues by adding a lot of heavy power generators. Which leads me back to not really using these engines until I get antimatter reactors. Try making that same design in sandbox mode. It'll automatically have the upgraded nuke reactors and generators. Launch that same ship and see if you get more power on the right click info pane. Then try launching the same ship with an antimatter reactor instead of the nuke reactor. I think you'll find a good amount of thrust once you switch to using antimatter power.
  2. Doh, that makes perfect sense. I should have thought of that myself. lol Thank you very much for info!
  3. Playing around with this mod for the first time. I see that when I place a heat shield, I get a decoupler in the staging organizer. What is the purpose of having the heat shield act as a decoupler? I thought I would just need to slap a heat shield on the bottom of my pod and I'd be good. In what cases would I potentially want to decouple my heat shield? Pretty confused on that functionality of heat shields. Thank you very much to whoever shines a light on the subject for this poor DRE noob.
  4. Adding my name to those that really enjoy this mod. I play with KSP Interstellar and there are some pretty darn big, heavy parts in that mod. KJR makes launches and burns MUCH more smooth. Thank you for this mod!
  5. Just unlocked warp drives in my career save! Had to send a few lander probes out to make back the science I invested in some computer cores. Just launched my first warp ship in this save (probably only my 3rd warp ship total as well). Took a stroll over to Eve. Mission was to aerobrake to make orbit. Had to reload once because a 70k meter periapsis coming in at over 10k m/s just bounced me out of the atmo. lol Reloaded and came in with a 49k meter periapsis and bled off enough speed so that with a 300 or so m/s burn, I was able to make a nice circular orbit at 1.5 million meters around Eve. Was a lot of fun gathering the extra 20k science needed to unlock all the KSPI nodes. Forced me to visit all the planets and moons and land a few probes as well. Now to build an antimatter factory at Jool and design an FTL antimatter freighter! Thank you again for the fun, Fractal.
  6. how well does kOS play with MechJeb? I'm not looking to actively use both at the same time, obviously. Just wanted to know if anyone has had any problems with both of them installed at the same time. I'd like to be able to play around with kOS in my current save. The mod looks awesome!
  7. Thank you for the welcomes! Indeed, I jumped into the deep end with the game since I went into it with at least a rudimentary understanding of the physics involved. Turned out it was a bit more involved that I thought if I wanted to go beyond Kerbin orbit, so I ended up going back to the tutorials after 3 or 4 days of messing around in LKO. xD A 9S100 is an Air Force military job. It's very much more of a science-y type job than what you might think is a typical military job, say a rifleman or a mechanic. A 9S is more like a nuke tech for a Navy sub in that you have to have a high level of technical and scientific skills. I used these "nerdy/civilian" skills as a member of the military to support military missions. Nothing civilian about what I was doing. When I joined up, my recruiter basically read off the description in the link I provided. I asked her, "soooo, what does that mean?" She literally told me that she had no idea, but because of all the big science sounding words and the fact that you need a top secret clearance, it had to be a really cool job. At basic training, none of my instructors knew what I would be doing. I got to my technical training base and it's hilarious looking back because everyone was all "oooo he's a 9S!" but yet no one outside of my school knew what I was doing either. I got to school a few weeks early so it wasn't until after basic and after being at my technical training base for a few weeks that I had my first day of class and finally found out what the heck I would be doing for the next 4 years. lol It was WELL worth the wait once I found out, but that was one of the longest, suspenseful waits of my life. xD I thought I would be clever, but the light blue of the "here" link doesn't show up very well on a white background next to black text. lol http://usmilitary.about.com/od/airforceenlistedjobs/a/afjob9s100.htm This is the link in my above post that gives the info on what I did. There are a few different pages that gives more info. As an aside, I personally know the gentleman that wrote a lot of that article. He had quite a few stripes on me when I came in. xD
  8. Thank you, Fractal. Between the antimatter charts and the KSP wiki for the planetary radii, I should be set. Come next KSPI patch, I'll have to land a couple upgraded computer cores on Eve and Tylo for bonus tasty science.
  9. I've seen reference to a chart or table showing the optimal heights for science lab orbits, but was unable to find that info. I'm trying to lock down a good altitude for max science gain in moho orbit while at the same time capturing as much antimatter as I can. Anyone have the link for best orbits for science generation? I have the updated set of charts showing antimatter density around the planets and moons.
  10. Hello! Thought I would introduce myself and get a post towards my newbie status rank up knocked out. I'm 26 and live in Phoenix, AZ, USA. I'm a big time techie and general science geek. I built and flew model rockets as a teenager. In 10th grade I discovered computer programming (BASIC) and wrote a couple amateur programs to help me with my model rockets. I served in the Air Force as a 9S100. I was basically a science/tech MacGyver. You can read more about what I did here. After my enlistment, I moved back to my hometown. I now work for myself and do Linux systems administration and website design/administration. I've been playing KSP for about a month now and creeping these forums for pretty much just as long. Made an account to post in the Interstellar plugin thread. As an aside, really excited to Scott Manley start his KSPI video series. I've been playing with KSPI for almost as long as I have stock and it's such a fun plugin. Let's see...oh, mods. I play with Kethane, MechJeb, Protractor, KSPX, KSPI, Procedural Fairings, and swapped out Quantum Struts for Ferram's Kerbal Joint Reinforcement. KJR plays very smoothly with the big, heavy parts from KSPI and makes for a bit less stressful launching. I have a kinda meh PC so I try to keep my mod count low. I'm considering that part welding mod I've seen floating around to keep my computer from crying when flying ships over 200 parts.
  11. Thank you for the great news! I look forward to the next patch. I invested over 7k science into those computer core stations so that after finishing the Eeloo probe mission I had just launched, I would be able to afford the last tech node as well as having a steady source of science for upgrading future computer cores and warp drives. Very happy my "supercomputer" stations will work next patch! Fractal_UK, you've done an AMAZING job with this mod. I tend to talk about KSP a lot around my friends and it was when I started using this mod that a few of them decided they wanted to play as well. Also, zzz, the art in this mod is bloody fantastic!
  12. I have 9 manned labs (Kerbalx3, Mun, Minmus, Eve, Gilly, Duna, and Ike) and they are working perfectly fine as well. The only issues I'm having are with these two unmanned stations using the upgraded computer cores.
  13. Love love love this mod. Been having a very bug free experience thus far until now. I built a small space station with a stack of 10 computer cores, an antimatter power system, and an auxiliary nuke power section. I sent two such stations to low Moho orbit. I've upgraded the top three computer cores on both stations (so 6 upgraded computer cores total) and they both show 6 science per day on each computer core. Sounds awesome and should generate a very tasty amount of science. However, the issue I've run across is that neither station will generate science while not focused. My other science stations (just a lab with kerbals orbiting various planets and moons) generate science perfectly while not focused; I'm only having issues with these two unmanned stations and only while not focused. I've considered it was a power issue, since the small nuke power section is just a little underbudget on thermal power generation, so thermal power will drop to zero slowly over time. However, I've turned the antimatter reactor on, changed to the other station and then time warped and still have the same issue. The antimatter reactor on that test has plenty of antimatter, the reactor is using antimatter and is generating a bit of thermal power (only operating at like 0.01-0.03% capacity). So that station should have had all the power it needed for the test time warp. When I went back to it after a day of timewarping while focused on the other station, I gained no science. I did notice a signigicant portion of antimatter burned, so all the basic and upgraded computer cores were getting full power. Here is a picture of my MSOSC station: I am getting a few lines of the following text on debug printout when swapping to the MSOSC stations: [Log]: dT is NaN! tA: 5.11966133117676, E: 0, M: 0, T: NaN [Log]: dT is NaN! tA: 3.7263018488884, E: 0, M: 0, T: NaN I have a unifying station under development that will provide a ton more nuke and antimatter power that I will dock my smaller MSOSC stations to and this unity module has a lab on it so kerbals can reprocess the nuke fuels as needed. I'll see if this makes a difference to unfocused science generation. Hope I provided all the info I should to help resolve this. Hopefully this is just something I've kludged up on and not an actual bug. Looking forward to any help anyone might be able to give!
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