Jump to content

MildMicah

Members
  • Posts

    23
  • Joined

  • Last visited

Everything posted by MildMicah

  1. http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-0-42-%28updated-08-03-14-fixes-new-reactor%29 - - - (link to Near future propulsion mod) - - - Updated - - - (Reserved) - - - Updated - - - (Reserved)
  2. Not new to the forum, but I have not really ever made my own thread post. So I thought I'd start with my own (Mostly) stock things. However I do like to use Near Future Propulsion and some other small mods. I'll be leaving any links to the mods I use (and I ask that you would do the same ). This first one is just a light Probe. It has the stock light solar panels and two (3*2) stock solar panels as well. I don't have any pictures of the launch platform but it was pretty much stock as well. It's propelled by a small electric engine from near future propulsion and has several batteries hidden behind the main panels. It also has several capacitors to quickly recharge the batteries so the drive can be used continuously. It worked fairly well. - - - Updated - - - (reserved for popular feed posts)
  3. Majiiiiiiiiir, can I ask, what are you doing right now in kethane? I looked for an update of some kind but I couldn't find any. Are you waiting on 24.0? or no? I was just curious what may be in the next version of kethane. I would really like to see a drill for probes. Also, I was wondering if you already have made some changes or if you're adding new parts? Thanks
  4. How can we add the amount of oxygen to a part? For example, I want to add oxygen amounts to certain parts like the command parts from Kerbin minishuttle ? How can i do so?
  5. Windows 8. But it has worked just fine up till this point. and its plenty. 8 gigs of ram 2 gigs of 635m geforce graphics, dedicated - i7 quad quad core.
  6. This mod is not working for me... I am using KAS, Kethane, KWR, Near future, and Kerbin Mini Shuttle. Upon launching the executable, the game loads about 9-15 items then stops, and locks my system up completely, to where I have to cut the power completely. Not too sure why (obviously)
  7. Thanks a lot helldiver for fixing the stupid right click glitch. I was about to commit mass murder of kerbals if that was not fixed. This is an amazing mod. GREAT work.
  8. There is a problem with this and planet factory mod. It creates very odd and bad looking texures:(
  9. The thing is i have over 17 mods installed sooo... Yeah. It does take part with my ram usage a little bit haha.
  10. agentexeider, If you have any lighting source other than the sun itself it may slow your game. As it does mine. For some reason the way lighting works right now (as also shading) it casts light in odd ways. Very odd. So it causes some kind of terrain change almost. It's complicated and I don't really understand HOW it works. However, I would recommend NOT using lights near land as they just act as part buildup. Also, you have 4 very heavy texture models from the CO2 and O2 mod. Can't remember the name. But they are very texture saturated and are big files. I would recommend down sizing on those. but it's up to you. Also, KAS links load only on contact and are not permanent parts on save. Only the destination for the part like, ... a weight or cord. Then upon load, the cord, wire, pipe, what have you, is loaded based on where it was previously. it can be aggravating but that can slow your load time. Not to mention your vast amount of parts. Currently I am running on an i7 with a 635GT 2gig graphics card but it doesn't matter HOW good of an OS you have, or how good your software is because KSP runs on older versions of programs until recently, and the cache for memory is only allotted a certain amount of memory. So there is that too. I think it's something like 3.12 gigs. but I cant remember. Seeing as I have 8 gigs of Ram and my game lags with a Space station of 230 parts, down to about 25 fps, i could understand that happening with your base there. Not to mention the fact that my laptop never goes over 60% usage in game with KSP. It can be a drag, literally...
  11. Okay thanks a lot that makes a lot of sense I am so glad you replied, much thanks.
  12. I have a question, kind of stupid but. Usually I build stations, NOT bases. HOWEVER, I want a station around mun and then a base on moon as well. So i need a vehicle to put together the stock empty fuel tanks, the white cylinder pieces.* I'm not sure how I can lift them and put them together as tubing, or piping. But I would like to. Can Someone help me with ideas/.craft files?
  13. AetIos, Your distant shouts through font size made me laugh. On other notes. This is probably going to replace B9 aerospace for me... I'm fed up with it. Plus This is all I need.
  14. Okay. Well, regardless of orbital periods really. Since the time of ALL geo'syncs -1/2 is 3 hours, all of them would be 3 hours. it's the distance between them in meters I need. Like a whole number. Or a window planner. However window planners don't exist in KSP yet...
  15. I need help. For some reason when using this my game won't load past certain parts like "Micro engine" or something of that nature I'm not sure why. I've deleted the part but then it freezes on other parts of other mods. ? Confused. help
  16. I know this is probably a pointless question. But is there any way to use this mod to calculate orbital periods, and distance between them? Lets say that I'm using remotetech2 and I want to set up a tripoint connection with satellites that are in -1/2 geosynchronous orbit, (orbital period 3hours) but I do not want to launch just "guessing" to make appropriate distances? I guess you could do a sub orbit and then just circularize when the time is right but that seems, less... professional?
  17. this isn't working for me. I've tried it with Aies Aerospace and I cannot get it to work.
  18. I am working in unity right now but I cant seem to merge the file folders and convert them back from their already exported file types. I know how but unity wont let me. I've tried blender too.
  19. ... I am not worried about frying my computer. I am certain of my computers abilities. And textures really do help the value of the game play. I mean, the textures don't have to be amazing. But still.
  20. If this pack had better textures I would love it... But...
  21. SOOO. I had an idea. I have sketched a model up if anyone wants to see but I had an idea for a new method of propulsion. It sounds... theoretically possible. Ive done a bit of research. Step one, super heat a inert gas like argon to a plasma state. Then, accelerate and ionize the plasma, then pass it through several yards of magnetically charged poles, accelerating the now negatively charged plasma. Next add a new medium, like liquid fuel, kethane, or a very reactive alkaline metal or earth metal like lithium. WITHOUT IT REACTING? Foof? ... Then condense the super heated hybrid plasma/fuel mix and compress it by using extreme heat from a reactor. Once it reaches a high temperature, introduce a nuclear fuel like UT36... Or nuclear fuel pellets. Next propel this mixture at a very high rate through another method of super heating. Maybe lasers? kind of like the engine we have, but using magnetically charged particles and ions to achieve higher specific impulse and higher impulse velocity. Meaning slightly more thrust. However this would be an extremely heavy engine... and it would require several sources of fuel... SO. Pros: Very high specific impulse and reliability good thrust. Very efficient and can use MANY different fuel combinations. Most of its fuels are found within many planets. Cons: Because of the reactors that would need to be built into this to even be able to sustain its power needs, it would be very heavy... Also, you need magnets or some kind of polarized screen to accelerate any kind of ion... I'm not quite sure if plasma can be ionized because it's already in a unique state... Maybe you could ionize it before hand and then super heat it, and in the end neutralize the ion after it is charged and combined with your second fuel type. Because you need an inert gas, a noble gas... A reactive earth or alkali metal... and nuclear fuel... it would be hard to use all of these all at once. you might also need extra generators... thus adding MORE weight. You also need to store these... so... Weight weight weight... --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This would work because when an ion is charged and run through an electrical field, it accelerates. This is how a general Ion drive works. HOWEVER, if you super heat an ionized gas, then polarize it, it acts...differently. Although an inert gas is perfect because it has a full shell of electrons, when it is ionized, the electrons act differently. it can now have negative charge because it can GAIN another electron. Since it has this extra electron, it is now more likely that another element, either a halogen, which is ONE electron short of a perfect shell, or an alkaline earth metal, which has very few valence electrons, could bond with this and/or react with it. this new combination cannot react however, because it isn't chemically possible to force the atomic level of electrons into another level........ It just isn't possible through an electrical field. SO. This means that you must then bring in fusion. Which... right now isn't possible. BUUUT. who knows maybe in a couple decades right? --- anyways. You bring in fusion. Maybe obtainable by very focused lasers. Once this happens... well. I'm unsure. I havent done much research beyond this point. ... But if anyone cares to comment let me know. JUST A CRAZY OUT OF THIS WORLD KIND OF IDEA BUT. Hey, it's worth mentioning. if any of my chemistry is wrong let me know. it probably is. BUT I AM USING MY IMAGINATION SO. points for that.
  22. Hey guys i'm kind of looking for a co-lab file so to speak. I really want to do something like this because 1) I need someone to play with without the time expensive multiplayer files that I dont understand, because I'm not exactly the smartest person ever, and 2) because collaboration seems like a fun thing to do. I am a heavy mod user so don't read further if that bothers you. Here are links to all the mods I will most likely be using... (we will most likely be using. yes I am willing to add or take away some of these. However some of these i will not do without...) http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-Art-pass-terrain-conforming-grid-and-miscellaneous-improvements (Kethane) http://forum.kerbalspaceprogram.com/threads/43839-0-22-KSP-Interstellar-(Science-Integration-Heat-Mechanics)-Version-0-7-4-(Beta) (Interstellar Pack) http://forum.kerbalspaceprogram.com/threads/12384-PART-0-22-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-1 (Mechjeb most uptodate version) http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/ (KAS) http://kerbalspaceprogram.com/novapunch-remix-pack/ (Nova Punch) http://steamcommunity.com/app/220200/discussions/0/666825525093373344/ (Planet factory mod, this one uses a lot of ram so i might not do this one. My game (anyones) can crash using this one, along with this many mods already) If you would like to add more mods I might be able to handle a couple more with the loss of planet factory.... I am willing to change all but kethane and Interstellar pack. Mechjeb is preferable to regular jeb. Rules: 1) There can only be two players. Playing time is limited to who has the current save file. This is because you must save to that dominant save file when you have it. However, if you do not do this you cannot save to that save file you will save to another one. You cannot merge save files as far as I know. 2) ALL SHIPS MUST BE LABELED FOR THE INDIVIDUAL. Example, My username is Mild Micah, So my label for a space station could be MM-ISS. If your name was MildMike, And your label would also be MM, you could put MMI, Or MMX, Or any other label that separates your vessel from mine and vise verse. Next, the labeling will be either -P , -N, or -O. -P would be private. If i wanted MM-ISS to be private I would label it MM-ISS-P. And so on for MMX's vessels. These labels mean that ONLY THAT SPECIFIC PLAYER CAN MODIFY THE VESSEL IN ANY WAY. However, if the opposite player wants to see the vessel, they must rendezvous with the vessel. However they cannot dock with any -P labeled ships. If you want a device or vessel to be neutral it will be -N. -N means that EITHER PLAYER can CONTROL, FLY, LAND, or in ANY OTHER WAY Operate the vessel. They may add to it or take away from it if it is a station or terminate it's flight. Anyone may dock with the vessel. And no exterior rules can be written in the save files description. -O is optional. -O only allows for the rules written by the individual creater of said vessel. These vessels may only be destroyed by the creator. However, if you make a station labeled MM-ISS-O, any player can dock with the station and take any of its resources. Unless the individual says otherwise. Cheating here is always a problem, so I would rather a loyal person play and follow these rules. If a -O vessel is put into orbit it is viable that any player can fly it, as long as it doesn't destroy the vessel. They could change its inclination or its apo, or peri and so on. If they wanted to they could send it to Duna or the MUN, so on. Think of it as a prop. Anyone can use it and do with it as they wish. It can be a space tug or a low profile satellite or a cheap station. Rule 3) no vessel labeled -N can be destroyed because it is property of both players. It's flight cannot be terminated. Rule 3A) No vessels flight can be terminated by an apposing player. Only the original author of that vessel can terminate it. Rule 4) player time will be limited. I will discuss this per person. If you want 2 days it will be two days to hold the save. We can share the save via Email. Basically rule 1. But we will set it our selves. Rule 5) travel isn't limited. Anyone can fly or launch anywhere. Rule 6) cheats are not allowed. No infinite fuel of any types and no gravity cheats either. Rule 7) Rule seven kind of breaks most of the rules. Any vessel labeled -W is meant for wartime purposes. Vessels labeled -W can only be destroyed by missiles (not any laser guided stuff). So this is pretty creative. If you want we could use the rophamere. however it's spelled. ... But that isnt required. I would rather not use it. Rule 8) Any debris created per file save played by that person must be deleted. If a missile destroys someone else's vessel, the person who owns the destroyed vessel must terminate that debris. rule 9) BE CREATIVE. DO ALL THAT YOU CAN TO EXPAND YOUR POWER AND YOUR CONTROL. BUILD MASSIVE STATIONS THAT HOLD TONS OF KERBALS OR THAT REPROCESS LOTS OF FUEL OR TURN KETHANE INTO FUEL. Do anything you like that abides by the rules. You may post to this but any unrelated posts aren't appreciated. Please reply if you wish to get my email and chat more about things. Thanks!
×
×
  • Create New...