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xfrankie

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Everything posted by xfrankie

  1. That was kind of the point of my post, it doesn't have to be overly realistic to be fun to play. (sorry if you didn't understand me, english isn't my 1st language) There is a sort of cone of about 30 or so degrees to each side where your reciever retains its best efficiency (might be wrong, I tested it only with the largest deploayble things). My idea is to put recievers on the ship's nose, launch when orbital relay flies overhead and "chase it" with the pitch as I make the gravity turn. You don't have to point directly towards it, because as long as it remains in the recievers "cone", it will give you max power. When facing away from Kerbin or for interplanetary burns, the only thing that comes to my mind is to have another set of relays on the edge of Kerbin's SOI towards which the ship would point, without having to have the "cluster of receivers" (I think this is the actual problem you were referring to)
  2. You can't really look at it from this perspective and still expect the mod to be balanced... A lot more things that look logical have to be sacrificed to keep it that way. A simple example: Kerbals have advanced-enough technology to hurl nuclear reactors into space and beam the power from there, but didn't think of burying one under the ground near KSC for launch purposes (not having to drag the heavy reactor along). Or the Tritium breeding... Again, they can produce it in space, and have enough to fill unlimited amount of fusion reactors, but they can't fill a Tritium tank in VAB (disregarding the option where you fill it with excess reactors on Launch Pad and decouple them once they're empty). And the whole He-3 thing, if they managed to make Helium fusion work, they surely would have enough time beforehand to acquire a whole lot of He, while the reactors were still on the drawing board. You could easily assume they have a big reactor somewhere, that produces Tritium which then decays over the years. And its power output meanwhile powers your rockets via the microwaves. Now imagine if the Kerbals actually had all these things. Just strap a few Vistas under your ship and off you go, not worrying about anything because the reactor surely isn't a small one, or the only one they have... That would kill the fun for me.
  3. Hi guys, I've run into the antimatter problem again. I launched the station's core and collectors separately and docked them in Jool orbit. Farm flies 9Mm above Jool, collectors say they get around 570mg/day but nothing gets through. And nothing works to make them collect. Literary nothing. I tried docking ports, KAS pipes + KAS winch (both connected by the docking port and not), I even changed the antimatter .cfg flow to ALL_VESSEL. And it just sits there, smiling stupidly like "Nope, sir, no antimatter for you." I'm out of ideas... If anybody has encountered something simillar and solved it, please share your godly knowledge with me. Also, the supply of 20k AM is there to prevent the tanks from exploding, I transferred it there from my warp-space-tug which has collectors of its own.
  4. Hi, I have some issues with my AM Farm (apparently not farming). http://imgur.com/a/K8V6t#0 I have 15 collectors there, so it should produce 59,85 units per day. The screenshots take place during ~10 hours, but no AM had been caught. I edited some antimatter into those tanks and shut down the reactor to show it wasn't eating the AM faster than I gather it. Also I checked and the parts between collectors/rest of the ship are fuel crossfeed capable. Any ideas why it does nothing?
  5. Alright, so I deleted the B9 and a part of the problem seems to be gone. I launched simillar ship and the diabolical sliding out of view is gone (at least it didn't happen on this one launch). And the docking ports didn't disappear either. Bad news is that the power bug still stands. I definitely changed the generators to KTEC solid state (the heat type) and yet they appear to run on Charged power. Also there is an antimatter reactor hidden between the two AM tanks, and it seems to produce power even though it has no antimatter. here is ksp.log: https://docs.google.com/file/d/0BxSUXWRJIwcOUXBBdV9QVl9ZcGM/edit
  6. KSPI, Kethane, Procedural Wings, KAS, B9 + reduced textures, TextureCompressor, MechJeb, Lazor's Docking Camera (just the camera part, nothing else) I can't upload it as text, it's too long. Here it is on gdocs: https://docs.google.com/file/d/0BxSUXWRJIwcOZ2RWZUt1UXotUEE/edit Nope, no modular fuels, however the B9 isn't the newest (bugged sabres). I'll try to remove it once I get home.
  7. Hi, i found another strange bug. When flying in atmosphere (regardless if Jool or Kerbin) after a while the ship "slides" out of view, and all docking ports magically disappear. This is fixed by timewarping once you get out of atmosphere, there the ship functions normally. Another interesting thing is that I used 8 D/T fusion reactors, which should not be enough to power a Vista engine, yet I managed to get a 900km orbit (no, there are no AM collectors) - I realized this when I undocked the lifter stage in order to crash it back to planet, and it run out of megajoules after a few seconds. Also I apparently had Direct conversion generators, which makes everything even less logical because I definitely made sure to make them heat-based in the VAB. here are some pics: http://imgur.com/a/JBz0c#0 And no, I didn't accidentaly press middle-mouse button to change the view.
  8. Hi, I may have found a bug with tritium generation. It works on focused ship on 10x timewarp just fine, but not when you switch the ship out of focus. Here, day 35, reactors working and producing 6.75 tritium per day, tritium level = 3.25 Then I switch to another ship for faster timewarping and after about three days come back. Result: reactors burn at 30%, generating actinides, but no tritium. I may also be doing something wrong, but I'm not sure what...
  9. It had the smallest fission reactor + generator hidden inside... For some reason I didn't notice that it wasn't powerful enough. It works like a charm now with the 1.25m reactor. Thank you Fractal
  10. Hi, I think I broke something... Today I installed B9 aerospace and tried to make an ssto carrier, but there is something wrong with my fusion reactors. They were functioning just fine before the B9 install, so the problem might there... Anyway, the reactors work when I switch them on (Active at 30%), but when I fire the engines this happens: It's sad if I have to get rid of the B9 to get it working again because it's really good-looking mod.
  11. KSP.log : https://drive.google.com/file/d/0BxSUXWRJIwcOLWhTb0xuVUF3QTA/edit?usp=sharing my guess is that the part I'm supposed to look for is between [LOG 23:17:53.950] and [LOG 23:24:57.777] namely [LOG 23:19:50.428] creates resource manager after undocking and "[LOG 23:23:01.933] Docking to vessel" does nothing (but I'm not an expert on this...)
  12. Tried pumping the AM around, it is possible to get it into every tank but it doesn't change anything... However when I undock the collectors, it instantly starts to work (the ship updates or something?) After docking the collectors back, it stops again - no idea why, the AM is already in there (maybe the reactor prioritizes the insufficient amount of AM coming from the collectors, before moving to the supplies in the tanks?). The fuel crossfeed is available between all parts of the core, as for the collectors/core I thought the fuel-pipe was going to be enough to sort it out, but meh... guess I'll just try some other design, because for some reason the collectors seem to screw it all up everytime I dock them to the ship. Thank you for trying to help me though.
  13. Hi guys, I have a slight problem with (probably) anti-matter reactor on my AM farm. It has a sufficent supply of AM, generator attached, radiators deployed etc. but it doesn't generate any power... Any idea how to fix it?
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