Jump to content

ss8913

Members
  • Posts

    1,372
  • Joined

  • Last visited

Everything posted by ss8913

  1. I've been avoiding installing the updates to Kopernicus... a few have come out since the -6 update which broke the planet packs.. is it safe to try again or should I stay with the older version that definitely works?
  2. Nice, looking forward to it will these be build-able through EPL or only through MKS Konstruction facilities?
  3. So I remember a while back seeing some prototype 3D renders of some geodesic dome structures that were going to be in a future MKS release.. this was about a year ago... I would absolutely love some *very large* kolonization structures. As it is right now my stations and bases are relatively small compared to my starships that service them (I use KSPIE and have some 20,000 - 30,000 ton ships using 15m parts)... Is there any chance we will see any very large habitation structures (I assume to be built on-site) in the future of this mod? Thanks in advance.
  4. You may have to get higher in the tech tree to unlock it. LiquidFuel is probably the best choice among the ones you have available now. Note that you don't need oxidizer since you're not burning it... it's just mass. Which is why water is an option
  5. So, hate to bring this up again but I'm trying to colonize Thallo... the land masses in reality do not match the biome map. I'm landed on solid high ground and it insists that I'm in "The Sagen Sea" and the CRP resource concentrations reflect the "sagen sea" idea. I remember the last time I posted about this, someone, possibly @ProtoJeb21 , said that a proper biome map for the rocky planets was being worked on... any updates on that? I have tens of thousands of Kerbal realtors banging on my door wanting to know when they can sell lots on Thallo to the billions of Kerbals that want to move there...
  6. Nuclear engines operate by running some kind of ejection mass over a hot reactor, which turns that ejection mass into some kind of plasma(?) which is superheated enough to produce thrust. The reactor runs on enriched uranium to produce the heat, but the propellant (ejection mass) must be there. In atmosphere, it uses the actual air for this. In space, you need to provide something. I suggest hydrazine.
  7. OK, thanks however, why does water (or hydrazine for that m atter) need to be stored cryogenically? isn't that just wasting power to supercool things that aare already liquids at room temp? Or am I on the wrong track science-wise here?
  8. @FreeThinker I believe I've solved my other issues... but... haven't done ISRU in a while, thought I'd try it again... water electrolysis requires "LqdWater" but the atmospheric extractors in both the all-in-one ISRU and the radial scoops, pull in "Water" which it considers to be different, since 'start water electrolysis' says "Missing LqdWater" when I have plenty of "Water. I do have UKS and CRP installed.. everything is up to date including KSPIE and everything else. This used to work the last time I tried it.. not sure what changed or when... and I can't find a way to convert Water to LqdWater, or any way to extract lqdwater from the air or ground...?
  9. @FreeThinker this problem seems to go deeper.. I can't launch any craft with the RV tanks, and it appears that some of the other tanks like the nosecone tank, etc, also are showing as 'locked'. I can load the craft in VAB/SPH but I can't launch them... and I don't see any analogous parts to a lot of the missing ones. I suppose it's good that existing craft launched don't break, but.. I can't even find these other parts that you're referring to, I don't see any of the interstellar fuel tanks anymore *at all* in the fuel tank menu under the KSPIE filter. My log shows them being loaded successfully, and they do show up on older designs but... do you have a mapping for old part to new analogues so I at least know what to look for? I've been searching for fuel tanks for like 20 minutes now and I'm very very confused.
  10. did something change in the last patch with the QSR? I had a ship parked in orbit with the QSR set to 80% and it immediately overheated when I switched to it after the last update... i can run it at 20% now safely, whereas 80% before... also @FreeThinker any ideas on why the radial attachment ThF4 and.. really all the radial tanks except the antimatter penning trap... no longer show up in VAB/SPH but still exist on ships that had them from before?
  11. since the latest IFS... my ThF4 containers seem to be orphaned from the tech tree. my plane still has them but it says unable to launch due to parts "not available yet" - however the CTT (which is updated) is fully unlocked.. parts are in the game but it doesn't see them as researched, and this seems to be a bug(?) edit: ok, that's weird, it DOES show up in the science lab.. just doesn't show up in the VAB/SPH.. says "owned" in the science lab though so I'm not sure why it's not showing up in the build windows..?
  12. IA-Revived *just* released an update less than 12 hours before 1.3.0-5 came out.. sadly it doesn't work. I posted on their forums and asked if ProtoJeb21 (the maintainer) was aware of the issue or not. So far no response.
  13. Yesterday, Kopernicus updated to 1.3.0-5 from 1.3.0-4. Since that time my main menu screen is completely black and i have to alt-tab and kill KSP.. over on the Kopernicus thread people are reporting a lot of problems with 1.3.0-5 and everyone is saying that the planet packs need to rebuild against the new version to fix this. Is the 1.2.9 release compatible with kopernicus 1.3.0-5 ? update: no, it isn't. CKAN is already installing 1.2.9 and the bug is still present. I did try removing the main menu modulemanager patch that changes the background planet, that did not help. Uninstalling Kopernicus/this mod fixes the problem. Reinstalling it brings the problem back. However my current save is heavily dependent upon this mod being present, so I can't play atm.. is this something you know about @ProtoJeb21 ?
  14. so is this version mismatch the reason why since the -5 update my game won't even load to the main menu? well, it does, but the main menu is just a black screen and I have to alt-tab and kill KSP to get out... I'm using Interstellar Adventure Revived.. was working fine until the -5 update. Is the fix to just uninstall and go back to -4 for now?
  15. no, stock aero doesn't support wind at all. this mod hooks into facilities within FAR to provide wind. Most of the 'work' is done by code inside FAR that this mod is invoking. why not just install FAR?
  16. You can also just install via ckan and it does all of the above for you.
  17. The current version of this mod works 100% in 1.3 if you have the 1.3 compatible deployable engines plugin installed. If you tell ckan to accept 1.2.x as current as well as 1.3, and just install this mod through ckan, it works. 1.2 mods that are parts only (no dll) seem to all work fine in 1.3. In general. This mod is a good example of that.
  18. The current dev build of far works 100% for me and has since 1.3 was released.
  19. I think that's too low. It won't start within an atmosphere at all. EDIT: My strategy, above, works great, though. start the reactor(s) while coasting to your apoapsis when the craft is not experiencing acceleration. Charges in about 5 seconds or less at that altitude (just above atmosphere) and then just make sure you don't overheat them and make them shut down later
  20. Follow-up: the time settings.. I'm not sure where it stores these. Are they hardcoded into the DLL? It doesn't seem to write a settings file anywhere...?
  21. Thanks - this appears to be matching up with observed behavior, after a few more tests on my end... So I think my strategy is, launch my HyperPod carriers and activate the QSR just above 70km while coasting to circularization burn (usually I park these at around 1500km for easier FTL departure) and make sure there's enough radiators so that at no point does the QSR shut down due to overheat. It's really bad when you're between stars and you have to drop out of warp for a course correction, and in the process of recharging the FTL drives you overheat the craft and lose the QSR... it's almost impossible to charge the thing up for a restart that far from a gravity well without overheating it *again*
  22. @FreeThinker - there seems to be something in my combination of mods that causes physics to stop working properly every time I dock -or- undock. If I F5/F9 after either operation, things seem to go back to normal, so that fixes my carrier problem... Question though, what controls how much power is required to start the QSR? Seems like if it goes offline in flight, it takes a seemingly random amount of power to restart, anywhere from very low to impossibly high.. what determines that?
  23. Hm, I think with the new way that Kerbin time is calculated, the default time values are wrong (and changing them is non persistent through reloads/scene changes).. should be 60 sec per min, 60 min per hour, and 6 hours per day. changing it thusly makes it match up with the in-game clocks at the KSC scene and seems to be congruent with reality. I'd advise making these values the defaults (I'm going to edit my files and do this myself for now). Also, can confirm this mod does NOT need TAC-LS to function.
  24. seems to be a bug in the CKAN dependencies, it insists that I must have TAC-LS for this, but ... do I?
×
×
  • Create New...