

Quabla
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Bottle Rocketeer
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[1.0] StripSymmetry - remove symmetry (v1.6 - 2015-04-28 20:20 UTC)
Quabla replied to Biotronic's topic in KSP1 Mod Releases
Hi, nice mod One thing though... could you make an option, that will only strip the symmetry from the part I selected? The other parts would stay in the symmetry group. It's easier to sort out action groups and staging this way. Additionally, having an option to individually add equal parts to a symmetry group, would be nice, too. One could use it for more complicated symmetries like asparagus stages and space stations and keep order in those crafts. I tried it by editing the craft file manually and it worked perfectly (unless you move the said part ) -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Quabla replied to bac9's topic in KSP1 Mod Releases
ooooh, THAT'S sneaky :-D Not easy to find, though ;-) Thanks, for the quick answer! :-)- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Quabla replied to bac9's topic in KSP1 Mod Releases
Oh yeah sorry, I forgot about the mk2<->2.5m one. But I still can't seem to find the adapter for HL and 3.75m About the weird looking part: I just added an HL cockpit to the S2 widebody system. I think it looks better for a spaceship of this size. That's why I need this adapter for. In general, yes, the different systems often don't fit well together. But once in a while, another fuselage system has just the part you need to complete your work.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Quabla replied to bac9's topic in KSP1 Mod Releases
Hi, nice work with this package! I can finally start playing ksp again and make cool spaceplanes I have one request though. I don't know if someone asked this before, but can you add an adapter part between HL and 3.5m parts? They have almost the same size but still dont fit very nicely without such. Also, there already are two adapters for HL<->2.5m. In general, there can't be enough adapters so, when you're at it, you might want to add mk2<->S2 and HL<->S2 and whatever you can think off This would enhance the interoperability between the different hull part systems enormously!- 4,460 replies
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Quabla replied to Fractal_UK's topic in KSP1 Mod Releases
No Problem it was in this thread and I found it incidentally by roaming through the posts Post #1440 by ZZZ -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Quabla replied to Fractal_UK's topic in KSP1 Mod Releases
Same result as above. Also, I noticed when the thermal power is building up the AM-consumtpion is at 39.89. When the bar is full we are again at +-13.3 at full power(400% + 0% ). The current power of the AM-reactor during that buildup stays the same as in normal mode. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Quabla replied to Fractal_UK's topic in KSP1 Mod Releases
I also have two requests for your awesome mod regarding the Alcubierre Drive. Can you add a "Toggle Warpdrive"-Option to the action groups? Right now I need to assign two action groups to start and stop the warpdrive. Please add the Foldable Alcubierre Drive to your default parts. It's an awesome conctruction by ZZZ and can coexist with the standard version. It should additionally prohibit warping (and charging?) in its folded state though. Right now, it works in every state. Also: Wouldn't it be possible to change fuel of the fission reactors in the VAB? I don't know the details, but in the B9-Aerospace mod it is possible to change the starting states of the cargobay (open/closed) or the cockpit (lights on/off) before flight. Maybe it is not that complicated and you don't have to rely on the upcoming tweakables. Thank you for your hard work on the mod -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Quabla replied to Fractal_UK's topic in KSP1 Mod Releases
Hi, I just tested your newest build (0.8.1) and I found a bug. In order to test some designs, I changed the config of the antimattertanks so I would have a small starting amount of antimatter (amount = 1600). It worked fine in previous. However, with the new update, my ship seems to PRODUCE antimatter on its own. It is also possible to produce thrust to a certain amount and still have a positive netgain of AM. I tested that in sandbox mode on the runway and in flight. It does NOT happen with with the stock value (amount = 0). Details: My ship (space plane) has following essential parts: 2x 2.5m AM-Reactor + Generator 1x 2.5m Alcubierre Drive (folded version OR normal version, tested both) 2x 2.5m AM-Tanks (AM amount: 1600/80000) 6x AM-Collectors (no AM-Flux) 1x 2.5m Plasmathruster 2x 1.25m Plasmathruster 16x Heatradiators (medium) 1x Computercore Some data for each status: No engines active, Warp-Drive not charging: AM-Rate: -13.3 (production of AM) No engines active, Warp-Drive charging: AM-Rate: 13.3 EM-Rate: 143 Both thermal engines active (full thrust), Warp-Drive not charging: AM-Rate: 13.3 Thust (each): 683.8 kN (on ground) 2.5m plasma engine active (full thrust), Warp-Drive not charging: AM-Rate: 13.3 Thrust: 1883.5 kN (on ground) Power: 143 377.20 MW (liquid, 72% efficiency) Equilibrium thrust with no AM consumption: 941.7kN Reactor data at 100% energy consumption: Left AM-Reactor: Core Temp: 343 117K Status: Active (400.000%) Current Power: 480 GW_th Right one is inactive (0.000%) Left and Right Electric Generator: Current Power: 71.9 GW_e Max Power: 71.9 GW_e Efficiency: 59.9% Bonus bug: If I consume all of the antimatter (by using thrust or charging warp drive), the amount becomes negative huge values and then finally "NaN". Also I seem to produce litte to none waste heat. Modlist: AviationLights, B9_Aerospace, FAR, KAS, KerbalJointReinforcement, HyperEdit, KWRocketry, ModularFuelTanks, PreciseNode, ProceduralWings, UbioWeldingLtd, VOID, WarpPlugin