Asidem
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Asidem replied to Nils277's topic in KSP1 Mod Releases
You're right. I should have thought twice. Thanks for the clarification! -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Asidem replied to Nils277's topic in KSP1 Mod Releases
Hi, The planetary cupola doesn't seem to contribute to the "have a viewing cupola on your outpost" contract requirement -
KSP Interstellar Extended Continued Development Thread
Asidem replied to FreeThinker's topic in KSP1 Mod Development
Take a look at this post, and the few next ones too. It's what's supposed to make many of the low-thrust-high-ISP KSP-IE engines even playable. I can make it work right now in-game with the Vista engine, which I've seen explicitly in a changelog, supports time-warp acceleration. The Vista accelerates just fine under time-warp, even maximum time-warp. A number of other engines do that too. So now I'm wondering why it does not work with the Candle engine -
KSP Interstellar Extended Continued Development Thread
Asidem replied to FreeThinker's topic in KSP1 Mod Development
First thank you for brilliantly continuing the most awesome mod for KSP I used to be competent with KSPI about a year ago, but now I feel completely lost as everything got more complex. In-game tooltips aren't very helpful and GitHub wikis appear outdated/incomplete. Is there a reliable resource for KSPI-E out there? I can't make high-factor timewarp work with the CANDLE engine the throttle goes to zero as soon as the warp begins (playing KSP 1.4.5). Is that normal? I heard that high-ISP engines are supposed to support high-factor time warp -
Z-Fighting in VAB
Asidem replied to ChrisD's topic in KSP1 Technical Support (PC, unmodded installs)
I experience the same z-fighting in the VAB and SPH (along with an overall decreased performance since 1.0.5), no z-fighting occurred in 1.0.5. I tried many combinations of graphic settings to get rid of it, I didn't manage to. I also have (graphically) disappearing parts when hovering over them with the cursor in VAB(/SPH?). The shadows look wrong, too. I basically have the same specs as you. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
First of all, Eeloo has ice -> water -> LiquidFuel (+ Oxidizer). Landing : easy. Power : hem, bring a landing-able reactor & land it on a deposit ? Then just land a ISRU + tanks and refill your engines. Plasma engines are ideal for a quick and easy Kerbin -> Eeloo trip (loads of power easily transmittable) but it's very difficult to bring enough power to return that way. Maybe you could take a tank of antimatter (eventually gathered in a potential Joolian collector) and your return ticket is paid. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
You don't see them, 'cause they are right here Regular, vanilla, good ol' air intakes get both IntakeAir for Jet engines and IntakeAtm for Thermal jets. So you just need to stick some intakes you're used to and you're good to go. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
I guess Fractal_UK would make nuclear fuels and nuclear reactors very expensive, giving such a base a high maintenance cost, and a high building cost. So the only viable solution for a ground power base would be dropping it on a nuclear fuel deposit, which implies transportation to such a deposit, which limits the size or increases tremendously the difficulty of assembling. Some single-cost solar satellite near Kerbol would be an efficient investment. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
It's really simple : put a maximum solar panel surface around a transmitter (the foldable one and the static one are the same while it's about transmitting) and with enough radiators to cool the whole down. You can go simple with a central fuselage (transmitter w/ radiators + stack batteries ?) with two "wings" of Gigantor XL solar arrays, or go complex and powerful and very classy like Scott Manley did in . You'd better get the whole thingy as close to the Sun as possible, after having checked that your radiators can handle the heat at your desired distance from Kerbol.Anyway, building a gigantic nuclear plant on-wheels and plopping it near the KSC is still the most efficient method for getting large amounts of power Although it will become far less attractive once a budget is implemented. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
@KerbCo This is an issue I have on Mac too. This doesn't seem to be related to KSPI but to KSP itself ; I think it's related to RAM usage. Dimming my texture resolution (turned to half-res or quarter-res) solved it for me. Installing ATM may help too, haven't tested though. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
Let's say I put a big solar array on an extremely low Kerbol orbit, and beam all that free power through the Microwave network. I can power my far-too-efficient-plasma-spaceship with it. But in the meanwhile my solar power satellite rotated around Kerbol, and his panels aren't -theoretically- looking directly and efficiently at Kerbol anymore. Do I have to switch to and rotate it each time I want to get my sweet GWs ? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
The smaller refinery cannot collect anything, it can only process stuff. (this is said in the part description in-game) -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
I meant that the microwave network could only send in the beam the amount of power the target ship needs, and, if nothing other wants the remaining power, send it to deep space. Plus, if a station eats 95 GW at all time on a 100GW network, another ship, which needs 5GW, should not receive 100GW while 95 of them should be eaten by the station, which works normally in the background. This is called creating power from scratch and the physics laws are usually not very keen on that. I asked. And for the "frying ship", unless the relay that is ~2 UA away is super-accurate and can beam 100GW on a few square meters from a such distance, the beam would fry the whole ship anyway. So this aspect is already unrealistic as KSP is unrealistic (and as it is unrealistic that Minmus can be made of ice, and that Kerbin has an ASL gravity of 1g ) -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Asidem replied to Fractal_UK's topic in KSP1 Mod Releases
Hi, I have two questions : - Can you use a telescope elsewhere than >550AU ? And how does exactly work the new cooling liquid ? - I have an Electrolysis base landed on Minmus. It can gather LqdWater. It can make H2O2. The base has more capacity in LiquidFuel than Oxidizer. When landed, the Oxidizer tanks were *completely* full, but the LiquidFuel ones were not. When Electrolyzing, LqdWater is consumed, but no LiquidFuel is produced (not at all : the consumption rate is 0 and not -0.00 or anything. It won't change). Is it because the Oxidizer tanks are full ? And a sneaky suggestion ;p Could you make the Microwave Receivers receive the amount of power the ship needs ? Or an adjustable amount ? (in order to avoid to have to radiate off several GW_th of WasteHeat when the ship needs 5MW of power) Last but not least, FractalUK, thanks a lot for your awesome work (and your contributors) and I hope to see this mod getting more & more perfect !