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Elan

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Everything posted by Elan

  1. Ok, I see what I did wrong - I was just testing it on the launchpad and I made a lander-can, on top of it I put the adapter, then fairings and then empty tank or something. So when I used either of those decouplers, it did what I described in the previous post, because the adapter remained on my active vessel instead of being ejected as it does when used properly.
  2. Electric generator has two versions - standard (Brayton or KTEC) and something like "direct power conversion" (I don't remember exactly). What does that do ? Also, could someone write it on the wiki ? Thanks.
  3. I just installed this mod and it's great, but I have a few questions/suggestions : - What is the difference between "fairing base" and "custom fairing base" ? The only differences I can see is mass (one has 2 times mass of the other) and number of fairings (4 vs 2, but doesn't everyone use all of them to cover up the insides anyway ?). So, the heavier one seems quite useless to me. Unless I am missing something, hence the original question. - Probable bug - the interstage adapter has two decouplers, for top and bottom of the fairing. The bottom one ejects both ends (not sure if it's intentional). The top one ejects the top end (as it should). But in both cases the icon for the top decoupler remains in the staging - so that's a bug, unless I am doing something wrong. - And lastly, a suggestion - could you make it possible to disable decoupling (by tweakables maybe) ? It would make a better distinction between fairings and fuselage so that a fuselage couldn't be ejected and it wouldn't clutter the staging with more icons than necessary.
  4. Thanks for the information, it was a lot more than I expected ! I found the mili/micro thing that confused me : https://github.com/FractalUK/KSPInterstellar/wiki/Dual-Technique-Magnetometer It's just a single wiki page, but it must have stuck in my head somehow. I understand the rest of the stuff, why changing units from 1.2 to 1200.0 would break compatibility etc., but the reactor operation time remaining seems simple enough - since time=(total fuel)/(current fuel consumption) it should be easy if you can access the two variables. You obviously have access to total fuel, and fuel consumption is displayed (even if it's rounded to (0.00)) so it should also be known. It doesn't matter if the time remaining is not exactly accurate, I just want to know if it's 200 days or 400 days. I tried going through the code, but I suck at C#, so if I'm being stupid, just ignore this paragraph.
  5. I just started with this mod, and it's great ! But I have a few suggestions. I can't read all 474 pages of this thread, so I hope I'm not repeating what others have written. Anyway, here it is : Nuclear reactors - adding an option to start with an offline reactor (via tweakables during construction) - changing units on uranium/thorium Currently, reactor has ~ 1.2 units (kg ?) of fuel, which displays only 2 digits. If you changed it to 1 200.0 (grams ?), it would show 5 digits, giving a better idea how much fuel is left. - showing how long the fuel will last Related to the previous one. If I see fuel consumption as (0.00), I can't tell how long it's going to last without looking up the numbers, on the wiki for example. The time remaining would be best displayed in units of days. - more of a question about aktinoids - on the wiki it says that they can only be removed from the reactor by refinery. Does that mean a reactor on a vessel that doesn't have at least a docking port to somehow connect it to a refinery will become permanently unusable once it's aktinoids rise to maximum ? Because that would be annoying. - also, I had a reactor go down to 30% due to waste heat, but it still generated waste heat, which quickly got to a maximum. Shouldn't there be some deterrent to keep waste heat from maximum ? Maybe an explosion ? Antimatter - the containment unit doesn't seem to lose it's "charge" if I turn off the power. Is that a bug or does it take longer to see a change ? - I saw somewhere (on wiki or in game) that antimatter has units of micrograms. But elsewhere it's denoted by "mg", miligrams. Micrograms are usually denoted by "ug" in the absence of the greek letter mu, since "u" looks most similar to it.
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