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ABZB

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Everything posted by ABZB

  1. simian endeavors has several beautiful radial-attaching engines based off of various star trek ships. I would love to make MM patches to convert them to the KSPI vista, mpd, thermal, and magnetic drives. the former function as is, but the other two do not.
  2. -isn't the spelling "nozzle" not "noozle"? -does the part distance for magnetic nozzles work if there is a radial attachment?
  3. The .625m and 1.25m Cylindrical Nitrogen radiators consume lqdnitrogen even when there is no room to store the resulting nitrogen. The 2.5m one does the opposite. I happen to prefer the latter, as I have been using vessels that store a large amount of the liquid form (for density) and convert it to the gas as needed.
  4. That is from active texture management. you need to add a cfg in that folder to tell it to ignore (not compress) the textures in the FX folder
  5. erm... the one i downloaded from kerbalstuff. the file named "Interstellat_Tweakscale.cfg" most recent version.
  6. Thanks, I installed the newest tweakscale (1.152), which broke my save, and I was looking for possible conflicts with older tweakscale cfgs. In the end, it seems to either break saves when installed over 1.151, or the realfuels tweakscale interaction thing is VERY made-broken by the update (based on what dlls were error-spamming).
  7. I notice that in the tweakscale cfg, a number of nodes have a '.2' floating by itself, as follows (for example): TWEAKSCALEEXPONENTS { name = InterstellarFissionPBDPsmall radius = 1 PowerOutput = 3 .2 upgradedPowerOutput = 3 .2 partMass = 2.5 } is that a typo?
  8. I checked out the article - the magnetic containment is stated in reference to antimatter. The claim that negative and positive mass 'cancel each other out' does not quite make sense - there might be either a misunderstanding on part of the author, or maybe a badly worded statement. I am basing off of an extensive work on the subject that I checked out of my library and read a few months ago (their website is down right now, I will try to access my history and find the title and author when it returns). To say that they cancel out is like saying that putting a mountain next to a pit cancels out all elevation - if you super-imposed them (ignoring pauli exclusion, for one) and they had equal (absolute values) amounts of mass, then the net gravitational force would be 0. if you just put some (-) mass next to some (+) mass, they would merely interact normally, albeit oddly, as discussed in my previous post.
  9. I think that there might be a mis-understanding of negative matter. It has a negative mass. It does not have a negative electric (or any other) charge. It does not 'cancel out' matter with positive mass. The only difference is the reaction to a force applied to it, and the effect on curvature of space (gravity): suppose a force of 1 N is applied rightward (+X direction, pretend 1-D movement for simplicity) to a block with mass: F = m*a F/m = a 1 kg: 1/1 = 1: accelerated by 1 m/s/s (rightward) -1 kg: 1/(-1) = -1: accelerated by 1 m/s/s (leftward) - if you push it, it accelerates towards the push. gravitational force of 1 kg mass on a -1 kg mass: Fg(1kg on -1 kg) = (G(1)(-1)/r^2)/(-1) = G/r^2; the gravitational force of the (+) mass on the (-) mass is the same as that on a (+) mass of the same magnitude (think absolute value). However, as shown above, the (-) mass is accelerated in the opposite direction of the force applied; so the (-) mass is 'repelled'. Fg(-1kg on 1 kg) = (G(1)(-1)/r^2)/(1) = -G/r^2; force of (-) mass on (+) mass is a 'push' force. reaction of (+) matter to force applied as usual, accelerates away from (-) mass. interesting thought experiment - consider a universe containing exactly two particles, identical except for that one has positive mass, one negative. gravity has infinite range. they will accelerate away from each-other forever. If you do the math, the speed of the particles (relative to the original state, presumed to be at rest) as time goes to infinity, is G/r0, where G is the gravitational constant, and r0 is the initial separation between the two particles - they would have to be almost literally on top of each other to even reach 1 m/s after as much time as you care to wait!
  10. Note also that you are looking to maximize surface area - you presumably want something hollow, with some kind of (low-mass, high flow) coolant circulating? You only want enough interior mass to conduct the heat outward (along the length away from the craft) without melting.
  11. The wing-parts have that module that lets you adjust the mass (and strength of the part along with it) - I am not sure if that is stock or FAR (I think FAR?), now that I think about it... Either way, a similar thing might be implementable here - at the very least, the delta-wing-shaped large flat radiator could be given a proper FAR wing-module, which would presumably implement that too?
  12. 1) wait, you have them not directly attached? 2) I do not know - I would like that functionality as well, as I have mentioned in a previous post.
  13. I would recommend to the interested parties might want to make a Classic KSPI MM patch, and perhaps it could then be placed as an optional download from the top post.
  14. There is no change (that I know of) they have made that cannot be either ignored (i.e. it does not make a 'stock' install unplayable or more complex) or changed as desired via a relatively simple MM patch.
  15. the cause was identified several pages ago... could you confirm you are using the latest version? If you are, then maybe the fix was forgotten or missed or something.
  16. resources can be added to KT planets by using MM patches (sufficient for atmosphere resources) and using resource maps (for mining resources). They can be (sloppily) made by grayscaleing a biome map, or something (darker = less resource), or just have it point to an existing resourcemap (vall's water map is a single pixel of 100% resource). that said, I made a MM patch for myself to convert the UmbraSpaceIndustries (Karbonite etc.) drills to use MegaJoules, and to add the various KSPI resources to the USI resources. USI allows a Globally-defined resource thing, so any planet that does not have a specific config defaults to having some % chance of having some kind of distribution of that resource.
  17. mmm - you know what would be really cool? use one of the multi-player mods, and maybe some custom set of parts and stuff from various mods (in particular the repulsor-levitator things from Kerbal Foundries) - and turn Kerbin into Tatooine! Pod-racing for everyone. maybe play with gravity and atmosphere to get awesome hangtime and stuff.
  18. Sorry, couldn't resist a math joke. On another note, is it possible to add atmospheres to exiting airless bodies at the present?
  19. I would like to be able to run the thermal and magnetic nozzle engine modules on radial-attach engines - in particular for the star-trek inspired simian endeavors engines.
  20. Happening to me too, now that I checked (the warp drive thing, at least).
  21. I notice that a lot of the modpacks have a Kittopia sized 85 kB, and others have 87. Which one is the more recent? (I'd like to have better identification, but that is the only obvious (external) difference...)
  22. I am getting that together - I have a large number of mods installed, and I am redownloading them all to experiment with clean copies to attempt to find the problem. whatever the problem is, it is something with the Real Engine Configs stuff (removing all the MM patches fixes).
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