-
Posts
822 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ABZB
-
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
mmm - it is B9's version of it then - I have the smokescreen installed from CKAN, and am having no problems*. *that I know of -
Version 8.1.0 Neutron Panthera pardus changed entry costs to 4000 (assuming also unlock 'base' reactors, 4000 is mk2 'shape conversion' cost. minor changes to fusion and Pebble bed/dusty plasma reactors to reflect fixed typo/KSPI change (buffed somewhat). moved thermal turbojet to correct tech tree node changed thermal turbojet thrust multiplier to 1 (reflect KSPI change)
-
I seem to have found the error, update 8.0.0 is posted - - - Updated - - - awww, thanks - - - Updated - - - Is it not working at all, or showing incorrect values? I believe that there are ongoing issues with it that lie in the code of the mod, not in the reactor cfgs WRT the VAB stuff not displaying the fully upgraded version stats. I intend to create a table with the stats of all my mk2 reactors for general use.
-
Looking at the reactor-fuel config, it looks like you changed the way the reactors know what fuels they can use? I haven't booted up KSP yet, so if the code works, then the cfg should work. - - - Updated - - - 6.0.0: SuperGiant Panthera tigris implemented R4-D* "Sievert" Lightbulb TurboJet alternator, engine rebalancing to match KSPI's, updated reactor cfgs.
-
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
ABZB replied to SuicidalInsanity's topic in KSP1 Mod Development
- oh yeah, I forgot about that. I uninstalled it back, I think, due to some wierd bug, and I never got around to to re-installing... - Yes. I have done it myself for personal use. If animations are desired for the various experiments, there is an optional field in the science experiment thing to select which animation that particular experiment should run, IIRC.- 864 replies
-
R4-D "Rontgen" Atomic Thermal TurboJet - Now featuring built-in Air Intake (KSPI module update allowed me to add a good-for-one-intake precooler to an engine part (previously this was terribly bugged) so I restored the air intake from the base part cfg) R4-D* "Sievert" Lightbulb TurboJet - New part, much like the Rontgen, except now possesing a built-in Fission Reactor. - Also includes new air intake feature. - Supplies no power to generators. A future KSPI update will allow them to generate reasonable current when the engine is idle. In the meantime, for this purpose, only .01% (about .2 (theoretical) MW when fully upgraded) of the reactor's power gets to the generator. - Much heavier and more expensive. Fuel Switch Patch - Now, if neither RealFuels nor MFT is installed, all parts with any of LF, Oxidizer, XenonGas, and monoprop will be converted to IFS (If RF is not present, IFS options now include the proper LFO mixture). - - - Updated - - - ModuleCrossFeed's been in for a few versions. Currently only the wings with pre-existing fuel tanks have been given IFS. Not sure if I should go with adding [small] tanks to the small wings. It seems that our forums' polls cannot be edited... - - - Updated - - - For my current release, I have the thermalpowerefficiency at .0001, which would work out to a theoretical max of .2 MW... As I am imagining it, this would be useful for Life support, as you mentioned, as well as for [eventually] starting a fusion reactor [for the ISRU, for example]. EDIT: I forgot to test the updates (fasting makes silly errors happen). If anyone has a problem, sorry, and let me know at https://github.com/ABZB/Mk2_Extended_KSPI_Integration/issues if possible (just easier to refernce, when, for example, I make the same coding error next week).
-
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
ABZB replied to SuicidalInsanity's topic in KSP1 Mod Development
On the other hand, you *could* make a generic science part that has all the stock experiments available at once? maybe a lab integrated with them? that would be convenient... (as in one doesn't have to use up an action group or desperately try to find where one placed everything to do science in the 5 seconds before everything explodes )- 864 replies
-
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
ABZB replied to SuicidalInsanity's topic in KSP1 Mod Development
Maybe a mk3 part that is compatible with Universal Storage System? Then all the pieces are ready-made for insertion- 864 replies
-
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
first guess is that that module can't handle spaces in that field, try getting rid of the space in ':$: ,Alum....' Also, you have 'LqdHelium' in twice. -
The part Freethinker added to KSPI is a fission reactor/thermal turbojet that has a built-in reactor, and amazing ISP, but does not have the ability to supply power to a generator (is realistic). This will let me do exactly what I wanted to do with that the mk2 thermal turbojet. Tonight is the start of the jewish new year, I will probably be unavailable for most of today, and I won't be back until Tuesday night, so if you don't see that update today, it will have to wait until Wednesday.
-
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
ABZB replied to SuicidalInsanity's topic in KSP1 Mod Development
I will supply that kind of thing via my KSPI integration patch once the stockish mk3 engines are out.- 864 replies
-
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
this explains so much that I did not notice ATT. -
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
found one of those scripts - basically, the SITUATION field on (one?) of the craft becomes 'DOCKED' (as seen in the sfs files). -
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
that does sound like it is some kind of [hopefully easily fixable] not-recalculating issue -
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
a massive patch set, all with NEEDS[uSI,WarpPlugin] would do that, without having to mess with the base forms of each -
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
good point -
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
This is a very convenient answer: http://www.greenoptimistic.com/gary-rubloff-supercapacitor-20090318/#.VfAq-xFViko - that's an experimental capacitor as of 2009, giving 1 MW/s per kilogram - so mass of .04 in KSP terms. -
KSP Interstellar Extended Continued Development Thread
ABZB replied to FreeThinker's topic in KSP1 Mod Development
the latter might be less realistic - consider this https://en.wikipedia.org/wiki/Supercapacitor Considering that the near-future not-yet-possible stuff, a discharge time on the order of weeks or months seems reasonable - and would be perfect for KSPI. It might even be usable as a separate part unto itself (even for a solar-powered probe that might have a large short-term power draw (wait, that's basically the NFE one)) in any event, it would make sense for a capacitor part to have a (n optionally activated) bit that would briefly re-start de-activated fusion reactors to recharge when the capacitor would be unable to restart if it waited for an additional [some small, but margin of error time unit]. If it automatically draws MJ (at low priority) from other sources (solar panels, fission, etc.) it would (probably) not need to be optional, as it would not re-start fusion at all in that case.