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Found 3 results

  1. Greetings. I have a problem/question on the interstellar extendend module. The description of the nuclear engines says that they can run on pure hydrogen and water. The questions are several. 1. Why when selecting hydrogen in the cryogenic tank “KSPIT” Cryogenic Fuel Tank Cluster (I took the first tank, which I think is exactly from this mod) when you save the ship engine does not see this fuel among the available. At the same time, when selecting propellant when building a ship I have 2 different choices for carbon monoxide in liquid form (they are both identical, but for some reason there are 2), 1 carbon dioxide and hydrogen peroxide. I skipped chemistry in school, but I think Hydrogen Peroxide is not pure hydrogen, but with some kind of impurity to ignite the mixture. That's about it. 2. I have a mod called Configurable Containers. And one damn question. Why when I select water in the standard MK2 airplane tank, this engine doesn't see it. You can just imagine how cool it is to fly into orbit using water. It's like oil, only there's plenty of it and it's easier to work with. But with the goddamn choice of water as a tank filler, the goddamn engine can't see it at all. And if you select water in the “KSPIT” Cryogenic Fuel Tank Cluster, then when you use up the water in that tank, the engine will suddenly see water in the other tank and start using it too, sort of. I realize that maybe the engine doesn't want to run fluids that need cooling, but heck, it's just H2O. It's just water. I apologize for the emotion. My point is that water clearly doesn't need cooling to keep it liquid. I'm just really curious why nuclear engines don't see some resources. And the interesting thing is, if I pour hydrogen peroxide into the tank, it sees it, even if it's Procedure Wings from B9. I could cite that there isn't enough hydrogen itself to burn hydrogen, although based on logic, the propellant could be anything the engine can spit out preheat/overheat. But the water bug made me realize that the problem might still be in the mod. Thanks in advance to anyone who can help me with this problem. All the best to you and happy holidays. P.S. My main language is not English, and in the description of ISP for fuels in the engine I see that hydrogen is, but written in my native language, but mixing it with other propellants in English, maybe it is a translation error, and maybe the mod can not adequately communicate with some fuels that are written in my language. The same with water. In the cryogenic tank from Interstellar mod I have liquid water in English, but when selecting it through Container mod in MK2 tank, for example, it is signed simply as Water, but when you look in the context menu of the tank, there the inscription water is already in my native language. Maybe I should just change the language of the game?/
  2. I'm on 1.12.1 using kspie and I noticed that some of the reactors that have different mark variants aren't upgrading up to their max in sandbox, specifically the magnetized fusion reactors. How can I fix this?
  3. Hello, guys! No, this is NOT a review and, even if the developers of the mod hadn´t said it´s not yet for a review, I wouldn´t dare to create one. I just felt like sharing such a fun experience I´ve had, now that I´ve finally been able to try "TheWorld Beyond" on KSP 1.5.1. I lived it!, and I still haven´t tried the advanced textures pack. I believe this is the right place to post, so I won´t mess the MOD thread, as well as don´t mess the "What did you do in KSP today". Here´s is the small, first report. ........................... Oh, I forgot to say: despite the fact I ALWAYS use infinite propellent when I travel beyond Duna/Eve (mostly due to lack of a better computer for bigger vessels), before the first travel I´ve only cheated a couple of probes to Dawn, just to simulate how would a stock probe/small vessel perform in that system. My first expedition has just been launched to Traverse system (I liked everything I´ve red about this system on the tracking station´s information!), with a few kerbonauts and a dozen kind of probes to eject towards several planets. And I´ve finally noticed that Dawn system actually DOES appear both in Eng.Redux and Alarm Clock - that´s great! The transfer window seems to happen twice an year. I had stabilished a space station in the outer orbit of Jool, to use it as a preparation-and-jump point to Dawn/Traverse, but I don´t think was a good idea: the burns I´ve been doing end up to be cheaper AND quicker startin from a high orbit on Kerbin. Maybe it would be better to set a space station around the sun itself, so the inclination would not change at the burning time, which use to be a problem when one leaves a planet´s Sphere Of Influence. Bellow are my numbers (approximately), thus far. Expedition to Traverse System (the official and first; there are two others already burning away from Kerbol by now). -Kerbin orbit: ~300Km; -First interstellar burn: ~7,600m/s (a single transfer burn, no Oberth, calculated with help of Porkchop selection by MechJeb, at the suggested transfer window [Alarm clock AND Engineer redux], which was 140 days away); -First adjustment burn to Dawn: ~600m/s (250 days later, at 31.5MKm from Kerbol [looking from above, it would be just at Dres circumference, but 42degrees inclined {the relative inclination of Dawn}]); - -40 years (yeah, FORTY YEARS!) later... --Another correction burn: ~2,250m/s(Prograde 1315Dv, Normal 1770Dv, Anti-Radial 435Dv [-ish]) ---This last burn (which I haven´t reached yet) is supposed to give me a Dawn encounter in 124 years and, if I don´t perform any other burn, a Traverse encounter 10 years later, which will took me to a 138MKm Traverse-periapsis half year later. A lot of time for snacks, books and 'schnaps'. Let´s wait and have fun! (As I don´t use any kind of survivabillity mods, I HOPE no one dies - nor get crazy and try to eat each other - during the journey) ............................... A few real-time hours later.... Well, I´ve spent more than SIX HOURS dedicated to time warping and adjusting maneuvers.... and still hadn´t reached the first Dawn Periapsis, after which I´d still need ten years-ish traveling towards Traverse. But, I´ve got it! Considering the exhaustive process, the Kerbonauts - whom had everything they needed stocked on the big ship, enough to survive for several years, decided to start a new home on the Traverse System - specially considering the extreme difficulty on traveling from Kerbal´s sun to Dawn´s systems. The first planet they visited - the gorgeous Shima! - has many moons, as at least one of them - Pooh - has the conditions for sustaining their lives. As I believe the Kerbals do not need any kind of... "interaction" to reproduce, due to their original main looks, and maybe they just replicate themselves, something like the amoebas :-D , they´re now, officially, a new-breed-to-be, which should be known as the "Shimals" (or "Shimalings"). As the Shima´s moons SOIs seem not to allow a stationary orbit, I´ll let a complete space station on the highest circumference as possible, and MAYBE a ground station. So, every time I need to carry science back or upgrade the kerbals.... sorry, the shimals´ experience (not only thru the LAB), I´ll bring´em to the Pooh´s orbit, then cheat-orbit to Kerbin, land, upgrade/research and, when they need to fly again, lift-off from Kerbin and cheat-rendezvous them back to Shima. If you guys don´t mind, I´ll try and keep this updated every week, so to encourage people on Earth (and Kerbal!) to discover those beyond systems. ..............................
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