Search the Community
Showing results for tags 'magnetometer'.
-
Through various save files ive accumulated various custom tweaks and ran into other things i wanted to change, so i decided to compile them into a mod. The first iteration is designed to go together with a mostly stock-like game with Restock and Restock+ so it doesnt touch other mods like Cryo Engines or Kerbal Atomics yet. Features include: Part independent SAS levels: Now the HECS and OKTO are identical and remain capable after unlocking higher tech nodes. Probes now hibernate in warp by default so you dont run out of EC. Tweaked part placement to allow for a probe only start, while not affecting the kerballed route. Other science tree tweaks in the lower branch, such as an earlier fuel cell and moving the EVA science kit to space exploration(the one with ladders) Remote surface sample collection via the small drill, also moved to space exploration. It doesnt interact with the animation unfortunately so it on you to put the drill in a sensible location. ISRU now works at 50% capacity unkerballed, instead of 5%. The mini ISRU now behaves the same as the big one, with 1/5th the speed for 1/3th the EC use. No more loosing 80% of the ore! Mk1 cockpit now has equal mass to its inline version(like the Mk2 does) and the Mk2 Lander Can now weighs slightly less than 2 Mk1 Lander Cans instead of more Science Junior is now more heat tolerant. The side mounted variant form Restock+ weighs 50kg less instead. Science texts for the magnetometer for both stock and outer planets pack! I dont know why they werent included by squad. Eve now has a return modifier of 20! Before it was only 5 which is lower than Gilly and Dres!! Requires Kopernicus. Overhauled most of the Restock+ engines and their place in the tech tree. More info bellow Ye Olde KANDL: Several mods are distributing this old model so heres a standalone copy: 4kN@700Isp for a 0.25 tons. Particle plume provided by Restock. Switchable fuel tanks. You can now fill an orange tank with only LF for the Nerv! Requires B9PartSwitch. This conflicts with Cryo Tanks so you should remove the module if you use both. New Waterfall plumes for hydrogen based engines and fixed most of the typos in restock configs. More Info bellow. Requires Waterfall, Waterfall Restock, Stock Waterfall Effects (for the jet engines and aerospike) The Restock+ engines have been overhauled to maybe be an option worth choosing in some situations: A new tech tree node has been added before the one that unlocks the Skipper, and the nodes following it have been moved forward 1 step. That means the Skipper and modded engines like the Hecate need the upgraded RnD to research. Said new node now holds the Saturn class engines from Restock+ and the Kickback SRB. Torch has increased Isp to be viable as a small engine. Its somewhat like the Merlin from NFLV, if somewhat lacking in TWR. Ursa has thrust boosted to 460 to better fit the 1.875m size. Other stats increased accordingly. Also moved to the same node as Terrier. Caravel has its Isp changed to be like a small Rhino. Its mass has been increased but its TWR is still fantastic for a vacuum engine. Galleon(F1) stats adjusted to be in line with the Boar(F1B). It now makes 870kN at a very respectable TWR, but is no match for itself from the future. Schnauzer has less Isp at 340 but higher TWR. Only the Dart beats it at both. Its also cheaper. Undeprecated the Mallet and Striker and adjusted stats to match the stock ones. The Shrimp wasnt long enough. Stock radial engines Twitch and Spider now has the same Isp as their inline version so theres now a reason to use them over the inline on a cubic strut. Waterfall plumes have also been tweaked a bit, including new plumes for hydrogen based engines: Poodle also a better fitting plume.All engines that have turbopump exhaust pipes have had their effects restored. Before only the single Boar kept its effects. Fixed a lot of typos including Schnauzer not having a plume at all and made the Rapier plume the correct position for the Restock model. Poodle now has a better fitting plume based on the Proton Rocket and fixed the typo that made it not make sounds. New hydrolox plumes that are blue instead of white/cyan. Recolored based on the RS25 plume. Nuclear engines now have a working plume based on an old SWE config. A while ago i released a config for just that plume, so its just that built in this config. New Ion plume based on SWE adjusted to fit the Restock model. Planned features: Disabling the fuel switcher if Cryo Tanks is also installed Somehow applying the recolored plumes to all engines dynamically Tweaks to USI life support to make recyclers more part efficient. A second iteration based on a more expansive mod list with customized ISRU chains, branching tech tree and better plumes for the Argon engines from NFP SpaceDock release Download via GDrive
- 1 reply
-
- 2
-
- tweaks
- probe core
-
(and 3 more)
Tagged with:
-
Magnetometer Boom Problem/s
Mars-Bound Hokie posted a topic in KSP1 Gameplay Questions and Tutorials
I updated to 1.10 less than a week ago, and I just noticed that there was a "Magnetometer Boom." added to the science parts list. For those of you who don't know what I'm talking about, here's a picture. I had just installed it on my flying Minmus car prototype, and yet I have no idea how to use it. More specifically, I tried to use the "Run Magnetometer Report" action group - along with the other science data groups (they were for the same key - 3) - but nothing. I then extended the antenna, but it only gave the option to retract it (aside from Autostrut and same vessel interaction). Below are the action group options. What exactly is this thing used for, and how? If there's a problem with the game/version, then how do I fix it? I have Version 2917 installed, by the way.