RoverDude Posted October 3, 2015 Author Share Posted October 3, 2015 Very nice Quote Link to comment Share on other sites More sharing options...
lynktheawesome Posted October 3, 2015 Share Posted October 3, 2015 for some reason, the medusa engine automaticly deployes in the vab, and at launch, and the engines dont seem to give any thrust. sorry about my spelling Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 3, 2015 Author Share Posted October 3, 2015 Sounds like you did not install it correctly - was this installed manually or off of CKAN? And did you overwrite all of the files (and include all of the files) from the ZIP? Quote Link to comment Share on other sites More sharing options...
lynktheawesome Posted October 3, 2015 Share Posted October 3, 2015 Sounds like you did not install it correctly - was this installed manually or off of CKAN? And did you overwrite all of the files (and include all of the files) from the ZIP?Lol how do you install with ckan? P.S. ive manually installed it but i did not overwrite files. ive been having a similar problem with random parts from other mods automaticly deploying and not working correctly. Quote Link to comment Share on other sites More sharing options...
NuclearNut Posted October 3, 2015 Share Posted October 3, 2015 Lol how do you install with ckan? P.S. ive manually installed it but i did not overwrite files. ive been having a similar problem with random parts from other mods automaticly deploying and not working correctly.Well that there is your problem. In most if not all mods you are supposed to overwrite all previous versions of the mod, otherwise it will result in there being two versions. Delete the USK orion mod, and the re-download and overwrite anything it asks you to. That generally works best from my experience with other mods. Quote Link to comment Share on other sites More sharing options...
Badsector Posted October 3, 2015 Share Posted October 3, 2015 I slapped a "reasonable" Orion-size Vessel with the 500 NPUs together, added some 12 reliants to finetune prograde/ retrograde velocity, and that works very well. The fueltanks are from Necrobones SpaceY parts, lifted with boosters to 15000m from the same pack.No problems so far, but gimbaling the orion engine looks obsolete in my opinion, the vessel starts to wobble hard despite KJR. I turned it off.http://i.imgur.com/U2o9673.pngAwesome:cool: !! Quote Link to comment Share on other sites More sharing options...
Mikki Posted October 4, 2015 Share Posted October 4, 2015 I tested quiet hard the Medusa-drive with a "reasonable" 1.1 kilotonne payload/ vessel assembly from 1000 km Kerbin orbit to 300 km Laythe orbit. (Lifting with Spacey boosters was a real pain.)NPUs type 500, i just flipped around the orion design which i made first and it worked well, sometimes the fueltype on the engine switches back to 250s, after docking and leaving the scene, but nothing serious. In solar orbit the detonation flares where somewhat not consistent visible or my camera distance was to large, vessel does not fit the screen...I took a normal optimized launch window from LWP mod, without wasting nukes, the missiontime depends to the attached payload, the medusa is here 2.5 years old itself. I have used 1 (one) unit oil until now .The game crashed once but i think its because i am on the 4 Gb edge of ram.Had to install Interstellar FuelSwitch to my careergame, Tweakscale and Stock Fuel Switch hate each other as it seems.I had burntimes like 120 to 300 s, its not OP as it may look! Vernoring takes alot LFO, and despite KJR it wobbles slightly but very slow. Without RCS is no accurate maneuver burning possible, it starts to veer off due to the length i guess. Quote Link to comment Share on other sites More sharing options...
lynktheawesome Posted October 4, 2015 Share Posted October 4, 2015 Well that there is your problem. In most if not all mods you are supposed to overwrite all previous versions of the mod, otherwise it will result in there being two versions. Delete the USK orion mod, and the re-download and overwrite anything it asks you to. That generally works best from my experience with other mods.I tried that with this and other dulpicate mods, now i cant get into the spaceplane hanger or VAB! Quote Link to comment Share on other sites More sharing options...
pellinor Posted October 4, 2015 Share Posted October 4, 2015 I have just discovered that replacing "Stock Fuel Switch" with "FSFuelSwitch" breakes my existing careercrafts, meaning that all LFO tanks show LF then... I guess its not possible to further use Atomic rockets mod with an existing Stock Fuel Switch install, my modding-fu is almost worthless...Reverting to 0.0.1 seems somehow, is it possible to tweak somehow the config of the Magazine?Solved!After removing Tweakscale, all fuelswitch mods and reinstalling Stock Fuel Switch only the Magazine options became available. Somehow its Tweakscale blocking Stock Fuel Switch mod.My careersave is again fully functional, very happy!Oh, ablative oil is only stored in the engine?!?... okay!Had to install Interstellar FuelSwitch to my careergame, Tweakscale and Stock Fuel Switch hate each other as it seems. If TweakScale breaks something I'd be grateful if you bring it to the Tweakscale thread. However I can not reproduce your situation. I have TweakScale, stock fuel switch and Orion installed and everything looks fine to me. Stock tanks can be switched and scaled consistently, and the "Orion pulse unit magazine" has buttons saying "previous/next texture" which change the tank content. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 4, 2015 Share Posted October 4, 2015 I tried that with this and other dulpicate mods, now i cant get into the spaceplane hanger or VAB!Picture of your gamedata folder please. Quote Link to comment Share on other sites More sharing options...
lynktheawesome Posted October 4, 2015 Share Posted October 4, 2015 Picture of your gamedata folder please.nevermind, fixed it! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 4, 2015 Author Share Posted October 4, 2015 Would be helpful to post what you did to fix it for the next fellow that comes around. Quote Link to comment Share on other sites More sharing options...
Mikki Posted October 4, 2015 Share Posted October 4, 2015 @RoverDudeI solved the issue with Tweakscale, i had an older Tweakscale DL in use, Tweakscale 2.2.1 works fine with all available FuelSwitch mods...My bad:blush:The Alpha works great so far! Will it be able to use Engine Lightening Mod too? Quote Link to comment Share on other sites More sharing options...
lynktheawesome Posted October 4, 2015 Share Posted October 4, 2015 Would be helpful to post what you did to fix it for the next fellow that comes around.I simply deleted ferram aerospace because it was the mod causing the problem. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 4, 2015 Author Share Posted October 4, 2015 Not familiar with the engine lightening modglad it's working out, there will be an update pretty soon just wrapping up some Squad stuff Quote Link to comment Share on other sites More sharing options...
skykooler Posted October 5, 2015 Share Posted October 5, 2015 Not familiar with the engine lightening modglad it's working out, there will be an update pretty soon just wrapping up some Squad stuffEngine Lighting makes engines light up objects around them. Would be nice to have big flashes of light from the Orion. Quote Link to comment Share on other sites More sharing options...
subitan Posted October 5, 2015 Share Posted October 5, 2015 How about asking the CKAN people. CKAN is their "mod" afterall.Sure. But before I go in, never having modded before in KSP, I thought I'd ask the mod author in question, since he's got some experience with this and I didn't even know what to ask. Often I find it more useful to ask a user of a system who has navigated it before as they can usually give a quick, contextual answer. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 5, 2015 Author Share Posted October 5, 2015 Same answer - CKAN is not my mod, I don't use it, occasionally my stuff appears there, and sometimes I get massive support issues, sometimes (apparently) it works Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted October 6, 2015 Share Posted October 6, 2015 So, before I start building a monstrosity powered by these... is there any way to produce more pulse units (the fuel) and the ablative oil in the field, or do I have to do resupply flights? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 6, 2015 Author Share Posted October 6, 2015 Neither, though you will run out of the NPUs first. Quote Link to comment Share on other sites More sharing options...
RyanRising Posted October 6, 2015 Share Posted October 6, 2015 Add-on development is where all the fun stuff happens. Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted October 6, 2015 Share Posted October 6, 2015 Neither, though you will run out of the NPUs first.Okay, so they're a non-transferrable resource?Well, - - - Updated - - -Add-on development is where all the fun stuff happens.Ain't it the truth? *cackles with glee* Quote Link to comment Share on other sites More sharing options...
magnemoe Posted October 6, 2015 Share Posted October 6, 2015 Neither, though you will run out of the NPUs first.Why is the charges not transferable? I was sure they was so I launched a ship with just 20% of capasity so I could afford it.Planned to launch more and transfer later. Quote Link to comment Share on other sites More sharing options...
Mikki Posted October 6, 2015 Share Posted October 6, 2015 In my opinion its not a bad thing that ablative oil is limiting the engines "lifetime" in a certain way... Everything in RL is limited.And a engine using nuclear detonations to propel stuff should really decay in one or another way... unlimited lifetime is somehow OP. Quote Link to comment Share on other sites More sharing options...
magnemoe Posted October 7, 2015 Share Posted October 7, 2015 In my opinion its not a bad thing that ablative oil is limiting the engines "lifetime" in a certain way... Everything in RL is limited.And a engine using nuclear detonations to propel stuff should really decay in one or another way... unlimited lifetime is somehow OP.I agree here, perhaps even using trustplate thickness as an resource on first-generation drives and the oil for next level However it should be possible to reload the magazines. The charges are heavy and expensive In real would you would either replace the canisters or have an special docking port where you feed bombs to the autoloader who was running in reverse so it makes sense to not having a full load Quote Link to comment Share on other sites More sharing options...
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