ender3838 Posted January 15, 2018 Share Posted January 15, 2018 i do not know how to install this mod. plz help me. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 16, 2018 Share Posted January 16, 2018 8 hours ago, ender3838 said: i do not know how to install this mod. plz help me. Like any other mod. download zip. Install into Gamedata folder. If by chance the zip file has a gamedata folder already copy the contents of gamedata into gamedata. https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Installing_Addons Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted January 22, 2018 Share Posted January 22, 2018 (edited) Medusa variant configured as transport, hauling the first outpost to Jool: science survey ship, hab outpost (with rovers for Vall and Laythe) & mining outpost for Vall, and a fully loaded refueling orbital station for Laythe. Edited January 22, 2018 by Starfire70 Quote Link to comment Share on other sites More sharing options...
Jasseji Posted February 13, 2018 Share Posted February 13, 2018 (edited) Hello @RoverDude i didnt use this mod for a while and recently i found out, that there is only one throttle setting = MAX I was under the impression, that the throttle setting should control bomb frequency, but in my cases, even at the lowest settings, the bombs start shooting out in a stream - i used this mod some time ago and i remember it was possible to control the frequency Was something changed in this regard ? I Browsed through this thread but wasnt able to find anything (bad search propably) If not, i'll start removing mods to find out what could conflict (or maybe someone knows ?) Edit: It seems to be only the Animation, as the Fuel Flow is changing in the Tooltip when throttle is changed, but the Thrust does not change (which is by design i guess due to the Nature of the engine) Edited February 13, 2018 by Jasseji Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 13, 2018 Author Share Posted February 13, 2018 Behaving as designed - bomb frequency is static (on or off). To change thrust, you swap out bomb size. Quote Link to comment Share on other sites More sharing options...
Jasseji Posted February 13, 2018 Share Posted February 13, 2018 (edited) Hm but the fuel flow is changing when i push the throttle, also according to MechJeb, the Acceleration is getting up Edit: Also, is there a way to tweak the Bomb yields somehow ? Say, Create NPU-750 Resource as a midrange between NPU-500 and NPU-1000 ? Edit2: Figured the Bomb yields out Edited February 14, 2018 by Jasseji Quote Link to comment Share on other sites More sharing options...
Xylenox Posted February 19, 2018 Share Posted February 19, 2018 What does the Medusa engine do? Quote Link to comment Share on other sites More sharing options...
Jasseji Posted February 20, 2018 Share Posted February 20, 2018 7 hours ago, Xylenox said: What does the Medusa engine do? it propels ? Quote Link to comment Share on other sites More sharing options...
Xylenox Posted February 20, 2018 Share Posted February 20, 2018 6 hours ago, Jasseji said: it propels ? But what makes it different than the normal engine? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 20, 2018 Author Share Posted February 20, 2018 2 hours ago, Xylenox said: But what makes it different than the normal engine? Push vs Pull Quote Link to comment Share on other sites More sharing options...
Jasseji Posted February 20, 2018 Share Posted February 20, 2018 2 hours ago, Xylenox said: But what makes it different than the normal engine? the orion is mounted in the back - it Pushes the ship the medusa is mounted in front and has a deployable "sail" which effectively pulls the ship Quote Link to comment Share on other sites More sharing options...
UltraVires Posted April 6, 2018 Share Posted April 6, 2018 Just for information purposes, I've been using this in 1.4.2 (with the dependencies updated from CKAN) and have not had any issues so far. Quote Link to comment Share on other sites More sharing options...
Darinth Posted April 25, 2018 Share Posted April 25, 2018 So... after testing the power of these in my sandbox world before using them in my current playthrough, I came to the conclusion, at least for where they sit in CTT, that these are OP as excrements. I'm trying to figure out if I've missed something about them which makes them not incredibly overpowered. They've got a steep price on them, I can see that, but sitting at the 550 tier they let me execute a brachistochrone trajectory to the mun in about 10 minutes. Putting one of these on a ship could easily allow me to bypass a lot of game mechanics by sheer power while still in technology that is otherwise considered mostly if not entirely conventional. Is there some downside that I'm not seeing, or is it simply a matter that this is just too overpowered for my personal tastes? Quote Link to comment Share on other sites More sharing options...
SpaceMouse Posted April 25, 2018 Share Posted April 25, 2018 (edited) 1 hour ago, Darinth said: So... after testing the power of these in my sandbox world before using them in my current playthrough, I came to the conclusion, at least for where they sit in CTT, that these are OP as excrements. I'm trying to figure out if I've missed something about them which makes them not incredibly overpowered. They've got a steep price on them, I can see that, but sitting at the 550 tier they let me execute a brachistochrone trajectory to the mun in about 10 minutes. Putting one of these on a ship could easily allow me to bypass a lot of game mechanics by sheer power while still in technology that is otherwise considered mostly if not entirely conventional. Is there some downside that I'm not seeing, or is it simply a matter that this is just too overpowered for my personal tastes? The Orion concept 'IS' fundamentally OP. This is a good representation of it and probably about the only way to balance it as by price, as Roverdude has done. I think there's also a rep hit if you use it in the atmosphere in career. Edited April 25, 2018 by SpaceMouse Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 25, 2018 Author Share Posted April 25, 2018 Tech tree placement is as designed. They are a bit of a bear to control, very expensive, and very heavy. Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 25, 2018 Share Posted April 25, 2018 The realistic way to balance it would be an LS mod that handles radiation, and treating turning it on as a massive radiation source. (On the other hand, it's got a built-in shadow shield.) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 25, 2018 Author Share Posted April 25, 2018 1 hour ago, DStaal said: The realistic way to balance it would be an LS mod that handles radiation, and treating turning it on as a massive radiation source. (On the other hand, it's got a built-in shadow shield.) Except, as noted, the shield is already built in. So already balanced in that regard. Probably the only issue would be blasting radiation behind you (and a glowing launch site) vs radiation issues in flight. Quote Link to comment Share on other sites More sharing options...
Darinth Posted April 25, 2018 Share Posted April 25, 2018 Thank you for the input/responses. I'm curious to test if there's actually a rep hit for using it in atmo. Another possible balancing factor might involve identifying unshielded parts of a ship (anything that's not directly behind the ablative shield) and potentially damaging them or heating them up (unless the mod actually does this, my test rocket was a nice cylinder directly and fully shielded by the orion without parts sticking out so I wouldn't be aware.) The closest thing that KSP seems to do to modeling radiation is the excess heat that the NERV puts out. This may simply boil down to personal preference. It feels a bit much to me atm. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 25, 2018 Author Share Posted April 25, 2018 To be honest, balancing an Orion engine against a chemical rocket would be an exercise in futility Only reason we're not using these is because of international treaties that do not apply to Kerbin. If they feel OP that is because the kinda are OP IRL. Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted April 25, 2018 Share Posted April 25, 2018 5 minutes ago, RoverDude said: To be honest, balancing an Orion engine against a chemical rocket would be an exercise in futility Only reason we're not using these is because of international treaties that do not apply to Kerbin. If they feel OP that is because the kinda are OP IRL. Remember that the KSP star system is tiny. IRL, chemical engines basically will not get people any farther than Mars. We will need an "OP" propulsion system if we really want to move around our real solar system. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 25, 2018 Author Share Posted April 25, 2018 1 minute ago, mikegarrison said: Remember that the KSP star system is tiny. IRL, chemical engines basically will not get people any farther than Mars. We will need an "OP" propulsion system if we really want to move around our real solar system. Sure, and we already have a lot of things we compensate in Kerbal for this. But does not change that an Orion drive is in a completely different class of propulsion than a chemical engine (and the one in this mod is a scaled down version of one of the smaller designs) Quote Link to comment Share on other sites More sharing options...
Dr. Boo Posted April 30, 2018 Share Posted April 30, 2018 I am trying to use this mod, and it looks great. It makes noises, but I get no explosions or propulsion. Is anyone using this mod, or working on it. Any ideas? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 1, 2018 Author Share Posted May 1, 2018 Plenty of folks use this mod - but you probably want to start with KSP version, Orion version, and where you downloaded it from. Also a pic of your GameData folder - because it sounds like a bad installation. Quote Link to comment Share on other sites More sharing options...
Wylker Posted May 23, 2018 Share Posted May 23, 2018 Hi there, I was trying to install this mod and having trouble. The part was not showing up in the R&D node or the VAB. I removed the config files for community tech tree and for Launchpad and it started working again. Apparently the current release is requiring at least one or both of those mods to function. Quote Link to comment Share on other sites More sharing options...
ksp_colin Posted May 28, 2018 Share Posted May 28, 2018 (edited) On 4/30/2018 at 6:32 PM, Dr. Boo said: I am trying to use this mod, and it looks great. It makes noises, but I get no explosions or propulsion. Is anyone using this mod, or working on it. Any ideas? On 8/31/2017 at 1:22 AM, The_Joe said: I love the idea of this mod but it isnt working for me at this time. I managed to deploy the nuke sail, and I get a sound effect, but no visual effects or thrust. I might be failing to load the bombs? Im not sure. Im pretty heavily modded, including Real Plume (Broke one of my other mods...) and I am hoping you might have suggestions before I start ripping mods out? Sorry trying to clean up this formatting mess I've made and keep this all in one post. I am seeing this as well. I started with a clean install from CKAN. Then removed 'Project Orion' from CKAN and then downloaded->installed Orion_0.7.0.0. Still same issue. I once got both the Medusa and Orion engines to work a few weeks back by rotating the Orion Fuel Tank 180 degrees but no combination of orientation is fixing the issue this time. I am on KSP 1.4.2 Gamedata: https://imgur.com/a/rbpzD6f ksp.log : https://pastebin.ubuntu.com/p/XkMDvM4ZZW/ Copying the same behavior I am seeing from another post, although I am observing this on both engines, not just Medusa: https://imgur.com/a/epH2O oh and I am trying all combinations of the fuel as well. I understand how to right click and change fuel type from the engine in orbit, and how to configure the tank in the VAB Edited May 28, 2018 by ksp_colin formatting and adding imgur/pastebin links Quote Link to comment Share on other sites More sharing options...
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