Angelo Kerman Posted June 22, 2017 Author Share Posted June 22, 2017 On 6/21/2017 at 7:41 AM, Space Kadet said: i love how fast you guys work Hopefully will have a fix by the weekend, I've been busy fixing the GoldStrike mini-game in Pathfinder... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) DSEV 2.1.4 is now available: - The CryoShelter works with DeepFreeze again - thanks JPLRepo! - CTT update - thanks Krakatoa! @SpaceKadet I was unable to reproduce the issue with the hext trusses. If/when it happens again, please send logs. Edited June 24, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 24, 2017 Share Posted June 24, 2017 2 hours ago, Angel-125 said: DSEV 2.1.4 is now available: - The CryoShelter works with DeepFreeze again - thanks JPLRepo! - CTT update - thanks Krakatoa! @SpaceKadet I was unable to reproduce the issue with the hext trusses. If/when it happens again, please send logs. FYI: That link is to PathFinder The DeepFreeze update is timely thanks. I'm just about to send out a long range colony ship and I was hoping to use the DSEV part. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 24, 2017 Author Share Posted June 24, 2017 2 minutes ago, Aelfhe1m said: FYI: That link is to PathFinder The DeepFreeze update is timely thanks. I'm just about to send out a long range colony ship and I was hoping to use the DSEV part. Fixed. Quote Link to comment Share on other sites More sharing options...
Abstract_Kerman Posted July 18, 2017 Share Posted July 18, 2017 This is probably a stupid question but what are charged particles for? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 18, 2017 Author Share Posted July 18, 2017 16 minutes ago, Abstract_Kerman said: This is probably a stupid question but what are charged particles for? A fusion-powered dual-mode R.A.P.I.E.R. like engine I haven't built yet. Quote Link to comment Share on other sites More sharing options...
Abstract_Kerman Posted July 18, 2017 Share Posted July 18, 2017 3 minutes ago, Angel-125 said: A fusion-powered dual-mode R.A.P.I.E.R. like engine I haven't built yet. Are there any previews, or could you describe the engines appearance. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 18, 2017 Author Share Posted July 18, 2017 39 minutes ago, Abstract_Kerman said: Are there any previews, or could you describe the engines appearance. No previews, the description I gave above is accurate. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted July 19, 2017 Share Posted July 19, 2017 this thread has been quiet, so heres a space ship Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted July 21, 2017 Share Posted July 21, 2017 On 7/18/2017 at 7:14 PM, Angel-125 said: A fusion-powered dual-mode R.A.P.I.E.R. like engine I haven't built yet. LOL, I spent 40 minutes looking through all the parts and even cfg files to see where this was used... This would explain it I'll patch a large spherical container where I can offload the CP when I dock to a station. Get a head start Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted July 21, 2017 Share Posted July 21, 2017 Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted July 22, 2017 Share Posted July 22, 2017 Is it possible to transfer the CP resource outside the VAB somehow? I get you don't want people adding CP while in the VAB, but I think this means you can not transfer it in orbit either? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted July 22, 2017 Share Posted July 22, 2017 @SpaceKadet Just a tip: You should try these MJ ascent settings: Prevent overheats Limit Q to 22.000 Limit max acc. to 20m/s Remove force roll Remove limit AoA Set ascent curve to 55-60% for stock. Now you should have a smooth and more efficient ascent without re-entry effects or super sized circularization burns. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 22, 2017 Author Share Posted July 22, 2017 @Space Kadet Great video, thanks for sharing! A shared resource will be distributed among all parts that share th resource. To remove a resource from a part, share the resource in the part where you want it gone, and Consume it in the parts where you want the resource to show up. @Jimbodiah Not sure what the CP resource is... Quote Link to comment Share on other sites More sharing options...
Abstract_Kerman Posted July 22, 2017 Share Posted July 22, 2017 2 minutes ago, Angel-125 said: @Space Kadet Great video, thanks for sharing! A shared resource will be distributed among all parts that share th resource. To remove a resource from a part, share the resource in the part where you want it gone, and Consume it in the parts where you want the resource to show up. @Jimbodiah Not sure what the CP resource is... CP stands for charged particles Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted July 22, 2017 Share Posted July 22, 2017 (edited) ^ Whut he sed! I now have a nice spherical container for all the particles I collect along the way, and each ship gets it's own particle tank so nothing goes to waste Hey, I need something to do in my free time Edited July 22, 2017 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted July 22, 2017 Share Posted July 22, 2017 2 hours ago, Angel-125 said: @Space Kadet Great video, thanks for sharing! A shared resource will be distributed among all parts that share th resource. To remove a resource from a part, share the resource in the part where you want it gone, and Consume it in the parts where you want the resource to show up. @Jimbodiah Not sure what the CP resource is... yeah i did that, it was on share but kept filling up anyway, specifically to wat it was when the rover exploaded. od bug probably because of all the janky excrementse im doing in my game 2 hours ago, Jimbodiah said: ^ Whut he sed! I now have a nice spherical container for all the particles I collect along the way, and each ship gets it's own particle tank so nothing goes to waste Hey, I need something to do in my free time its sooo blue, i just want to touch it.... Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted July 22, 2017 Share Posted July 22, 2017 Recycled old russian space tech. Just add a blue paint coat and slap on a huge ion engine and you're set to go exploring Pluto. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted July 23, 2017 Share Posted July 23, 2017 i think i may be setting records for the size of dsev ships Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 23, 2017 Author Share Posted July 23, 2017 1 hour ago, Space Kadet said: i think i may be setting records for the size of dsev ships Those ships are definitely ginormous! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 24, 2017 Author Share Posted July 24, 2017 Doing some experimentation for the next release... Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted July 24, 2017 Share Posted July 24, 2017 13 hours ago, Angel-125 said: Doing some experimentation for the next release... nice small engines there Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted August 13, 2017 Share Posted August 13, 2017 (edited) Not exactly Deep Space, but here's a lander craft heading to Minmus to drop a very well equipped FUR rover and trailer at a Pathfinder base. After it landed, I took all the FTL-200 tanks off the lander and stacked em up on a KAS pad and changed their configuration so they could hold an array of materials. The boxes all had equipment that transferred into the cargo containers of the FUR trailer before it decoupled. Took the solar panels off and attached them to the tank tower and attached the large battery underneath one of my sombrero arrays. All that remains on the shell of the lander is the frame, empty boxes, and landing legs. Pretty pleased with the scavenging. Edited August 13, 2017 by Krakatoa typo Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 13, 2017 Author Share Posted August 13, 2017 44 minutes ago, Krakatoa said: Not exactly Deep Space, but here's a lander craft heading to Minmus to drop a very well equipped FUR rover and trailer at a Pathfinder base. After it landed, I took all the FTL-200 tanks off the lander and stacked em up on a KAS pad and changed their configuration so they could hold an array of materials. The boxes all had equipment that transferred into the cargo containers of the FUR trailer before it decoupled. Took the solar panels off and attached them to the tank tower and attached the large battery underneath one of my sombrero arrays. All that remains on the shell of the lander is the frame, empty boxes, and landing legs. Pretty pleased with the scavenging. Outstanding! Nice to see that you can make use of so many parts at your base. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted August 13, 2017 Share Posted August 13, 2017 Here's the base as it is now, after installing 5 more modules and reassembling the whole base into a compact package instead of using mineshaft connections. Also a pic of the tank tower and solar panels. The only module I don't have is a Doc Science with the Sunburn setup because the resources aren't setting up like they are supposed to in my install. Getting this error in the log, and it shows up no matter the WBI module is trying to be set to Sunburn. Quote WBIMultipurposeLab [FFE15B48][277.7440]: RedecorateModule encountered an ERROR: System.NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.WBIResourceSwitcher.adjustKeptResources (.ConfigNode nodeTemplate) [0x00000] in <filename unknown>:0 at WildBlueIndustries.WBIResourceSwitcher.RedecorateModule (Boolean loadTemplateResources) [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
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