Starhelperdude Posted February 19, 2021 Share Posted February 19, 2021 a cool idea is to use the NFA fans, they generate significant thrust in jools atmo or use the nuclear jets Quote Link to comment Share on other sites More sharing options...
ktosiu Posted February 19, 2021 Share Posted February 19, 2021 Drag you say? Looks like the vessel was simply missing a top hat to safely delve deeper. Mission accomplished. Congratulations to all parties involved! I'm full of LqdDeuterium and ready to burn it. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 19, 2021 Share Posted February 19, 2021 1 minute ago, ktosiu said: I'm full of LqdDeuterium and ready to burn it. How deep did you have to go? Quote Link to comment Share on other sites More sharing options...
ktosiu Posted February 19, 2021 Share Posted February 19, 2021 (edited) 10 minutes ago, Spaceman.Spiff said: How deep did you have to go? Actually I made it above OPM's Sarnus. Sarnus' atmosphere starts ends at 580 km and I finally started scooping LqdDeut at around 495 km. Edited February 19, 2021 by ktosiu Quote Link to comment Share on other sites More sharing options...
DAL59 Posted February 22, 2021 Share Posted February 22, 2021 Which version is compatible with 1.8.1? Quote Link to comment Share on other sites More sharing options...
panarchist Posted February 24, 2021 Share Posted February 24, 2021 (edited) Started playing around with the Heinlein NSWR - I thought RoverDude's Orion was pretty mighty, but I think the NSWR might have it beat. I built a Deep Space Vessel and surface launched it with what I thought was a workable set of systems. (yes, I know - the RPG aspect means I irradiated all of KSC) It was a bit of a surprise to remember how much I'd forgotten about reactors in KA and NFE - I melted down the flat fission reactor because the loop temp was too high, which meant no EC for the NSWR, which meant - you guessed it - no NSWR. So I disconnected 2 of the 16 radiators I was using to cool the dual NSWRs (forgot to mention that - there are 2 of them) and used them to cool the reactor, which got the loop temp down to the required 900K. Was then able to make orbit burning only 20% of the ship's NSW load. Only to find I'd forgotten to bring a 2nd engineer and couldn't spin up the hab. I think that's the most fun I've had building ships in the last 6 months. System Heat has really come a long way, and all the FF parts have really come together. The artwork and models as always are impeccable, but it's the systems and monitoring etc that I've been most impressed with during the last year's development, and it's the main reason why I prefer to play with the NF/KA/HC/FF cluster of mods rather than Kerbalism or MKS. Excellent work! Edited February 24, 2021 by panarchist Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted February 26, 2021 Share Posted February 26, 2021 Some comments removed. Keep things clean and on-topic, please. Quote Link to comment Share on other sites More sharing options...
gefer8 Posted February 26, 2021 Share Posted February 26, 2021 (edited) Hello, thanks for the update. The Vulcan Smelter now has enriched uranium storage, but now when I attempt to put fuel in there, it says it can't handle radioactive storage. Edited February 26, 2021 by gefer8 Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 26, 2021 Author Share Posted February 26, 2021 1 minute ago, gefer8 said: Hello, thanks for the update. The Vulcan Smelter now has enriched uranium storage, but now when I attempt to put fuel in there, it says it can't handle radioactive storage. It uses the SystemHeat radioactive transfer mechanics, not the old NFE ones. Quote Link to comment Share on other sites More sharing options...
gefer8 Posted February 26, 2021 Share Posted February 26, 2021 1 hour ago, Nertea said: It uses the SystemHeat radioactive transfer mechanics, not the old NFE ones. How does one do that? It only displays heat for me. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted February 26, 2021 Share Posted February 26, 2021 9 minutes ago, gefer8 said: How does one do that? It only displays heat for me. did you transfer the fuel via EVA? If the transfer per EVA is even needed? Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 26, 2021 Share Posted February 26, 2021 On 2/22/2021 at 12:19 PM, DAL59 said: Which version is compatible with 1.8.1? You could probably try, but this mod was not developed for 1.8.1. The parts would probably be fine, but the framework mods, especially system heat would probably break. Overall there probably isn't a compatible 1.8.1 version Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 26, 2021 Share Posted February 26, 2021 Wait was this updated? Oh it appears so. Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 26, 2021 Author Share Posted February 26, 2021 It was, but the update post was lost. Updated DynamicBatteryStorage to 2.2.2 Updated DeployableEngines to 1.3.0 Updated CryoTanks to 1.6.0 Updated Waterfall to 0.5.0 Updated SystemHeat to 0.3.7 CHANGED ALL FUSION FUEL RATIOS 2u LqdDeuterium : 3u LqdHe3 -> 1u LqdDeuterium: 4u LqdHe3 Affects all fusion engines and fuel tanks Added EnrichedUranium storage to Nuclear Smelter Increased Fresnel's auto-shutdown temperature to 1900K from 1600K Doubled cost/unit of Deuterium and He3 tanks Fixed incorrectly calculated mass/unit of combined tanks Corrected a missing bracket in the stock scanner patch Rewrote some logic in the antimatter handling code Fixed fusion reactor overheat message sticking aorund forever Fixed 2.5m fusion reactor bottom node not moving with variant 9 hours ago, gefer8 said: How does one do that? It only displays heat for me. It occurs to me that I probably need to make this more dynamic, use the old transfer mechanic if there is FFT but no SH fission reactor integration and so forth Quote Link to comment Share on other sites More sharing options...
DAL59 Posted February 26, 2021 Share Posted February 26, 2021 3 hours ago, Spaceman.Spiff said: system heat would probably break. Surprisingly, I tried it out and the whole mod works fine in 1.8.1! The effects look really cool. @Nertea I think the fusion and antimatter drives come way too early in the SIMPLEX tech tree though. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 26, 2021 Share Posted February 26, 2021 10 minutes ago, DAL59 said: SIMPLEX tech tree though. I think that's @theJesuit's issue, not Nertea's. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 26, 2021 Share Posted February 26, 2021 1 hour ago, DAL59 said: Surprisingly, I tried it out and the whole mod works fine in 1.8.1! The effects look really cool. @Nertea I think the fusion and antimatter drives come way too early in the SIMPLEX tech tree though. Try the TETRIX TechTree and you'll find it a bit better i think. Same principle but it is extended, particularly for Nertea's mods. I provide support for my trees to allow modders such as Nertea to focus on their awesome work. 59 minutes ago, Spaceman.Spiff said: I think that's @theJesuit's issue, not Nertea's. It certainly is... thanks for the ping. Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted February 26, 2021 Share Posted February 26, 2021 how do you improve the efficiency of the Bussard collector Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted February 26, 2021 Share Posted February 26, 2021 11 minutes ago, squeaker0704 said: how do you improve the efficiency of the Bussard collector Idk, maybe move through jool exospheric Recource field or smth., Idk sadly Quote Link to comment Share on other sites More sharing options...
Asuleath Posted February 28, 2021 Share Posted February 28, 2021 Changelog says Waterfall has been updated to 0.5.0 but bundled version appears to still be 0.4.1, same for DynamicBatteryStorage. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 28, 2021 Share Posted February 28, 2021 1 hour ago, Asuleath said: Changelog says Waterfall has been updated to 0.5.0 but bundled version appears to still be 0.4.1, same for DynamicBatteryStorage. Did you CKAN or manual? Quote Link to comment Share on other sites More sharing options...
Asuleath Posted February 28, 2021 Share Posted February 28, 2021 4 hours ago, Spaceman.Spiff said: Did you CKAN or manual? Manual, got it from Github yesterday evening, tried the CurseForge version as well and it's the same. Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted February 28, 2021 Share Posted February 28, 2021 I just tried to download this from spacedock and got an error 404 when following the download link. The mod page is there, but the download didn't work. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted February 28, 2021 Share Posted February 28, 2021 1 minute ago, mikegarrison said: I just tried to download this from spacedock and got an error 404 when following the download link. The mod page is there, but the download didn't work. then maybe try from github I tested it, got an error too Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted February 28, 2021 Share Posted February 28, 2021 Just now, Starhelperdude said: then maybe try from github Thanks. I actually already just did that, but I thought I would report the problem here. Quote Link to comment Share on other sites More sharing options...
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