smunisto Posted April 4, 2014 Share Posted April 4, 2014 (edited) Fractal, I would be grateful if the fission reactor off-center model position is fixed in the upcoming version Also - I think I will give up on the impactor experiment. Still does not work. Edited April 4, 2014 by smunisto Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 4, 2014 Share Posted April 4, 2014 (edited) Hi, i've been having a problem where my science lab doesn't seem to produce science to upgrade my parts on the ship. The IR telescope though does produce science for the R&D center. When i right click the science lab, it says it's producing science but i cant see any accumulating to upgrade my reactor. The lab is at full power. Please Help Edited April 5, 2014 by GentlemanJack Link to comment Share on other sites More sharing options...
Fractal_UK Posted April 4, 2014 Author Share Posted April 4, 2014 Fractal, I would be grateful if the fission reactor off-center model position is fixed in the upcoming version It has been fixed, don't worry.Git forks are the easiest way to do this. How usable is the "develop" branch right now?It's completely useable, I just need to find a way of applying the updated tech tree.There is nothing wrong with the updated tech tree .cfg that has been posted here but manually copying that kind of file around is not a viable update mechanism, I need a mechanism that works automatically for people who play with the interstellar tree (which is probably the vast majority of the people here) and those who don't. Link to comment Share on other sites More sharing options...
Fractal_UK Posted April 4, 2014 Author Share Posted April 4, 2014 Something like this should do the trick: Link to comment Share on other sites More sharing options...
BigD145 Posted April 4, 2014 Share Posted April 4, 2014 Release! I'd compile myself but I've never had luck doing that without extensive how to's. The tech tree is almost a non issue in exchange for some critical fixes. I will happily edit part cfg's to shoehorn things into existing nodes. Link to comment Share on other sites More sharing options...
Donziboy2 Posted April 5, 2014 Share Posted April 5, 2014 Guys, give Fractal_UK room to work, people have lives that don't revolve around KSP.You can always play your 0.23 games as long as you saved them away from Steam.Keep up the good work Fractal_UK Link to comment Share on other sites More sharing options...
Woodstar Posted April 5, 2014 Share Posted April 5, 2014 Something like this should do the trick:http://i.imgur.com/Ge0jF3N.jpgLooks good, I like the update with the toolbar idea! Link to comment Share on other sites More sharing options...
NeoAcario Posted April 5, 2014 Share Posted April 5, 2014 Guys, give Fractal_UK room to work, people have lives that don't revolve around KSP.You can always play your 0.23 games as long as you saved them away from Steam.Keep up the good work Fractal_UK People have lives outside of KSP? Since when? Hell, Steam says I've played over 1,000 (800+ of that probably just building and tweaking ships) of KSP... and I know I played way more than that length before it was even ON Steam.And... I have a dumb question... that's extract-able water/Ice on Eeloo... right? Thinking of sending a miner and fuel station out there... for the lulz~Steve Link to comment Share on other sites More sharing options...
Donziboy2 Posted April 5, 2014 Share Posted April 5, 2014 People have lives outside of KSP? Since when? Hell, Steam says I've played over 1,000 (800+ of that probably just building and tweaking ships) of KSP... and I know I played way more than that length before it was even ON Steam.~SteveI have 850 steam hours, and since I started moving new versions out after release steam has not logged the last few months of me playing... Atleast not since 0.22.... Link to comment Share on other sites More sharing options...
Fractal_UK Posted April 5, 2014 Author Share Posted April 5, 2014 And... I have a dumb question... that's extract-able water/Ice on Eeloo... right? Thinking of sending a miner and fuel station out there... for the lulzNot on Eeloo, no. It's assumed to be frozen Nitrogen, frozen carbon monoxide, frozen Methane, etc. (by anaology with Pluto) Link to comment Share on other sites More sharing options...
NeoAcario Posted April 5, 2014 Share Posted April 5, 2014 Not on Eeloo, no. It's assumed to be frozen Nitrogen, frozen carbon monoxide, frozen Methane, etc. (by anaology with Pluto)Well never mind then!!Oh, and thanks for saving me a trip.~Steve Link to comment Share on other sites More sharing options...
Leon_55 Posted April 5, 2014 Share Posted April 5, 2014 So do we keep an eye on this thread for an update? PS this is my favorite mod! keep up the great work! Link to comment Share on other sites More sharing options...
chaospockets109 Posted April 5, 2014 Share Posted April 5, 2014 Is there a way to have a fission reactor start completely cold? I wanted to launch a reactor module up for my space station sans fuel, fuel it in orbit, and then start it, but launching even with the reactor completely drained of fuel still makes me sit through three days of decay heating, plus the waste heat production associated with it. No big deal really, I guess - time acceleration exists for a reason - but it's still a little weird Link to comment Share on other sites More sharing options...
merendel Posted April 5, 2014 Share Posted April 5, 2014 Is there a way to have a fission reactor start completely cold? In the VAB tweekables for the reactor there should be a button labled Disable Reactor rigt between the swap fuel button and the uranium fuel slider. Toggle that and it will appear on the launch pad offline and not have to wait for the decay heating. Link to comment Share on other sites More sharing options...
2222 Posted April 5, 2014 Share Posted April 5, 2014 I just made alcubierre only version without any resources.May i upload it? Link to comment Share on other sites More sharing options...
chaospockets109 Posted April 5, 2014 Share Posted April 5, 2014 In the VAB tweekables for the reactor there should be a button labled Disable Reactor rigt between the swap fuel button and the uranium fuel slider. Toggle that and it will appear on the launch pad offline and not have to wait for the decay heating.Hmm, weird. I used that with my initial launch and still got decay; just tried again with a fresh reactor and decay started at 0.05% (which I imagine will only last for a brief while).Reactor in question is the Akula 3.75, just for reference - It's no big deal, though, just thought it might've been a bug. Probably just post-0.23.5 jitters or something. Link to comment Share on other sites More sharing options...
merendel Posted April 5, 2014 Share Posted April 5, 2014 It shouldn't be doing that... I just loaded up the akula with just a radiator and a pod siting on top with it set to disabled. No decay heating at all. Did it both with fuel and without, jeb was able to turn the reactor on right away on the one that had fuel in it and the fuel less one he obviously didnt acomplish much from the attempt.Still your right .05 should only take an hour or so worth of timewarp tops. but it still shouldnt be doing that. Link to comment Share on other sites More sharing options...
Donziboy2 Posted April 5, 2014 Share Posted April 5, 2014 Looks like 20k in EC storage is the minimum needed per GW for transmitted power. And some RTG's so you don't loose control If you go 60k in EC storage per GW you can actually keep some reserves;) Im thinking weld an entire stack of batteries together and add some wings to triple my output Link to comment Share on other sites More sharing options...
TripleAlphaProcess Posted April 5, 2014 Share Posted April 5, 2014 All right, I'm still on version 0.23I've got a bit of a problem with the seismometer.My craft is on Bop with the seismometer set to record impacts. I drive an impactor straight into Bop at ~740m/s just before impact and nothing happens. Just previous to this I performed the impactor experiment just fine on Vall and Tylo with recorded science. What's going wrong? Is it because Bop has such low gravity that it registers me as not having landed yet or some such? I've tried landing in two other places and the result was still the same - no recorded impact.Yes, my craft is powered.Yes, I am switched to the impactor for the impactYes, the seismometer is on, etc etc.As mentioned I've done the impactor experiment successfully on Tylo and Vall, and I've also done it successfully on Duna, Dres, Ike, Mun, Minmus Link to comment Share on other sites More sharing options...
Donziboy2 Posted April 5, 2014 Share Posted April 5, 2014 (edited) Erm edited post and it reposted.... Edited April 5, 2014 by Donziboy2 Link to comment Share on other sites More sharing options...
Donziboy2 Posted April 5, 2014 Share Posted April 5, 2014 All right, I'm still on version 0.23I've got a bit of a problem with the seismometer.My craft is on Bop with the seismometer set to record impacts. I drive an impactor straight into Bop at ~740m/s just before impact and nothing happens. Just previous to this I performed the impactor experiment just fine on Vall and Tylo with recorded science. What's going wrong? Is it because Bop has such low gravity that it registers me as not having landed yet or some such? I've tried landing in two other places and the result was still the same - no recorded impact.Yes, my craft is powered.Yes, I am switched to the impactor for the impactYes, the seismometer is on, etc etc.As mentioned I've done the impactor experiment successfully on Tylo and Vall, and I've also done it successfully on Duna, Dres, Ike, Mun, MinmusDid you rename the impactor so it does not share with something else that you have already used?Also I had similar issues on EVE with impactors not working even when hitting at over 60ms. I eventually gave up after spending close to 6 hours getting the sensors in position all over Eve.. It was pretty annoying. I had already done Duna, Dres, Moho, Gilly to name a few....In other news I angered the Kraken and he broke my panels.....Sacrificed a few Kerbals to Kerbol and restarted KSP and I got my panels working again.98% efficient:) Its not easier then rolling 30 Reactors off the runway but its far cheaper in the long run. And no maintenance.... Link to comment Share on other sites More sharing options...
Arrowmaster Posted April 5, 2014 Share Posted April 5, 2014 I updated my tree.cfg again HERE. All I did was remove parts from the tree.cfg if their location matched what was defined in their part.cfg and enabled anyParent on a lot of nodes to make them match the stock tree. I'm not sure if Fractal ment to make all those nodes anyParent = False or not but now the tree should match the stock tree behavior on all stock nodes. The folding WarpDrive has been added at the correct location. You can view the diff's for my revisions to know exactly which nodes I changed HERE. Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 5, 2014 Share Posted April 5, 2014 Hi, i've been having a problem where my science lab doesn't seem to produce science to upgrade my parts on the ship. The IR telescope though does produce science for the R&D center. When i right click the science lab, it says it's producing science but i cant see any accumulating to upgrade my reactor. The lab is at full power. Please Help Link to comment Share on other sites More sharing options...
Fractal_UK Posted April 5, 2014 Author Share Posted April 5, 2014 Version 0.11 Released!Version 0.11.0-Toolbar Integration-Updated tech tree with additional fusion power node-New Computer Core Model (by AArtisan)-New 0.625 Pebble bed/dusty plasma reactor (model by AArisan)-New Large 3.75m Refinery which does processing and resource extraction (model by Aartisan)-Added Haber process (to produce ammonia) to Refinery-Improved impactor mechanics-Direct conversion max power fixed, fixes problems generally experienced with fusion and microwave transmitters-Fixed thrust transform with small arcjet engine-Default generator Electric Charge set to 1000Download links on the first page have been updated. Enjoy! Link to comment Share on other sites More sharing options...
Leon_55 Posted April 5, 2014 Share Posted April 5, 2014 Sweet goin to check it out now! Link to comment Share on other sites More sharing options...
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