JadeOfMaar Posted March 17, 2018 Share Posted March 17, 2018 @Rakaydos Retry your experiments in an install without KSS. I'm betting on something... Quote Link to comment Share on other sites More sharing options...
Rakaydos Posted March 17, 2018 Share Posted March 17, 2018 11 hours ago, JadeOfMaar said: @Rakaydos Retry your experiments in an install without KSS. I'm betting on something... It also blows up if I run out of electric charge without the fuel cells running. Even though the cells dont cover the ful cost of the engine, they keep me from actually hitting 0 resource. This happens even in the inner system of a clean install. Out past 1000 GM... Starting exotic matter production and throttling up (shift) dismantles the ship. Mort testing must wait because I accidently saved over when I wanted to quickload. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 17, 2018 Share Posted March 17, 2018 @Rakaydos In that case you may not be aware of the (possibly) insane EC demand for generating ExoticMatter. So trying to use the engine while charging it is suicide. The warp drive is supposed to blow up on flameout. If you mean to say the engine is off, you run out of EC and it still blows up, that may be a problem. Quote Link to comment Share on other sites More sharing options...
Rakaydos Posted March 17, 2018 Share Posted March 17, 2018 I can generate exotic matter while stopped, (given enough timewarp), and I can warp around if I'm not generating enough electric charge (there is a sound change when I drop to "as fast as I can power it" speed)... it seems strange that doing both at once would kill me. Flaming out of Xenon was really out there, though. That one limits my maximum range. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 17, 2018 Share Posted March 17, 2018 Ah, well the solution seems simple enough, and applies to a few things irl: Don't use it while charging it. Regarding Xenon, assume the engine's tank is just a buffer for its core, and attach a stock Xenon tank ore more to the ship. Some other advanced engines are like this. Quote Link to comment Share on other sites More sharing options...
Rakaydos Posted March 17, 2018 Share Posted March 17, 2018 Is it too much to ask a stocklike kerbal device to have some kind of saftey lockout... Oh who am I kidding. Quote Link to comment Share on other sites More sharing options...
AWEJOKER Posted March 18, 2018 Share Posted March 18, 2018 The warp drive part is not appearing in game. I have the right version file. it says regolith is needed, but it is 0.90 version. Dose this mod not work i´with some mods? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted March 18, 2018 Share Posted March 18, 2018 3 hours ago, AWEJOKER said: The warp drive part is not appearing in game. I have the right version file. it says regolith is needed, but it is 0.90 version. Dose this mod not work i´with some mods? Just to be clear, are you trying to get this working with KSP .9? If so you are likely on your own. Support for versions that old is going to be pretty non-existent. Quote Link to comment Share on other sites More sharing options...
ioresult Posted March 23, 2018 Share Posted March 23, 2018 Hello, Contrary to the Xenon, I don't have a slider for the amount of exotic matter in the VAB. I'd like to start out with no exotic matter, but it's always full when I launch. I've had to go change the cfg files and put zero amount to exotic matter. Is that a bug? How do you make the slider for exotic matter appear in the VAB? Quote Link to comment Share on other sites More sharing options...
helaeon Posted March 28, 2018 Share Posted March 28, 2018 On 3/22/2018 at 7:28 PM, ioresult said: Hello, Contrary to the Xenon, I don't have a slider for the amount of exotic matter in the VAB. I'd like to start out with no exotic matter, but it's always full when I launch. I've had to go change the cfg files and put zero amount to exotic matter. Is that a bug? How do you make the slider for exotic matter appear in the VAB? I had considered making exotic matter 0 on launch when I did my last overhaul. However, I realized there would be major support concerns with people not being able to get the warp drive activated - we have enough issues with the fail-safe altitude. So it is intended. To get the slider to appear one has to add some fields to the source code and recompile the plug-in, which I wasn't really into as there is really no advantage to setting the slider to zero. You can pretty easily make a module manager patch that would set the initial EM amount to zero and that would be my recommended course of action. Quote Link to comment Share on other sites More sharing options...
jack gamer Posted April 1, 2018 Share Posted April 1, 2018 Your amazing at these Quote Link to comment Share on other sites More sharing options...
EndTraveler Posted April 5, 2018 Share Posted April 5, 2018 what if you slap on multiple warp drives? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 5, 2018 Author Share Posted April 5, 2018 1 hour ago, EndTraveler said: what if you slap on multiple warp drives? Horrible things happen Quote Link to comment Share on other sites More sharing options...
EndTraveler Posted April 5, 2018 Share Posted April 5, 2018 1 hour ago, RoverDude said: Horrible things happen like? Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 5, 2018 Share Posted April 5, 2018 49 minutes ago, EndTraveler said: like? 'Splosions. Big ones. That's assuming you attempt to utilize both drives at the same time for propulsion, in fairness. If your intent is to use a single drive and have the second one there to give you extra ExM generation/storage capacity, there's no real reason why that shouldn't work. But if your intent is to try to extend the area effect of the bubble...well, no. Don't do that. It's like the postal service - it only ships if it fits. Quote Link to comment Share on other sites More sharing options...
EndTraveler Posted April 5, 2018 Share Posted April 5, 2018 Just now, capi3101 said: 'Splosions. Big ones. That's assuming you attempt to utilize both drives at the same time for propulsion, in fairness. If your intent is to use a single drive and have the second one there to give you extra ExM generation/storage capacity, there's no real reason why that shouldn't work. But if your intent is to try to extend the area effect of the bubble...well, no. Don't do that. It's like the postal service - it only ships if it fits. Thx sooo much! Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted April 5, 2018 Share Posted April 5, 2018 BTW does it work on 1.4.2? Or do you plan an update (I'm not asking for an pesting ETA here) Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 6, 2018 Share Posted April 6, 2018 7 hours ago, Quoniam Kerman said: BTW does it work on 1.4.2? Or do you plan an update (I'm not asking for an pesting ETA here) It is released for KSP 1.4.1 and most likely should work fine in 1.4.2. Make a note to always check the releases page on the GitHub sites for any USI mods before asking. RoverDude does not update his thread titles, unfortunately. Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted April 6, 2018 Share Posted April 6, 2018 Ah OK. Thx for the clarification ! That'll make trips to Outer planets easier for sure. Quote Link to comment Share on other sites More sharing options...
RedPandaz Posted April 11, 2018 Share Posted April 11, 2018 My main problem with this mod is that until Space Opera is updated, I really can't do anything with this mod, as stock engines can't re-orbit at interplanetary speeds in time or with a small enough amount of fuel Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 11, 2018 Share Posted April 11, 2018 10 minutes ago, RedPandaz said: My main problem with this mod is that until Space Opera is updated, I really can't do anything with this mod, as stock engines can't re-orbit at interplanetary speeds in time or with a small enough amount of fuel That's not really an issue with this mod. But space opera should pretty much work in 1.4. It just hasn't been confirmed to be working. The main issue for purely parts mods is fx from the old style rcs module. And space opera uses the newer rcs fx version. The only module is this this mod. Quote Link to comment Share on other sites More sharing options...
RedPandaz Posted April 11, 2018 Share Posted April 11, 2018 Just now, TiktaalikDreaming said: That's not really an issue with this mod. But space opera should pretty much work in 1.4. It just hasn't been confirmed to be working. The main issue for purely parts mods is fx from the old style rcs module. And space opera uses the newer rcs fx version. The only module is this this mod. I know, but a least for me it's useless without Space Opera, and Space Opera is no longer in CKAN, as it is not up-to-date Also I found that since the Alcubierre drive moves the map and not you, all the ships around you, even outside the bubble, can warp with you. Does this work all the way out to the edge of the physics range or no? Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 11, 2018 Share Posted April 11, 2018 25 minutes ago, RedPandaz said: Also I found that since the Alcubierre drive moves the map and not you, all the ships around you, even outside the bubble, can warp with you. Does this work all the way out to the edge of the physics range or no? I have observed this behavior - stuff gets cut off from your craft by the bubble, but then you wind up hauling the resultant debris along to your destination. I also wound up hauling a craft along that I'd just dropped off at Duna once. To get around this, I generally just make a pre-warp check when I want to use the drive. Goes like this: 1) Quicksave (because why not) and point to zenith. 2) Check to see if anything is in physics range by hitting one of the bracket keys. 3) Assuming there are no other craft nearby, activate the warp drive. 4) Check to see if anything is in physics range by hitting one of the bracket keys. If something is suddenly there, revert and fix the problem (my warp ship is generally a mothership, so fixing the problem usually just means finding a different docking port or reorienting something), starting over. 5) Assuming there's still nothing in range, throttle up. Quote Link to comment Share on other sites More sharing options...
RedPandaz Posted April 11, 2018 Share Posted April 11, 2018 8 minutes ago, capi3101 said: I have observed this behavior - stuff gets cut off from your craft by the bubble, but then you wind up hauling the resultant debris along to your destination. I also wound up hauling a craft along that I'd just dropped off at Duna once. To get around this, I generally just make a pre-warp check when I want to use the drive. Goes like this: 1) Quicksave (because why not) and point to zenith. 2) Check to see if anything is in physics range by hitting one of the bracket keys. 3) Assuming there are no other craft nearby, activate the warp drive. 4) Check to see if anything is in physics range by hitting one of the bracket keys. If something is suddenly there, revert and fix the problem (my warp ship is generally a mothership, so fixing the problem usually just means finding a different docking port or reorienting something), starting over. 5) Assuming there's still nothing in range, throttle up. But couldn't you use this to warp more objects as well? Or, what if you made a very large ship with a space inside for a smaller ship that just has the Warp engine and the required fuels. Fly inside, make sure that your bubble is completely inside the open space, start up the warp engine, and boom. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 11, 2018 Share Posted April 11, 2018 1 hour ago, RedPandaz said: But couldn't you use this to warp more objects as well? Or, what if you made a very large ship with a space inside for a smaller ship that just has the Warp engine and the required fuels. Fly inside, make sure that your bubble is completely inside the open space, start up the warp engine, and boom. I can honestly say that I've never tried to do something like this on purpose. It's probably worth an experiment. Quote Link to comment Share on other sites More sharing options...
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