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  1. You need this plugin. The problem isn't specific to the USI. Alas, it isn't in CKAN last I saw. It really should be in core, as I think the problem can occur even with just stock parts (some of the aircraft crew compartments).
  2. Expanding on @plague006 mentioned, I get the referenced traceback and have no icons either in stock or blizzy. Forcing DPAI to use stock via the config file did not help. I'll make backups and try without the dev version of Contract Configurator tomorrow.
  3. My first Minmus flyby has turned into a rescue mission, as I didn't pack any additional supplies and my pilot has turned into a tourist. Is this works as intended, or do pods need more default supplies to cope with the increased consumption? IIRC, pods were supposed to have enough supplies for most kerbal system system missions. edit: And now Valentina and Bob refuse to get out of the front seat of the Malemute, so the pilot they just rescued with 1 days of habitation timer left can't fly them home from the Mun.
  4. Ha. Yes, that would be ridiculous. Sounds like it certainly needs more than just a mass increase.
  5. I think the mass driver's raison d'etre is for pushing asteroids around, and it should be much better at it than the alternatives. I also agree they are greatly overpowered for general use. This is why I was thinking a mass increase could be a better alternative to only lowering the Isp or thrust. An extra 20t of mass would make them totally impractical for other uses, and turn getting them into place a logistical challenge. But once hooked up to a big asteroid, the extra mass is insignificant and they can shine in their role. (Just guessing at the 20t - I haven't done the math)
  6. However, lowering the thrust further would make it even harder (and less fun) trying to capture even medium asteroids. How about if instead the engines become much heavier, eg. by bolting the ISRU model to the top of the engine model to represent the complex machinery required to transport and convert raw unprocessed solid material into something suitable for being blasted out of the back of a rocket in real time. Heavy enough that a rock powered engine can't be used to take off from Kerbin for sure, or maybe even Minmus. Keep the ISP, but get the TWR in line with ion drives. It should make using them less practicable than nuclear engines, unless you have an asteroid attached for its fuel supply. So a longer and heavier 2.5m RCS+main, maybe with even more thrust replacing the current 2.5m drive. And a 1.25m RCS+main replacing the current RCS. And maybe a 4 way 2.5m RCS block (only two will fire at once, so processing machinery can be shared). Or perhaps this could be done with one new part, a fuel tank that converts rock to rock vapour with only enough storage for a few seconds of thrust. With MKS, efficiency would be a factor so maybe one converter/tank doesn't have the throughput to feed a large engine at full thrust without engineers present.
  7. Even now they make a good engine choice. I was redesigning my asteroid tug, having learned the hard way that my first attempt wasn't up to scratch tacking a class C. But how to get this 4xfront engine mining beast with its dangling torque pod+2nd jaw into orbit? At which point I realized I didn't need a first stage. Four main engines and the rock powered RCS on the torque pod meant it got to orbit happily all by itself starting with its tanks only half full, and I've still got 5k delta-v for the intercept.
  8. I get an error message asking me to post here when I try to analyze Dres with a level 1 processor and the basic fungi telescope, so I'm posting here . The other planets and moons I can reach all work fine. While I'm here, I'm also having trouble adding the processor mounts into the service bay in VAB - the only place I seem to be able to get them to attach at all is the floor, and they much rather attach to the outside of the bay. I also noticed you can't fit the processor mounts in the service bay in the VAB with snap on. Otherwise, all seems working and having fun Thanks!
  9. If you are having trouble, grab AR 1.11.3 from the Space Dock link on the first page of this thread - http://spacedock.info/mod/286/AntennaRange . This includes the built dependencies (ToadaliciousTools and EVA Manager), unlike the github release. Its not flagged as KSP 1.1.3++ compatible in CKAN so it needs manual installation until that gets updated.
  10. I've had the same issues as @Liondrome on various contracts. I think you need to succeed with the first rocket you build that matches the requirements (sounding rocket, launch stick etc.). If this launch fails to reach the height goal, then no future launches will succeed. Until you cancel the contract, retake it and succeed on the first launch.
  11. v0.9.6.8_EX just arrived via CKAN. I'm getting a crash to desktop attempting to switch to the base on Kerbin I was assembling yesterday. Windows, 64bit KSP, a pile of other mods involved.
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