Jump to content

Traches

Members
  • Posts

    345
  • Joined

  • Last visited

Reputation

39 Excellent

Profile Information

  • About me
    Sr. Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I had a similar issue one time - it was caused by using tweakscale on aerodynamic surfaces (in my case fins on a rocket).
  2. That all makes a lot of sense! Thanks for the hard work. Would it make sense to add some cold-gas RCS thrusters to the early tech tree?
  3. Alright, if you want to be technical: Pressure fed, hypergolic engines with bladder tanks. Not all engines and thrusters require ullage, but as far as I can tell all of the engines in this config do. Quoting the RF OP: I don't think it makes sense for a hypergolic probe engine not much bigger than an RCS thruster to require ullage and only have one or two ignitions.
  4. Looking forward to pressure fed engines! Not having them makes early career pretty difficult; tough to do ullage without RCS. Question: Is it realistic for hypergolic engines to have a limited number of ignitions? My understanding is that the fuels react on contact, and no ignitor system is necessary.
  5. Unless you have some modded main rotor that simulates a swashplate, an accurate helo will be impossible in KSP. If you want to fake it, you could mod yourself a ridiculously strong reaction wheel to accomplish a similar purpose, though it won't really behave correctly.
  6. You can try putting small fins (if you have tweakscale, basic fins at 50% seem about right) on top of the command pod so it ends up looking sorta like an old school nuclear bomb. They have to be pretty small so they don't destabilize your rocket when you launch (or you could cover them with a fairing)
  7. Have you trimmed as much mass as possible? Carry just barely enough fuel to complete the course, make sure you've dumped your monopropellant from the cockpit, mess with wing strength sliders and get them as low as possible without breaking, and remove everything that's not absolutely necessary. Airbrakes could work; you need to set them not to deflect very far. Try to place them in such a way that they don't cause a pitching motion when they deploy. You only gave us about 40 shots of its butt, maybe one or two from the side & front?
  8. Posting my SSTO spacetruck. If you can fit it into 2 mk3 cargo holds, it can take it to orbit. Important mods used are tweakscale, procedural parts (for the nose), and adjustable landing gear. Album: http://imgur.com/a/oyga9
  9. Hah, yeah that's true, but it's true for any amount of content they might add. The idea would be that each experiment (or group of experiments) unlocks some relevant part of the article, so if something piques your curiosity you can design another mission and spend the time to study it more closely.
  10. If I'm not mistaken, isn't the science library just a collection of your science reports? I was thinking of something more complete and unified than that, with more than a sentence or two (many of which are frequently repeated and/or meaningless).
  11. This may be brushing too close to "Improvements to science/Integration with discovery mechanic" on the WNTS list, and if it does I apologize, but my idea deals more with what science does for you rather than how you go get it. I've always thought that while big, the Kerbol system is pretty empty and boring. The journey to each world is fun, but once you get there it's just another box checked and another bucketful of science. There's just not much to see, do, and learn from each place. I'd like to see an extension to the current science reports: in the R&D complex there could be an in-game encyclopedia that fills in as you explore various worlds. It would basically read like wikipedia, but funnier and with a kerbal spin on things added. This would help to get over the "Been there done that" feeling you get after playing for awhile. Right now there's not all that much difference between Moho and Eeloo except the route you take to get there (which, don't get me wrong, makes them both a lot of fun. A couple times.) Usually by the time you're capable of reaching either of them, you've unlocked most of the tech tree anyway, science points don't mean a whole lot, and you have more funds than you could ever reasonably spend. If there's a story to be found on every world that can't be found anywhere else, it would give me a reason to explore more thoroughly and make the Kerbol system feel much fuller and more interesting than it currently does. It would also add some realism and believability to the science system; you'll still have the gameplay required "analyze soil sample, learn to build a new rocket engine" weirdness, but you'd also get some actual and relevant information that could conceivably be gained from such a soil sample. It wouldn't have to be limited just to that world's article either; for example, information gained from minmus could show up in the Kerbin article about things like tides or hypotheses about their formation. Information learned from dres could enlighten kerbal scientists about how planets form and the overall origins of the Kerbol system (can you tell I've been reading about the Dawn mission?). Idunno, just a thought. Beyond the time required to write the lore (which would be a lot, though it could draw heavily from real world wiki pages), it doesn't seem like it would be all that hard to implement. Just a UI for reading and some checks on which experiements have been performed. Zero impact on gameplay balance, too.
  12. Triggertech's transfer window planner works fine with RSS, but I don't know about Linux.
  13. Surely the service module had an offset CoM as well to compensate?
  14. So, your position is that stock, 32 bit KSP is bug free? You're really going to make that argument?
  15. The latest RemoteTech update (1.6.0) seems pretty big, is everything gravy with RO or will it break things? Anyway, thanks to felger and the RO team for an awesome set of mods.
×
×
  • Create New...