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  2. leds like to fail closed. which is usually the first step in a cascade failure. one led goes, the others in the chain get more current, so their lives get shortened. one fails, the others et even more current, and so on. you could give every led a resistor (usually with a constant voltage supply) but that results in waste heat and less efficiency. so you are supposed to use constant current drivers, usually in conjunction with series strings (single leds exist with several series strings connected in parallel). you might be able to get current supplies that can detect led failures and change their regulation parameters on the fly. but led bulbs are built to cost and such advanced features are not included. you can always leave some brightness on the table in an effort to keep the leds in spec but a defect in one is a defect in all. that said usually the current drivers fail sooner than the leds.
  3. Colonizing Silan's moons (Silan) or Soden (MPE) would be quite the challenge, but very rewarding.
  4. It's only around 800 parsecs away; if SNEWS ever actually triggers for once, then it'll be in a case like this.
  5. Huge milestone to report! @Lt_Duckweed most graciously ran a keen eye over my Kryptonite machine and made a series of key suggestions. In addition, he supplied his version, Kryptonite 8, which I just test-flew to LEO!!! 96x94 km with 157 m/s in the tank. I'm going to spend tomorrow studying his run-down in detail as I know I am going to learn immensely from it. I want to also express gratitude again to @Aelfhe1m for his ideas and assistance. This, together with Lt_duckweed's insight have made this a Joint Project and very much fun. I will be publishing this craft at some point soon, along with publishing the Old Smokey spaceport to the Kerbal Konstructs Airport Exchange. Stay tuned here for those.
  6. Here's your pancake-shaped waffle! May i have the Sarnus Special?
  7. It flies into your house because the manufacturer forgot to seal the O-ring correctly. I wish we had more land
  8. kerbiloid has been banned for contacting a hazardous tribe
  9. I'm surprised this thing kept on trucking for a month after this much damage. I imagine the occasional flashes were the individual LEDs burning out. Both are bad cases of overheating due to a non-LED light fixture with rubbish cooling, but in the bottom one some core component gave up first and it just died with very little melt.
  10. Agree about the mouse move for fairing creation... Fairings need to ALSO be mouse driven. Not saying to get rid of the arrows for those inclined to use them. But creating a fairing via mouse movement and mouse clicking for the next section is soooo much faster. Also just build the fairing even when there is clipping. Give a warning or highlight red sure... but to just delete the fairing with no warning is giving us a middle finger without even telling us your giving us the middle finger. It took me weeks to realise why the fairings were not working. Now, I just build the fairing without the payload.... hide the fairing.... add the payload.... show the fairing and adjust the payload if or where needed.
  11. Rescue contracts were an infinite source of new Kerbals (and money, cuz a very basic rocket headed for LKO costs a fraction of contract reward). And I'm glad that the whole loop around Kerbal xp is gone because before you could get enough crew to have a colony going, you'd have to repeat the same tasks over and over and over again. If anything they should learn over time.
  12. @ralanboyle Amazing, congratulations! I got some questions: 1) Canard style? What? That works amazingly well. How do you do it? Is it a stabilizer at the front? How do you control it? A quick action group? 2) What happened to your video during the finish? I first thought my PC was crashing 3) If you have a look at my video, my plane's SAS is constantly trying to correct its previous over-correction and the plane is wobbling back and forth. I had that with some planes that I designed in the past. Do you have an idea what is causing this and how to fix it? Maybe with answers to those questions, I can do another attempt
  13. There is a known bug were if you place a decoupler on a port you will break it... What you can try do is to make a costume action for the docking ports that when pressed will "undock" - this some times unbreak the port.. but in general.. dont put decouplers on your docking ports - thats my advice with how the game is running right now.
  14. I think they may have said that implementing a whole new part diameter would take too much time away from milestones, so they would consider this after 1.0.
  15. Today
  16. The problem is you can only land 1 craft at the time - once the vehicle is on a deorbit path and get far enough away from each other they despawn. I had the same issue on my minmus mission where I tried to drop 4 dropships at the same time. You need to land one vehicle perfectly before you can load over to the next and drop that I dont understand why the carrier would disappear though, as that is still in orbit right? - does both vehicles have a probe core? or command module? I dont know if this is the issue.. but the game despawns "spend stages"... and if a craft does not have a probe core or pod.. the game interpret the vehicle as "Trash" Here is an example from my mission report for my Minmus mission. can you send some screenshots of the craft? It's hard to give propper advice when I can't see the dropship and mothership in question.
  17. Finally; I've been waiting for a 2.5x rescale since KSP2 was released. I just started a new Exploration save with this mod. The boat launch at KSC is unusable, as it's now a couple hundred meters inland, but I wasn't planning to use the boat launch anyway. Slightly more annoying is that there's now a hill cutting across both runways. I'm going to keep using it because 99% of what I do is rockets, but I'd definitely suggest seeing if you can do anything about that.
  18. They look lovely! I especially love the yellow one!! Honestly, it looks brilliant! Thank you <3
  19. Floor 4776: A caption on the wall: "Be careful! Next floor is for three seven."
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