Jump to content

Random Tank

Members
  • Posts

    691
  • Joined

  • Last visited

Everything posted by Random Tank

  1. Well, how much of the game have you played? If you're not super experienced at the game, I wouldn't suggest doing RO, as it's considerably more difficult... you need to do your maneuvers very efficiently, and abuse Gravity Assists and Aerobraking wherever you can, as the dV costs are so much higher (realistic). BTSM is pretty hard too, but also quite fun.... when you like playing in Kerbin's SOI that is. It positively discourages travelling to other planets IMHO... 30 tonnes of life support lasts 1 Kerbal only 1 Kerbal year? (106.5 Earth Days, 426 Kerbal Days) What, do they eat like Kirby or something??? It's silly.... Stock works; plus it's probably the easiest (but also can be made pretty hard). As you haven't played career before I'd say just stick with Stock; it gets you used to using some parts you may not have used much before, also gets you used to flying rockets in general without making it more confusing, you don't need to mod it, and it's the best way of avoiding the Memory Leak crashes. SETI is a good mod; I think it greatly improves the structure and flow of the tree, without warping it too far from stock nor real life; it makes the early sections of the tree focus on basic rocketry, and the later focus on the bigger stuff; plus it gives you planes earlier on which makes more sense really. I would still suggest doing stock first, but if you want to run through career again sometime later, this is the mod to pick! I don't really know of any other tech tree unfortunately (apart from the interstellar one and Mod Orientated Tech Tree, but they're for more heavily modded playthroughs), so I can't really rate them.
  2. Duna. Extraplanetary Launchpads for the win! Dunno whether I prefer Duna or Jool though... Jool itself isn't amazing, but its moons are! Especially that I've added a few... I just wish Tylo (and Vall to a point) were actually more interesting to land on, rather than just a challenge. I'm an explorer, not a challenger!
  3. What? I don't believe yo- WAIT! Someone's changed mine too! What the heck?
  4. Pretty sure I knew what it was before I even opened the vid, and as soon as I saw him climbing alt in a plane I was certain... I've used that mod before though; most aren't aware of it
  5. I like that we're all moderators for today... though the mod tools seem to be missing....
  6. Only recently installed this mod (amazingly it works in 0.25 ), it does look very cool, and I've had fun building with it so far, but a couple of minor issues I just wanted to bring up: The EVA hatches on some modules are a little.... wonky: Also, would it be possible to lock the tweakable scale for civilians to 1 step increments? I'm feeling really bad about having 42.39 civilians in my apartment block Lastly, would it be possible to have a window that shows how long the life support will last vs. the amount of civilians you have aboard in the VAB? Like the one that TAC LS has for Kerbal Crew, but for civilians. Just makes it easier to plan out how much life support you need for them
  7. If it's a small(ish) rover, I mount it underneath with enough clearance on the landing gear so it can land, they decouple/undock it. Larger Rovers I'll just use EPL to build on other planets, as using Egg fairings to get wise stuff into orbit (FAR) isn't my thing. If it's just a probe rover, a Skycrane will do
  8. While I love the game, I could be happier with it. It's just far too buggy IMO, and (while there are some fun ones) there are too many annoying bugs... like the decoupler bug, or that awful RAM Leak. 0.90 is definitely the buggiest version I've played (started in 0.22), and I do hope this "1.0" can turn it around, but I'm doubtful.... The only thing I want for this game is for it to be stable, and run smoothly. It's not finished until it can do that, no matter how much people say it is.
  9. A full size, 1600t Aircraft Carrier on Laythe (made using the Boat Parts mod). Was in 0.23.5 though, trying to find the pics... I never got round to trying to land it on Eve... Hmmm
  10. Damn right I would! My Safety record is 100%! Even with SSTO's and stuff going to Jool or Eeloo! Sure I run simulations (with KCT so they are actual ones), but I don't revert, and only quick load for bugs... As far as I'm concerned, stupid question!
  11. Ooooo yes please! Starfox 64 style Arwing please!
  12. Usually I've found that it's how you say it to them; if you calmly explain where they've made the mistake using simple, understandable terms, even using their story as basis then changing the details so it's now correct, they will listen. You just have to make it seem like you're expanding their knowledge, not correcting them. If you directly state to them "No, you're wrong", they're immediately gonna go on the defensive and fight against what you're saying, and then you're going no-where. Take this for example; while yes, she's not right, she's not exactly wrong either, she's just got her terms mixed up. While yes, there is definitely gravity in space, she's likely thinking because all the Astronauts/Cosmonauts on the ISS are floating, that there must not be. In-fact (as you know) it's because they're in constant free-fall due to being in orbit which means they "float" about, not because a lack of gravity. If you word it right, it won't seem like you're "proving her wrong", more proving her right, just with the correct terminology. Saying "that's wrong" means she won't believe you, no matter how right you are... If you turn it into an argument, you've failed, give up now...
  13. 2 for 0.24.2 Barden Aerospace Technologies - Modestly modded Science, mainly unused now. Eridan Space Centres - Modestly modded Career, mainly unused now. 3 for 0.25 Namso Space Dynamics - Heavily modded Science, my main save Test Centre - Heavily modded Sandbox, for testing crafts and ideas Planet Tests - Basically unmodded Sandbox, no crafts, just there for quick re-loads when testing new planet configs 4 for 0.90 Hark Lauch Association - Lightly modded Career, BTSM based Dark Multi Player - Very lightly modded Sandbox, DMP based Stockable - KER only Career, kinda used for testing Planet Tests - Same as before 9 in Total
  14. Sal_vager noooo! Why did you say that?!?!? (Image Credits to XKCD)
  15. Eh, I understand that a lot of people don't know much about space; it's a complicated subject and usually it's so mind-bogglingly confusing for most folks that it daunts them and they think they could never learn about it.... I don't blame them for that; rather than judge people harshly, shake my head at people or "lose faith in humanity", I just inform them how it really is... "Wait, can't you use chutes on the Moon?" "No, because the Moon doesn't have an atmosphere (well it's negligible), so a parachute wouldn't generate any drag, so wouldn't slow the craft down; you could on Titan though, one of the moons of Saturn, as its atmosphere is 1.7 times thicker than Earth's!" Educate, don't discriminate! Hahahaha, what? You believe they went to the Moon? Everyone knows that the Moon landings were faked on Mars... duhhh I hope you realise that's a joke....
  16. It's a massive ball of Mint Chocolate Chip Ice Cream, as why else would it be called Mintmus?
  17. Here's the thread for the sphererical tanks mod, even though it says 0.23.5, I'm currently using it in 0.25 with no issues, so I'm 99% sure that it will work in 0.90. Another great mod for ship-building is Lack Luster Labs, as the inspiration for the parts were taken from films such as Moon and Space 1999. Also, do you have a part welder? Ubiozur Part Welder can allow you to merge multiple parts into one, which really saves on the part count; just don't do it on engines, it's meant for storage like tanks and batteries only.
  18. As in... One? You can get a Kerbal to level 4 (which is currently max useful level for pilots and engineers) without even going to Duna. Kerbin Orbit -> Mintmus Orbit -> Land on Mintmus -> Solar Orbit -> Mun Orbit (via Kerbin Orbit again) -> Return to Kerbin. That gives them enough XP to reach level 4; if you land on the Mun too, you'll then be a decent step towards level 5, you could probably just send them to land on Ike and then return them to be Level 5.
  19. Yeah, I know they said they've "fixed" it, but I just mean I want a big list of the big (sometimes long-standing) bugs that they've fixed, to show that they are actually fixing things and to what extent; as major bugs are the one thing a released game shouldn't have. I hate hate HATE bugs, they are the one thing that makes me rage in game, and it's even worse if they are long-standing bugs that still haven't been fixed by the devs, even when there is a community made bugfix mod that attempts to fix it that has been out for the last 3 versions. If I was a Game Dev I would be embarrassed that that mod even exists....
  20. I'm gonna use a Jool gravity assist to get to Duna
  21. Well, there was this plane was proposed to be able to fly on Mars.... but apparently it would have to be flying Mach 1-2 to be able to actually stay in the air, it wouldn't land (well, wouldn't survive it anyway), and it wouldn't be able to even turn, due to the lift loss... Landing at Mach 1.5 on a runway would be interesting, let alone on something akin to a rock garden...
  22. Wanna know what would get me the most hyped for 1.0 (as my Hype levels are currently hovering around 0%)? A nice big list saying this: The Decoupler Bug - FIXED Crafts sometimes sticking to the launchpad - FIXED Crafts randomly colliding with a launchpad/runway while travelling in space - FIXED The Decoupler Bug - FIXED Pol's Surface actually being a random amount of km's above where it looks like it is - FIXED Chutes disappearing when you quickload - FIXED Planes veering wildly off the runway when their Landing Gear is <1 degrees off perpendicular to the ground - FIXED The Tier 1 runway actually being MORE bumpy than the terrain around it - FIXED The Decoupler bug - FIXED Buildings being destroyed when you land a 100t rocket on them at 0.5m/s - FIXED Kerbals being ejected from the Mk1 Command pod when going on EVA - FIXED THAT STUPID RAM LEAK - FIXED The Claw randomly disassembling craft upon vessel unpack - FIXED The Decoupler bug - FIXED Kerbals that fall out of a command seat becoming debris - FIXED Kerbals rag-dolling when they bump their head lightly - FIXED Being able to Inifiniglide - FIXED I could go on but I think my point has been made....
  23. Struggling to keep up with 50 active flights? I wouldn't have thought so, unless your PC is really bad... Mine only got really bad at about 1700 active flights (asteroid spawning bug)... Have you gone to EVERY planet and moon? Or just finished the tech tree? Maybe collect all the science! Or do a Jool 5, they take a lot of prep... Install the outer planets mod and go to them? RSS changes the game up a lot, which if you don't want that you could go with just 6.4x, as you can quite easily use stock parts for that (FAR makes it a bit more intuitive though)
  24. It should be unfinished, like how 1.0 will be. #shotsfired But seriously, it should show what you can do in the game, and (because you can) make it look pretty. Building a small rocket, and then mucking up the launch and wiping out the mission control... But then building a better rocket, and it ascending up to orbit. Then have a series of Beauty shots: Sunrise around Kerbin; powered landing on Duna while Ike hangs in the sky above; a shuttle flying with jets on Laythe; Emerald sunsets on Eve; a polar shot from Eeloo to show how far away you are; Jool-rise around Laythe; s station skimming above the surface of Vall; a landed Mun lander with a Pan up to where Kerbin is... Stuff like that
  25. The KSP NERVA isn't underpowered at all, it's just scaled down. In fact, if you look at the stats of the proposed NERVA-2 stage of the Saturn Rockets, the KSP NERVA is actually overpowered compared to it. The thrust of the NERVA-2 stage was 333.6kN in vacuum; but as everyone seems to be ignoring, the dry mass of the stage was 34.019 tonnes; and (as always), Earth's gravity is 9.81m/s^2 A quick calc shows that the TWR of this stage is 0.9996; very close to 1 (as this is a circularization and ejection engine, the TWR doesn't need to be as high). But this is the TWR of the STAGE, not the ENGINE; I don't know how heavy the fuel tank is, but as it's a big one, lets assume 10 tonnes. So if you re-calc with the tank weight taken off, you get an engine TWR of 1.417. The KSP NERVA has a engine TWR of 2.718, nearly double. And balance says that a bigger engine should have higher TWR, to make up for the fact that the increased weight reduces dV, this really should be the other way round... or at least the KSP NERVA has less than 1.4 TWR. Then it comes down to ISP.... the KSP NERVA has a Atm/Vac ISP of 220/800, whereas the NERVA-2 is actually more efficient with 380/850. To be honest, if the KSP NERVA recieved the TWR nerf that it technically should have, I wouldn't mind if it got the ISP buff; makes it so the engine can have more dV, still allows it to be a transfer engine as it should be, but means it's awful as a landing engine, also as it should be... With a little bit more research, I managed to find the stats for the Russsian NTR, the RD-0410, which is much easier to compare to, as it weighs 2 tonnes (250kg more than the KSP NERVA), is a very similar size (only slightly larger) but has 35.3kN of thrust... making it have an Engine TWR of just under 1.8. It does have an even higher Vac ISP of 910 (Wow), but still the KSP NERVA is overpowered compared to it...
×
×
  • Create New...