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nli2work

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Everything posted by nli2work

  1. I'll give it a go. would be nice to get some screen caps of various objects through the telescope. it's a great mod! Still no dice, UI visible or hidden. I think it's something with Hullcam plugin. tried the telescopes from that mod, same thing.
  2. if you have KAS, you can add an antenna to the vehicle. If you are collecting the date, you'd be close enough to add the antenna. You may have to add the line to the part on the vehicle in flightstate instead of the config file.
  3. Mechjeb has maneuver node editor that lets you fine tune in 0.01; 0.1; and 1 increments. But as Kasuha said, don't trust maneuvers completely. you'll have to make adjustment burns mid course once or twice at least. I've had trajectory change, sometimes quite a lot, just from switching to another vehicle and back, after I made a burn.
  4. pylons are good as connection hubs for pipe ends or for connecting vehicles to the resource network. Use pipe ends for tanks and immobile structures. Radial ports/winch for vehicles. Pipe ends on vehicles can get buggy on occasion.
  5. bring some ground pylons with extra pipe ends. 2 to connect pylon to refinery, another 2 to connect pylon to fuel tank.
  6. yes, tried zooming in, just star field getting more pixelated, and the fine guidance sensor window gets jittery. I'm using mid tech imaging process, 2000x magnification, but I don't think that'd make any difference... I should see something even without zoom no? on account of distant object enhancements mod.
  7. How do you get views through the telescope? I activate sensor and point the telescope, lens cap open of course, and I only see starfield, not the target object. I'm pretty sure I'm pointed very close, the fine guidance sensor gives distance reading. I have it set up just inside Kerbin SOI, outside minmus's orbit and trying to observe Kerbin or Mun through the telescope but no dice. I have Distant Objects Mod, Hull Cam, and KAS.
  8. very cool idea! No need for solar panels though. the jet engine generates charge while it is running.
  9. very cool! what mods did you use to build this? I recognize b9 and KW and the new .23.5 parts
  10. Stock parts air breather, 3 Turbojets Will do ~1850m/s few meters under 20km in stock aerodynamics. rocket fuel tanks without OX carries more fuel than same size LF tank, and lighter too... KSP is odd sometimes. The tiny bit of OX in the front tank is just to keep the CoM in front of the lift when the LF are empty.
  11. This is mod non-air breathing Interstellar mod... probably an exploit; but fun nonetheless. MW Thermal turbojet @ ~35GW power input, airbreathing mode up to 15km, then switch to liquid fuel mode. you can see the maximum acceleration in engineer readout. I think maximum speed is only limited by the fuel you can carry.
  12. beautiful! I see they are built with wing parts. great design!
  13. stock aerodynamics. 1 B9 fuel tank (380 LF); 4 ram intakes; 3 turbojets. barely breaks 1800m/s. I think that's mostly due to lowered mass from fuel consumption. Nominally I'd guess barely breaking 1700m/s... took the same craft into another game with FAR... 4km/s before I lost control and pancaked. good thing it's FAR 13.1 plus hahaha.
  14. nah... 2500 was about the fastest I can get it to go for under 20km for that plane. had to milk the atmosphere for probably 1/2 way around the planet.
  15. Modded version with FAR... simple single engine air breather, 13 parts; b9 LF fuselage, everything else are stock parts. just have to milk the atmosphere around 20km for a long time.
  16. should be able to open up R&D in sandbox, just copy the R&D Scenario block from career persistence save to your sandbox save. or copy the career save to sandbox and edit the mode to 0 instead of 1. be sure to back up the sandbox save first if you already have flights in progress.
  17. I migrated my sandbox save to career for interstellar mod. without interstellar mod I'd still be in sandbox. Might have have turned on the R&D just to get some science stuff to check out. But without biomes outside of Kerbin SOI, doing science gets grindy for higher tech nodes. I don't expect the extra layers of budget and contracts to make it better. I'll reserve my judgement until .24 about those aspects.
  18. Interstellar modifies Turbofans, Rapiers, and B9 engines to use Saber engine heating profile. The heating is correlated to orbital speed. It starts to kick in around 800m/s, and 1400m/s is about maximum for any air breathing engine. You can switch to rocket engines, or adjust ascent profile so you are higher in the atmosphere by the time you hit ~1400m/s orbital velocity. Precoolers work, but they won't completely eliminate overheating unless you have multiple precoolers per engine. Another way is delete the rapier.cfg file in Interstellar folder to restore stock turbofan and rapiers to stock heating profile. B9 engines will still work as configured by Interstellar.
  19. if you have flights with parts from TAC Liftsupport mode (Hex Cans, water/food/air discs, or CO2 Scrubbers etc), those flights will be deleted after you uninstall the mod. You can disable the mod on a per-save basis by clicking on the TAC Life Support icon on the Toolbar while you are at the KSC overview, you can disable or reduce life support consumption. If that doesn't work, you can disable the mod by editing the persistent save file.
  20. KSOI Cerberus... mostly designed for the looks, but very serviceable as well. ~200km Orbit, maybe higher. Some air hogging, being it's all stock parts, 77 count. Tested with FAR. Craft file
  21. you have to edit the quicksave instead of part config. config file doesn't affect parts that are already launched and in flight.
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