Jump to content

Somtaaw

Members
  • Content Count

    162
  • Joined

  • Last visited

Community Reputation

20 Excellent

About Somtaaw

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

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

  1. Newtime user to USI parts, but I've encountered issues trying to track down specific sub-parts. Only 5 (terrible) Starlifter parts show up when searching for "Starlifter", unless I search by Cross-section 5m. Similar issue with Honeybadger components, I have to sort by cross-section to find more than a tiny handful of components.
  2. I installed some mod (AmpYear I think it was) a few weeks back for double checking my EC needs for standard, run of the mill communication satellites over different planets. Even with just a HECS probe core, a standard RA-15 dish, and 3 solar panels for recharging. Assuming a 100km orbit of Duna, the mod tells me I need almost 35,000 EC to handle the dark side orbits. Sample picture of the AmpYear Mod displaying EC needs Since it's a communication satellite, possibility of brownouts is bad, would really suck if you forgot to account where your satellite is, start to transmit data, your sa
  3. Yeah, I guess it's more due to me not messing around enough with ConfigContainers, I only really load up on KSP a few times a week. I'm just going to put it down to not being familiar with fuel counts before throwing another mod in to change things up. Thanks for the quick double checking.
  4. Almost a week ago, I discovered a fuel-related issue that I believe is linked to expanding the Throttle Controlled Avionics from allista, to also include her/his hangar mod (which forces a full install of Configurable Containers), seems to wipe the pre-set fuel options on OPT. After installing hangar, I could slightly customize OPT fuels, but it uses the default fuel maximums for container size, and I believe OPT has an option to really jam considerable fuel into each component, as well as alternatives for just LF, or just mono. I'm including my mod list for reference, but also con
  5. Bolded some of your keypoints for making my point You made an SSTO for a very specific purpose, take low quantity of Kerbals into orbit & bring them back down. As a mission for an SSTO, very acceptable, and as you observed you didn't really gain much in performance. However, the vast majority of SSTO's other people show off, that are Rapier based, are the observed SSTU's, designed to take off from Kerbin and go anywhere and everywhere. Role determines design, their role as an SSTU/SSTE (Single-Stage-To-Everywhere) requires the wider performance range of the Rapiers.
  6. better solar panels, bigger ions, or better electric systems. To make functional satellites for communications, power requires are ridiculously high that by the time you have just ONE transmitter on Duna or Dres, you require somewhere upwards of 15,000 units of EC. To have that much EC stuffed into a 0.625m "satellite" makes your satellite appear to be a micro rocket, not to mention high part count. Now I concede NEAR Future Electrical has a few really nice, high storage parts, and I even use them from time to time, but honestly, they aren't really higher density so you get loosely
  7. So finally joining the club of OPT users, this is my first attempt at actually using the parts despite having had them for a while now. Build is sort of half-done right this second, but I think I've got the general core. Purpose to this ship is to quickly take a bunch of amateur Kerbalnauts, and giving them three stars relatively quickly. So the newbies get strapped into the Mobile Lab, and off we go. Front view Rear view Due to not being able to find other engines, a pair of J-92 Schram's for primary thrust, a Dark Goo drive for after reaching orbit to get out to th
  8. Also lost my notification logs when I was quoted/replied to on some of these threads, so not only were they removed from the list, they were so thoroughly expunged that it's almost as if they didn't exist. Hoping they will be restored, but given how thoroughly the history/notifications/etc were purged, it very well might not be possible. But nice catch, and good thing I'd run a search before posting a "hey, what happened to X" thread that's likely to be almost spammed as people come to post.
  9. I was doing #4, but I moved to 3 simply because it seems to streamline a little better and I don't have a million module managers being loaded and slowing down the initial load. So I'd actually suggest there's a fifth option where it's "Know enough to not completely need CKAN, but not enough to give up the crutch" But that's just a nitpick.
  10. It's long been known that consoles have never been mod-friendly, and buying any game on a console you are basically agreeing you don't care for modded experiences. Now, to be fair the last few generations of consoles, have permitted mouse/keyboard combinations, so ranting at the manufacturers of said consoles may eventually lead to them enabling PC style modding capability. However coming to the game creator's is not the way to get console mods possible, because it's the hardwired side that's stopping you. So the KSP's, Fallouts, Skyrims Mass Effects, and all the other super modded games of PC
  11. Thanks, it was driving me more than a little nuts trying to figure out what the other information was I was missing.
  12. So I've been slowly but surely adding mods to my game, but when I go to read the detailed information, very frequently even stock parts now have very long "detailed information" scroll lists, and I have no idea how to scroll it. I've attached what should be 3 functional links to 2 stock items, and a sample modded item where the detailed information is overly long for examples. I've already tried using Pg Up/Down, mouse wheel, and the up/down arrow keys with zero effect; and trying a rapid mouse movement to scroll while hovering over the detailed info either changes the part Im gett
  13. Okay, okay... I'll keep the Communotron in case I ever decide to start using RT again instead of just using the stock commnet >.< I'm a great believer in enjoying unmodded games, and Squad is great for taking popular mods and making them stock. Because nothing is ever truly as annoying as updating the game, and loading up a save to see endless summarized "Craft X had modded parts nolonger available and was removed" and you went from a huge space fleet and industry to nothing..... and you've both forgotten to do a backup save recently and no longer have any older backups either >.
  14. Habit of using extra antenna from my time using RemoteTech, and I instinctively assumed that having a long range dish meant utterly worthless for close-range, so for anything that isn't in Kerbin/Mun/Minmus area, I always triple antenna. Long range antenna to actually reach Kerbin, an omni wire antenna for general use, and possibly a short- to mid-range dish for use if I'm orbitting high enough up the omni has issues. So from your well-explained answer, I am most definitely over-engineering my probe, time to strip her down and probably tear off the useless HG-5, I'll probably keep
  15. It's just a generic mid-range communication relay satellite. I have to use the community Commnet link I just found out about an hour ago to double check my dish ranges, but this particular variant should be going into polar orbits on Duna and Dres, with possible additional clones moving into inclined solar orbits for extra relays. It's just spending the multiple hour long burns to go from LKO to destination that bothers me, the actual flights are fine but while I'm thrusting I can't turn timewarp high enough to bother.
×
×
  • Create New...