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Terwin

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About Terwin

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  1. I could see an argument that the ejecta of a sub-orbital, fully depleted stage would provide less total hazard than the same stage, mostly depleted and in a lunar orbit(probably not long-term stable)
  2. Building engines in higher quantity will generally reduce the per-unit cost, be it a singe or multiple use engine. A commercial jet engine is deigned for high reliability, low maintenance, and a high rate of use(possibly even more run-time than non-running time: running for multiple hours then refueled and re-started after a quick maintenance check). Orbital rocket engines burn for tens of minutes(if that) then coast for hours and may or may not burn for a few more minutes. SH *might* get below a 1:5 burn:idle ratio (10 min burning up, 5 min burning down out of a 25 minute flig
  3. Flex tubes are kraken bait. The recommended approach is disconnected bases(supported by MKS) which are supported by WOLF support bases.
  4. And when 10 of those houses don't want to pay, three of which prefer it the way it is and sue you to leave it alone? The lawsuits and permitting often cost more than construction, especially when you are talking about messing with someone's view/property. The US is the most litigious country in the world, and NIMBY is very big here.
  5. Most USI converters slowly consume machinery and loose efficiency based on how much machinery remains. If you have excess machinery, you can place an engineer in an assembly(?) module and have them re-fill the machinery in the converters with automated daily maintenance. Alternately, you can turn off machinery consumption in the settings(effectively switching to MKS light). At the very least turning off machinery consumption should allow you to verify that this is the source of your unexpected efficiency losses.
  6. Those would be modules on the part config. They can also be added by module manager scripts.
  7. The part you showed is for creating routes in the released version and I believe it has been replaced by the cargo crates and passenger berths in the pre-release version. I have not used the pre-release, but I would recommend looking under utility if it does not show up under WOLF(and if not there, look in your research tree to see if it is still locked)
  8. I have not heard anything about it being removed. Having a Home timer of 49 years and descending sounds like you have a big luxury space station and departed from it on a smaller vessel with less habitation, and now the home timer is counting down from max set by the 'best' vessel the kerbal has been on. But in that case the Hab timer should be less than 50 years, as a hab time of > 50 years should stop the timer. Is it possible that some of your habitation modules turned off or ran out of colony supplies perhaps? I have the latest release version, and my GameData\UmbraS
  9. A single engineer in your hab module can run all 50 of your assemblers and all 80 of your refineries. In fact, if you have 3 engineers (*, **, and ***) then the *** engineer will perform all work on all modules that benefit from engineers, and the other two are more useful going on a trip to get more experience so they can run their own industrial bases.
  10. For most parts a single kerbal of each type is sufficient. Outside of the experimental parts, I am pretty sure that Kolonization bonuses are the only benefit of having more than 3 kerbals on each base(one engineer, one pilot, and one scientist) (and Kolonists are better than engineers 2+, as a kolonist counts as all three for kolonization bonuses)
  11. There are more than technical delays to consider This means that the(expected) lawsuits about selection and other things, while they would likely delay other providers, will not really affect the Starship schedule, and already having hardware that has left the ground probably helps too.
  12. I believe that funding is milestone dependant. 'You successfully demonstrated X, so here is your money' where X includes things like 'getting your rocket to orbit'. 'demonstrating LEO fuel transfer', 'getting your rocket onto a lunar return trajectory', 'Landing an un-manned rocket on the moon', and 'landing a rocket on the moon with our designated payload and astronauts' If they do other things (like 'you landed your booster' or 'you landed your second stage') that would not have a negative impact on funding.
  13. 1) Download the zip file either from the Git repository (links in RD's sig) or the links in this thread 2) remove previous install if any(using ckan if that is how you installed it, or look in the game data folder in the zip file and remove those directories from your game data folder) 3) copy the files and directories from the game data folder in the zip file into your game data folder on your hard drive Make sure you don't drag the new folders on top of the old folders, as windows can try to combine the contents of the directories and that will mess up the install
  14. The Home timer is based on the 'best' vessel each kerbal has been on since last leaving Kerbin, and it never re-sets(but it can be frozen with 5+ years of hab(1+ year for pilots), or reversed with colonization parts+colony supplies). The Hab timer is re-set every time you change vessels. Note: KSP some times does not always count things to be a vessel change when you expect it to, so EVA is a good idea before heading down on a lander, as that always counts as a vessel switch and will reset your hab timer. If your lander does not have supplies, your kerbals will start their starvatio
  15. Anything that can move information faster than the speed of light, can allow effect to happen before the cause from some viewing angles, thus time-travel. Relativity tells us that there is no universal 'Now' and any viewing angle as is valid as any other, so if you have the two sides of your portal 1 light second apart, you can see the object come out of the portal, then look in your telescope and see it go into the portal 1 second later, thus having effect before cause, ie time-travel. FTL may not feel like time-travel, but the math says that it really is.
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