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Kuu Lightwing

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Posts posted by Kuu Lightwing

  1. 8 hours ago, Jso said:

    There's no pre release, do you mean the files on Github? Make sure you're B9PartSwitch is up to date (it's included in the download). We're using features that require the latest version.

    Last time I checked it out (a couple of days ago) I deleted BDB and all other mods that are included in download, and replaced them with the new ones. Still - no tanks.

  2. 50 minutes ago, CobaltWolf said:

    They carry... ore? 0.o

    And yeah, there wouldn't be much use for them without life support. The Skylab update will change that, since they'll also be able to carry the experiment packages for use in labs, but you'll still want life support to get the full use out of them.

    Well... that's the only option without anything else:

    601bd27484254f2bbff84f2cac6f789f.png

    BTW, how are they supposed to be powered? Sure they have some embedded batteries, but usually those craft that don't use solar panels to generate energy - use fuel cells, right? I guess I could use Kane solar panels, but apparently AARDV doesn't have them canonically.

    And I thought about adding life support, but I believe that could be a bit of a nuisance - say if I have to drop from timewarp on my mission to Duna to send resupply craft to all my stations... or even worse - forgetting to do so. It already is kinda bad with labs because I kinda have to do so if I want to use all that time to get science, but nothing really bad happens if I don't. And of course extra mass in 2x Kerbin would be a much bigger problem than in stock - and I never went interplanetary in 2x before.

  3. 2 minutes ago, Daelkyr said:

    Very plausible. NASA's goal for a shuttle, station, and tug system had to be curtailed because of budgets. In reality, you either went shuttle or station. The idea for block 3/4/5 Apollo CSM were all studied by NASA early on.

    Speaking of that kind of stuff... tugs in particular. We need a better NERVA! Stock NTR is not that bad, but I think we need a bigger one. And I honestly would prefer a different look. I heard CobaltWolf is working on something, right?

    3 minutes ago, Drakenex said:

    Not a rocket scientist here but a human rated launcher with only one engine (atlas V will be I know).... it also relies on very low tech verniers for roll control; that's the negative part, everything else is very detailed and theologically feasible

    You mean S-IC?

  4. 10 minutes ago, Rory Yammomoto said:

    A couple of questions:

    • How did you get the thing up to the Mun? I can barely get my Titan-Leo up to LEO and dock with my Space Station at 300Km (I call it George). How did you get it to a point where it had enough to not only land, but also return?
    • MOS II? you put a MOS around the Mun? Again, how? I haven't even gotten Apollo to the Mun correctly (I do attribute that to a reproducible human error problem, though) Did you send it up monolithically, or if you did make it out of modules, did you assemble around Kerbin or the Mun?

    Well, this is what I use for my Mun Vinci missions - it's a Prometheus II with two extra Prometheus SRBs:

    133d02efb5f0432a8d93d4b0312694f2.png

    After inserting into Mun's orbit it has about 500 dV left, so I can initiate the Mun landing maneuver and shed off some speed. Also, for Mun missions Vinci is fully fueled, so it has about 1200 dV, so that makes it 1700 in total, with Mun orbital velocity about 700-800, which makes it theoretically possible to land and return. The craft sitting on the Mun currently has ~650 dV so it just barely misses it.

    As for MOS - it's simple:

    Rpx6dCh.jpg

    Six Prometheus III launches - two for station parts, one for propulsion module (modified Prometheus upper stage) and three for extra fuel tanks. That was enough Dv to bring it to low Mun orbit.

  5. 1 minute ago, Rory Yammomoto said:

    Did they ever return?

    Actualy if I was more accurate with the landing they could have got back in orbit, dock with MOS II, refuel the Vinci a bit and get back to Kerbin. However, currently I'm sending another Vinci spacecraft to get them back. The landing module should be able to get the craft to surface, and Vinci itself is capable of returning from Mun. I'm playing in 2x kerbin, so in stock that would be much easier :)

  6. I'm also annoyed that the capsules still weigh more than the heat shields. When I run out of power the capsules tend to tip over head-towards-the-ground and blow up long before they can slow down. I understand that all of these thermal things can be tweaked in F12, but the fact that the settings are so difficult out of the box really surprises me. Im no noob to the game, but I'm finding it penalizing-ly difficult as is.

    That doesn't seem true. A standard reentry vehicle (capsule + heatshield + chute) orients itself properly for me.

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