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fourfa

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About fourfa

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  1. Topping this up as I’ve been playing caveman style on a laptop while the beast PC with all the mods is in storage. Great way to make the most of minimal computing! I see DLCs are discouraged but not prohibited - interesting as the Bobcat makes an outstanding lifter engine with excellent ISP both at sea level and mid altitude. Tons of thrust and could easily carry more than 18t, if you’re assembling drop tanks on it. Speaking of assembling, I’ve been wanting to try holding a large upper stage in the air with launch clamps, then driving an 18t first stage under it, then drop-bombi
  2. Looks like 1.10.1 fixed this particular issue: * Fix Mk2 Lander cans open door action being missing.
  3. Seems at this point they are not planning to fix it. There are patches for a DIY fix here:
  4. Wait wait wait... before we fix this - can this be used as ballast to make submarines sink? Gotta be the densest part in KSP
  5. OK, so a lightweight mod called CabinHeat or something that uses SystemHeat as a framework. Makes sense.
  6. Forcing complexity on stock-parts gameplay. So at a minimum, without radiators the inhabited parts get hot and have temp gauges show up. At the outside of the spectrum, eventual overheat and explosions. Good question, I hadn’t thought of it in those terms
  7. Looks fascinating, can’t wait to try it. How compatible would this be with making stock inhabited parts require cooling, in simple proportion to number of seats? Could it be as simple as a custom patch adding a systemheat module?
  8. Also, if you just wait to separate the three pods until you’re through reentry and mostly falling vertically, all three will then stay within the 2.3km fine-physics bubble and function properly
  9. Try this: https://github.com/shadowmage45/DockingPortToggle
  10. Built a Mk3 cargo plane to fly around Kerbin using the 1200K airliner parts (Goliath engine, jumbo wings etc). Managed to make it fly over Mach 1 so it suffered a lot of heating and red-hot wings, managed by radiators. Landed, Bob got out to do some science, removed helmet, boarded a chair in the cargo area, and exploded from overheating. RIP Bob. Note to astronaut office: do not remove helmets while deployed
  11. Another option re: docking ports. Doesn't remove the ports after use like Konstruction, but makes the CPU-heavy scan behaviour toggleable. When toggled off, the ports should be no more laggy than any other part. Worth a try, see if it makes a difference on an existing station rather than have to launch a whole new one with Konstruction parts https://github.com/shadowmage45/DockingPortToggle
  12. I've been spending a lot of time flying helos with counter-rotating mains set up for standard cyclic pitch and roll, and ducted fan unit on the tail for yaw control. Tail rotor turns full speed, blades deployed at zero degrees, yaw in collective. No KAL, no reaction wheels, nothing complicated. Flies like a helicopter to me, and happily delivering loads in career. Not fast, to be sure - like 80m/s max over the surface and somewhat fiddly matching the collective main rotor pitch to the angle of attack in flight. MUCH easier with an analog flight stick, so I can hold constant AoA. I bu
  13. @KingDominoIII Kinda surprising results. The RTG seems to have strange drag. When node-attached inline, the part behind it gets very high drag, almost as if it still has an open node (my sounding rocket reached orbit with 628m/s of delta-V remaining). But the drag penalty of just surface attaching it isn't bad - in fact it's better than the inline test (flying the same fixed trajectory, reached orbit with 683m/s). Worst of all is surface-attaching the RTG, then putting Small Nose Cones on its open front and rear nodes (reached orbit with 288m/s). I also tried the Very Small Nosecone from
  14. Check the contract carefully. If it says “measure the temperature above X meters” guess what, in orbit in outer space counts as “above.” That’s often an easier way to do it. Put a simple probe in a polar orbit, and you can knock out “above” contracts all day long for profit and no new cost (just a lot of timewarping). Unfortunately it’s often worthwhile to check these contracts in the Tracking Station to see how far away they are if you’re looking for things near to the runway. Would be nice if mission control had a map, or you could see contracts from the tracking station (but there
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