Jump to content

Cawdeen

Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by Cawdeen

  1. So far this is an awesome mission. Great work. However, I cant see myself dedicating the time required to rover 60km. Thats like hours of ksp driving isnt it? Excellent work for real though. Edit: Completed the mission and I think the long haul on Duna added to the feeling of accomplishment.
  2. I actually experimented a bit and discovered that the main benefit really only shows up in low TWR examples. My experiment looked like this: Since the efficiency of these engines is supposed to be greatest in vacuum that was my focus. I used mechjeb's delta V calculations. I would pick a number like 3,000 delta V and make a stage using cryo engines and lox/H combo fuel and another using stock vacuum engines and mixed fuel. At TWR greater than 2 it didnt make sense to use the cryo engines, not only because of the size of the stage, but because the mass of the stage that gave 3k DV was greater than the mass of the stock stage that gave 3k DV. Regardless of that stages engine ISP it would take more lower stage Delta V to get that 3k Delta V into orbit so its worthless. Lower TWR stages seem to get lighter than the stock stages i guess because the cryo engines are heavier. At a TWR of 1 the cryo stage had about 5% more delta V than the stock (stages were the same TWR and same overall mass, meaning any lower stages would be the same for both to get to LKO. At .50 TWR the cryo stage had close to 10% more delta V than the stock. At a TWR of .30 the cryo stage had about 12% more Delta V. Good to know. I guess this info is stated already on page 1 but in the past I was always shooting for higher TWR and the cryo stage always had more mass than the stock for the same DV. I didn't see the point before but now I get it.
  3. So I'm curious about something. I've had this mod for a little while and I feel like I'm missing something. I find its always more efficient to use the normal mixed fuel in pretty much every scenario. If I think of an upper stage just in terms of mass and delta V, any way you look at it, the cryogenic engine is the worse choice. I can get more (future) delta V into orbit that weighs less, costs less, and takes up less room if I go with regular mixed fuel. I'm assuming I'm missing something or I've installed this wrong. Other than the fact that I almost never use them, they look great.
  4. I'm really confused. KSP 1.3 has been around for quite a while. There is NO functioning version of IR currently for 1.3? That's what I'm getting out of this thread but maybe I'm misinterpreting something.
  5. I've noticed under the 'Editor' section of some of the parts config files there is the word 'category' and it says "none". Does this have anything to do with parts not showing up? // --- Editor Parameters --- TechRequired = actuators entryCost = 7800 cost = 250 category = none subcategory = 0 title = Joint Pivotron - Basic manufacturer = Magic Smoke Industries description = Annoyed by your rusty old hinges? Throw them back on the junkyard you picked them up from and treat yourself to shiny new Pivotrons from MSI, shipping with multiple preset positions! This part is able to rotate from -90 to +90 degrees at 20.0 deg/s.
  6. Yes, many times. I've also tried every combination of legacy/1.3, legacy/1.3.1, reworked/1.3, rework/1.3.1, rework and legacy together in both the 1.3 and 1.3.1 releases and its basically the same result every time. The IR button in in the VAB is there (the one that lets you move the actuators) but the parts category is not there. Ultimately I am able to see the parts in the tech tree now, its just I dont have the category in the VAB. A few random parts for IR show up in the Utilities category but the rest of the IR parts I've researched wont show up. Is there some sort of config file alteration that maybe is not included in those instructions to allow the rest of the parts to show up in the VAB or place the IR part category button on the left hand side of the screen.
  7. I'm trying to get this mod to work in 1.3 but I'm not having any luck. I've tried both CKAN and the traditional method of installation. I see the robotics button in the VAB but no robotics parts are available and they do not appear anywhere in the tech tree. I'm using the community tech tree. Also, when the robotics button is clicked in VAB it has no effect. Does this issue sound familiar? Thanks
  8. This mod is working great for me. Now if mechjebs landing guidance would work I'd be set.
  9. I also have a lot of mods installed but I dont know enough to troubleshoot the problem. Right now any kind of space station/long term mission is basically impossible because this seems to be happening with all ships I leave orbiting something for an extended period of time, essentially defeating the purpose of using LS. Im torn, because I feel like without LS the game is lacking, but with it all my missions become failures half way through when this issue kicks in.
  10. Maybe someone has run into issue before? I am using LS and Kolonization together. I have a large ship with ample supplies, leave for Gilly with 4 kerbals. When I get to Gilly, I put three happy kerbals into a lander and undock. The undocked lander doesnt show up in the LS status box. If I go to the space center, then reload the lander, the supplies very rapidly go down until there is non left, and it appears the number in the red is the amount of time the kerbals have been off Kerbin. It looks as if they have been without supplies for the entire mission.
×
×
  • Create New...