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About silbrulf

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  1. idk if its something in this mod or if its remote tech... but i have a problem, my probes wont launch. basically, the engineer report says theres no antenna attached even when there is. btw... can someone give me a quick how-to on setting spoilers? btbtw... i cant find the forums thread for remote tech or idve started there and github is not "me-friendly"
  2. OK. I'm a semi-new player, and i started with ckan because once i found the "advanced tweakables" option in settings, the game got pretty simple... on ALL difficulties. but, I'm still new and with the volume of mods... basically, I'm looking for a "must-have" list of mods that are realism based, add a bit more challenge, and DON'T add too many buttons. the 70 some mods i have are mostly parts (science mostly, but also bases and colonization-type), and seti/umbm/tac... but they seem to rely on other mods that create buttons on the toolbar that get overwhelming at this point. so,.. I NEED YOUR HAAALP! lol
  3. tbh... i have an "intuitive" understanding of physics. Formulae confuse me to no end, but i understand Einstein (and yes, I know what he said about explaining science to a child, lol). Basically, I can build a rocket or a plane and have it fly, and fly properly, until the formulae kick in. Usually when an aircraft is needing to land and i realize that "flaps" and aerilons aren't really flaps and aerilons, or when the rocket hits thinner air and the aerodynamics change at each stage... not a big deal since i can use what i know to get into orbit and back and had two seperate command pods manage an unpowered flyby/return of the mun (it was NOT fun, lol... but talk about a sense of accomplishment). But the tweakables and how to do the seemingly simple math to use them, is beyond me. thats kindof what i need the help with... I get thrust limits and fuel capacity (lower thrust=lower acceleration+longer burn time, awa reduced lifting capacity and potentially higher final velocity, if done properly), but control surface stuff=?, and... basically a friend bought the game for me off gog, then emailed me the installer and said "have fun". that was a while ago and i never really played much more than to see if i could turn my kerbals into icbm fodder. so im entirely new to the game on and im actually starting to get interested... especially seeing the mods available (already using halfrss...) i basically just need the basics for tweakables and a quick-n-dirty course on Kerbaldynamics(?)... the rest i can figure out fairly well. @FleshJeb I cant believe i didnt notice till now, but that actually answered that part of it... Id figured it out by the time id gotten logged back in, but thank you still. it did tell me where the rest of those RCS controls are though... lol
  4. I realize this is a bit of a necro, but i found this thread by googling reaction wheels vs monopropellant (and i get that i may be mistaken in what monopro is for...). simply put, i have a ituitive grasp of physics and this topic has what looks like important info that escapes me (intuitive, but im clueless at the formulae). Can someone send me a "for dummies" explanation or link please?