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kerbalfreak

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Everything posted by kerbalfreak

  1. Sorry for the necro, hope you still around. Since the mod are related to work on the last version of KSP, I don't think it's a problem to post here. I'm planning to do the same, what configs do you use/used for both mods? I plan to do the same, starting with everything unlocked. To you used the laboratories?
  2. It's kinda funny how you reply that in a post where I tell about the rockets I use, and where I mentioned 3 disavantages of SSTOs Spaceplanes in KSP
  3. Like many people said, there ins't a straight answer, and there's a lot of factors to consider. You can easily go mad trying to build the best rockets possible, for every situation. In that case you will probably end up with SSTO Spaceplanes. I like to make with 2 stages, mostly thinking in reusability, simplicity and low part count. The first one is relatively short, and I simply drop into the ocean, with airbrakes to fall near the beach and to safely open the parachutes 3-5 seconds later (using Smart Parts). The TWR gets very high when finishing the orbit, which is not necessary but make things much smoother with very heavy payloads, and allows for an quick, powerful and precise reentry burn. I recover everything, expect for the fairing. I avoid doing very sophisticated landings with the first stages (using FMRS). I think that role, in KSP, is more for SSTO Spaceplanes. Sophisticated, but expensive if you fail, much harder to design and fit payloads. But no stages and 100% recovery except for the fuel. 2 stages rockets ideas are also popular IRL. Falcon 9, BFR, Sea Dragon. Even the Space Shuttle, which only dropped the E.T. to avoid debris. My designs: 1. A central liquid fuel booster with two SRBs merged with two tanks in an simple asparagus configuration. The SRBs and the tanks finish almost at the same time, and then drop to be recovered, while the central booster is full. 2. First stage only a big SRB (from SpaceY), and second stage a Rhino or similar (from mods). The SRB takes the Rhino at an altitude where it's ISP is very high, and it fires for a quite long time. Since it's an inline rocket, without side boosters, the aerodynamics seems to be better. 3. And last, something similar to the NASA's SLS. An central core with engines that work well in any altitude (Vector, Mammoth, Kite and Buzzard (Near Future), and the SRB's. It launches with the central core at maximum, to minimize gravity loses. I set mechjeb to limite MaxQ at 20,000, so after ~20 seconds the central core shutdown, and then it goes with only the SRBs. When the SRBs are almost finishing, the central core starts again. When the SRBs drop, the central core goes to maximum. That first 20 seconds with high TWR helps A LOT, and uses only 10-15% of the fuel from the central booster, so I don't need to bother to make an asparagus (and is more realistic to avoid the fuel lines). The second stages, after deploying the payload, have and inflatable heat shield at the top (that I use "inverted", like a mushroom, it helps a lot with engines overheating, stability and slowing the rocket), and around 800-1500 dV left. So I do an 600-1000 m/s retroburn for an very easy reentry, and a "Falcon 9 style" landing at the KSC, sometimes I use parachutes. I have rockets with this setups for 15, 30, 70, and 110 tons. And some Sea Dragon inspired crazy ones for 150 and 200 tons So I just make the payloads fitted for one of these, attach, and go boom (in a good way). Hope it helps!
  4. Hi! Which mods do you think it's recommend when starting a new save? I mean, mods that will not go very well on a pre-existing save game and are best used from the beginning (I'm not asking from mods that are good in general - only the ones which will need/it's best to have a new save). Right now I'm planning to use the mods listed below. I will play a career mode with everything unlocked and without contracts, earning money with science. I'll do just the "First Worlds", and in the future I may take a look into mods that manages the contracts, specially with tourists. I'll also greatly nerf the Mobile Labs, will see in the future how and by how much. I'm missing any great mod that will not be very good if added to an existing save, that is better to add now? Specially modes involving the game mode (career/science) and that keep track of the Kerbals. Thanks!
  5. The type of mod that a needed but didn't know. In many game this would be useful. Great for biomes maps, science tables, delta-v. Thanks!
  6. Would be nice to have EVA reports and surfaces samples without needing to get a Kerbal out of the vehicle and switching "vessels".
  7. I was using this mod without problems. Now I've made a fresh install and it didn't worked. Came back here and saw that I forgot to do that modification. Now it's working again. So, thank you twice
  8. Do you guys think it's a good ideia to simple prune most of the stock engines, and use the ones from this mod (using the LF patch) and NF-LV? The textures and models are much better, and it also seems more balanced. As much as I loved the Terrier and Poodle, I'm not seeing any reason to occupy my load time and parts list with the stock ones...
  9. So, do you think is a good ideia to wait a little more before installing this mod in 1.3 or 1.3.1 KSP? Thanks!
  10. I like to play on a "sandbox science", with everything unlocked from the beginning, and some mods to increase the difficult, like life support. I like to collect science just to have some goal, build planetary bases with the labs and a Kerbin Space Station to send the experiments from Kerbin. But even with this playstyle I like your ideia. Trying to bring everything to the labs, and keeping tracking of it, seems to be too much trouble and not fun The GUI for the experiments is also terrible. While I can simple disable it and keep track with the "[x] Science!" mod, without worrying too much, simple traveling around. I use the DMagic orbital science just for the alternative science bay, and disabled the rest. Maybe I'll take a look again at it, if I don't use the lab. Thanks!
  11. I hope this is the best section of the forum to ask this. I play on a "science sandbox" (science mode with everything unlocked), and like to collect science and research it into a lab, to have something to measure my progress. I use the mod "[x] Science! " to keep track of everything I did. So I have to always collect two samples, one for the lab, and one for recovering, to keep track of everything I already collected. At first It appeared easy, but now it's turning into a nightmare to keep track of everything, and always take two samples. Sometimes I end with more samples for the lab or recovering, and have to see what is missing. This is preventing me to enjoy the game, or to use science auto-collect mods (because they only take 1 sample) My question is, is possible to edit the game's files to make the labs not destroy experiments when they are being turned into data, so I can recovery them later and keep track of everything I did? Also, would be nice if there's a way to prevent the same experiment being turned into data in two distinct labs, but this one I think is much harder to do with a simple .cfg edit. I think this has something to do with the "ModuleScienceConverter", but in the Labs .cfg there isn't nothing that seems related. If someone could help me with this, I'll be immensely grateful!
  12. I understand. Thanks for the reply and the awesome work maintaining all this mods!
  13. I love this mod! I have a suggestion. I don't know if it is possible or easy to do, but would be very nice if the mod alerts if a part is being used in some vessel in the current save game, before it's pruned. Would save much time and allow to prune a lot of parts without doubt or checking manually first. Thanks!
  14. The first one worked, many thanks!! I was seeing the files and couldn't understand why some had a "*" in the name, and others don't. If I create other ones, only changing the names between the [ ], it should work, right? Now I can prune all the bays and use only NFT, which has the best textures and models by far. Fitted perfectly in my plane
  15. Would be very nice to use Tweakscale on the Near Future Launch Vehicles, specially in the 5m cargo bays and adapters. I'm trying to write the patches, but I'm very confused. Someone has already write this patch or could help me with it? I did that and it didn't work: Thanks!!
  16. When my RAM is almost full and I'm seeing the Imgur album: Freaking awesome mod!!!
  17. Another cool craft possible thanks to this mod and infernal robotics. An electric/nuclear fan VTOL. The reactor produces 500 EC/s. I edited the engines to each one use 250 EC/s at sea level, so I need to manage the batteries when flying low, and flight high to reduce the EC usage. Also to make it balanced towards jet engines, because it can fly for years and fly on Eve (where I plan to really use it). In the last pic it had some battery problems, crashing and losing some parts It cannot fly stable in horizontal mode anymore, so I preferred to make a rescue mission.
  18. Using the 'JumpJet' radial VTOL engine I was able to make a very cool VTOL plane. Using them in a triangular formation allowed me to use all the engines in horizontal and vertical flight, without wasting TWR and dry mass, and without the exhaust from one engine going into the intake from another (I know the game don't have any penalty for this, but is something I cannot see as right). It flies very well, I use TCA in the vertical mode. The RCS jets from QuizTech made it turn more quick and stable. Many thanks for this mod! I see this engine as being a version of the Wheesley. Would be very nice to have one matching the Whiplash characteristics, for very high and super/hypersonic flight. If anyone has suggestions or know mods that make this possible, I'm all ears. Some pics:
  19. Quick question, ins't the isp of the VTOL engines, 19200 seconds, too high? If I want them to behave like the Whiplash, I just need to edit the values in the .cfg to match the ones from Whiplash? Thanks!
  20. Looks amazing, I think many players were expecting this. Will give a try soon
  21. Many thanks!! I have read that was longitude, but that didn't made any sense, because the longitude changes. I didn't know that was a fixed celestial longitude. I still don't fully understand the concept of ascending and descending nodes when you don't have a target, but everything is much clear now. I just want orbits to be aligned and looking good, nothing really important. I will just set 00º00'00" with Mechjeb, and then 90º. My constellations around Kerbin, Mun and Minmus are not aligned, but they are relatively easy to be redone. Starting right in Duna and Ike
  22. There is something that is very confusing to me. The two orbits below are perfect circular, with the same height and at 90º. What is the paramenter that makes them different? Orbits at 0º are always on the same plane. How can I choose this using Mechjeb? Is possible to align polar orbits on a moon with polar orbits at a planet? Like this: Thanks!!
  23. This mod is very great! I'm only having problems with the predictions of this craft, the airbrakes slows it a lot in lower atmosphere, and the mod doesn't seem to take it into account, and I land much sooner. I enter in retrograde and have set it into the config.
  24. This is much needed. MechJeb2 also has and option to target the runway on the Space Plane Guidance, I always use it with Space Planes and didn't needed to plant a flag.
  25. Thanks for the update! I was missing the ISRU and the Science Jr., and loved the new drill. I only noted a small problem with typing on the title of the Science Jr. and a localization problem with the ore/water in the drill. I'm using KSP 1.3 and Module Manager 3.0.1.
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