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MaximumThrust

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Everything posted by MaximumThrust

  1. The monopropellant engines should produce flames and the nozzle became red due to the heat? I know that are some monoprops that decompose in chemical reactions, like H2O2, just curious. The capacitors have some correlation with real-life capacitors? I know, the whole EC system in Kerbal don't seem to be much realistic, and I find the capacitors interesting in the gameplay. Just curious again. And would be very nice to have a patch to convert everything in Near Future Propulsion to work with Xenon, like the patch that convert the hall thrusters. I really appreciate all the work, the very cool FXs, but I like to keep things simple, without having to add a lot of new tanks. I use all the nuclear and cryo engines with the patches for them to work with liquid fuel, and I really prefer this way. Thanks for the awesome mods!
  2. If anyone wanted a reactor, the USI-Core has one that fit perfectly inside the small cargo bay. It produces 36 Ec/s, which is not too absurd for a Rover. It works with Near Future. The mod also have vacuum tanks that looks surprisingly good, better than any other mod I saw. Don't forget to put the reactors as close as possible to the Kerbals, they really like the warm and how they glow. It's something very small, I used it a long time before noticing. I'm also having a problem with the small tanks, the textures don't change when changing the tank type. But I'm using the last version with 1.3 KSP, could be that.
  3. I turned off the "recover kerbals" option and it worked! I don't plan to jettison kerbals from rockets during launch (even though I use the mod "fuel efficient pilots", and it's not entirely out of question). It's actually funny that the rover tries to go rovering in the bottom of the ocean You're right, I got duplicates and a lot of bugs. The first page don't say it support Feline Rovers, and it's not included in the .cfg with the others, so I though it was not supported. Removed that part from my post to prevent anyone from trying.
  4. Great way to collect science. I was having trouble thinking how to get the science reports for Flying Low (without jumping from hills), or even the Flying High for the atmospheric analysis. The solution: After that I deflate the balloon, and let the lander can fall with chutes. Go to it with the rover, repack everything and reattach to the rover using KIS. I guess this is the most Kerbal thing I've ever done. I'm only having problems with the Kerbals disappearing in Kerbin (and only Kerbin) using this. I'm almost sure is the "Stage Recovery" mod.
  5. I noted a very small misalignment in that part in the roof fuel cell. Would be nice if it, and the Science Jr., supported Indicator lights:
  6. I like driving them! Using the KSP overpowered reaction wheels and MechJeb2 rover stabilization makes it very enjoyable. It keeps the rover accelerating, and reads the terrain, the wheels are always parallel to it. The boring part is turning the engines on and off to reduce vertical speed during long falls, and do that in a efficient way. Now I got TCA do to this, it's working well. I just drove 60 km in the Mun. I saw that mod a while ago, seems interesting when you need to go very far, I'll probably use to collect science in planets when hopping is not an easy option. Will see if I can get a patch to work with Feline Rovers.
  7. I always used all kind of messy solutions for this. Fairings, adapters, sometimes even used a different engine just to avoid this. This mod is a must have. I tested it in 1.3, seems to be working. Thanks!!
  8. I want to use kOS for the first time, but I suck at programing. If someone could give an example, I would be immensely grateful. I've made a rover for the Mun, with engines pointing down. Sometimes the rovers jumps too high, and can break on the fall. To avoid that I fire the engines to keep the vertical speed low, around -15 or -20 m/s. I've set the engines to actions groups, and want a script that: 1. Activate the engines when the vertical speed decreases more than -20 m/s. 2. Shutdown the engines when the vertical speed increases more than -10 m/s. So it will do short bursts, keeping the vertical speed between -20 and -10 m/s in the long falls. Some pics of it, and a failed try to do this with SmartParts (sometimes they don't react quickly enough). Thanks!
  9. Thanks, I suspected that. I've made more tests (using hyperedit to let it fall into the Mun), sometimes it works, specially the first two or three times, sometimes don't. The rover handles well going at maximum speed, I just need to bleed the vertical speed when it jumps too high. It's just too boring to do it manually, and I'm searching a way to made that automatically. Anyway, this mod is awesome and very useful for many other applications. Thanks! I was thinking the same, but never used it. Will take a look, thanks! Some pics of the Rover. The "auto-reset" is turned off because I was making some tests.
  10. I've made a Mun rover with engines pointing down, because it often flies too high and hits the ground with very high speed. The engines bleed the excess vertical speed, and it can land safe. I use MechJeb rover autopilot (which controls wheel speed, and make the wheels point to the ground using the RW/RCS), and is a little tedious to control the engines manually, so I set two speed controls to: 1 - Start the engines if the vertical speed decreases more than -20 m/s. 2 - Shutdown the engines when the vertical speed gets to -10 m/s. So it never hits the ground with more than -20 m/s, doing short bursts until -10 m/s. It worked, everything is configured correctly. But sometimes the first speed control, to activate the engines, simple don't work, and let the rover smash into the ground. The second one, to turn off the engines, seems to work always. There is something I could do to try to fix this? Or other mod that can do that? I tried TCA, but it didn't worked very well for this. Smart parts is fantastic and I'll use it for many other applications, if I found another mod to do this. Thanks!
  11. It could act like HyperEdit, the ship just jumps to a new position that are in-line with the old one and the center of the orbit. Also would be very nice to be able to adjust the inclination. With the 1% margin for adjust (or even lower), it won't be too much cheating, since this will be used only for aesthetics and obsessed people
  12. You want to make something like the constellation in red bellow? If so, you'll need to use the function "resonant orbit". For 3 satellites you can use 2/3 (faster) or 4/3 (less dV). Rendezvous with the satellite you already have, put the other 2 in a resonant orbit, and circularize at the Ap (for the 2/3) or Pe (for the 4/3), one per orbit. You can also set it a target and use the encounters markers to make it by eye, but will not be very precise. The mod "station keeping", or the "orbit info" in MJ2 can help you adjust the orbit period to be exactly the same, so they don't lose their sync. If you fell like cheating or are obsessed with perfect numbers, HyperEdit can do everything you'll possible need.
  13. No, it can work without any other mod, you'll only lose some parts that will become hidden. The parts adapts related to the mods you are using, right now it supports all the relevant life-support mods for KSP. The patches for Kerbalism is the GameData\PlanetaryBaseInc\ModSupport\Configs\Kerbalism folder. Like this one for habitation:
  14. Hi @Nils277! Many thanks for the mod. I'm using it with USI-LS, and noted that the Algae Farm has 2 modes, dry and wet. It's possible/supposed to make self-sustaining bases with the dry mode, or it only increases the time the supplies will last? Also, there are many parts that are hidden if you don't use certain mod's, would be nice to include some pics of them to the imgur album. I'm considering to use Extraplanetary Launchpads or OSE Workshop just for the parts KPBS has for them, that I discovered just recently. That would show the full potential and content of this great mod.
  15. I always put the landing gears with the grid on, on the point where they are 90º to the ground, then using the place tool (nº 2), I put where I want. This makes planes and SSTOs takeoff without rotating on the runway, and I don't find it too much trouble at all. Most of the time I also do this for simple aesthetic, and sometimes I turn the grid off and let it snap curved relative to the surface, like @Jas0n said.
  16. Awesome mod. The only thing that I really want is the option to add many frequencies to the same vessel, without needing a new antenna for each one. Some pics, hope they inspire you to continue the mod development, and attract more users:
  17. Thanks everyone for the comments. In this gameplay I'll use 4x the radius, a little less than stationary (for Kerbin). I know this isn't the best option in game mechanics, but is whats looks better for me. IRL constellations for air-ground communication usually orbits relatively high. From the Wikipedia: "Because of their low altitude, these satellites are only visible from within a radius of roughly 1,000 kilometres (620 mi) from the sub-satellite point. In addition, satellites in low earth orbit change their position relative to the ground position quickly. So even for local applications, a large number of satellites are needed if the mission requires uninterrupted connectivity." I also set a powerful stationary relay above the KSC, so I can have better signal in my vessels launches and landings without adding antennas, and minimize the signal losses with unmanned (unkerbed?) spaceplanes. I really enjoy this, latter I'll mess with the range settings in difficult to make this networks more useful. Right now I'm using 1.1 occlusion, the maximum the interface allows. Some pics:
  18. Hi! I like to set commnet relays to archive total coverage of the bodies surfaces. More a hobby/completionist thing than a real need. Searching about it, i found that the bare minimum is the radius of the planet/moon. I'm trying to use two sets of 3, the first set at 45º, and the other at -45º. Or both 45º with LAN 0º and 180º. Forming a "X", each satellite apart 120º, with one RA-2. Using Kerbin as an example, it would be 600 km. I tested it and it didn't felt right. The lines between the satellites goes too close to the planet, and vessels on the surface need angles too step into the horizon to have communication. Any increase in occlusion and it stop working. I tested 720 km ( x 1,20 the radius), it became better, but with 6 satellites there are blackspots. They can be in the poles, or in the tropics, depending how I release the 2 sets. Making some tests, I found that 5x the radius is what looks better and somewhat more realistic, the angles in the horizon are far better for the vessels in the surface. For Kerbin this is 3000 km. It felt much more right, and I'll probably keep it for Kerbin and all the bodies. With a simple Communotron 16 I can get 100% signal anyway. To you guys think this altitude is simple a waste of resources, or it is really more realistic? What altitude to you use?
  19. Most of the RAM usage come from the parts you have, the game always loads everything at each startup. If you are willing to disable some parts from the game, Janitor's Closet can help a lot. Also Tweakscale, because you can use only one part for multiple sizes. Like said above, the use of "-force-d3d11" or "-force-openGL" also helps, but many people relate problems. openGL for me is faster, but the game becomes very instable. d3d11 is not so fast, but didn't caused any problems for me.
  20. I guess you are referring to the Bi-Coupler. It's icon is a black disk, which I too find hard to locate. There's also an Tri-Coupler. I'm using version 1.5.5, can't say if there's a problem with more recent ones.
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