Jump to content

CrashyMcCrashFace

Members
  • Posts

    101
  • Joined

  • Last visited

Everything posted by CrashyMcCrashFace

  1. As somebody that mostly plays career mode, I've noticed that's it played as much as I thought it was. Asking questions about career doesn't result in as many answers or people will say, "I don't play career mode much but here's the answer..." Answer to the question you didn't ask, career mode is not that hard. I'm basically playing with complete disregard to cost at this point. Just pick increasingly difficult contracts and you will get lots of Kerbal Bucks. I probably do half contracts and half whatever I want.
  2. Launch all at the same time (1 right after the other) and put them into an elliptical solar orbit 4/5 the final orbital period. Then every time the group comes around to target orbit, circularize one of them. Seems like this would take a LONG time.
  3. Is it even possible to land and re-orbit and get home? I just did an orbit there and refueled on Gilly but just looking at Eve specs I don't see how you'd get large enough craft down and back up again? In any number of hops. Maybe de-orbit and land with almost empty tanks and refuel on the ground before leaving.
  4. Look at other people's designs and what their doing. It's not anything bad, just inspiration.
  5. I finished the science tree a while age and and have enough cash to play like I was in sandbox. It still like doing the contracts and leveling up Kerbals so I want to convert all science to $$$ and Rep. There are 2 strategies that do each of these. I put 50% science into converting science to money. Then I try to activate a 2nd contract in a different sub-section to convert the other 50% science into Rep. Even if I put the slider on 1% it says it would exceed 100% of the science. I also have 3,000+ science so it's not the start-up cost. What gives?
  6. The should (in a perfect world) but they don't. I think it's called oscillation and overshoot in a negative feedback loop. If not maneuvering you need very little SAS reaction wheel to stay stable. Turn off all the wheels except a central one on the heaviest part.
  7. I fixed my floppy parts yesterday and then autostrutted my floppy space station too, which I feel should be floppy. Now I feel dirty. haha. jk.
  8. Sending kerbalnauts into solar orbit and then destroying the ship and letting them re-spawn just to make some money.
  9. Probably mundane for the old timers but just falling over on the launchpad and panic-throttling and then still getting into orbit.
  10. i.e. The Martian Hermes. I understand the physics of creating artificial gravity but it is still rotating so the human body is never stable. Could it be slow enough for the affects to be negligible? Astronauts could get used to it but that doesn't mean there are not silent affects of the constant spinning.
  11. Probably because many of the popular youtubers abuse it (to me). i.e. monster parts and engines only connected by the tiniest junctions. But now that I know how the game mechanics work I'll just autostrut where it seems to be legit and keep regular-strutting at the same time. Thanks.
  12. I've noticed the smallest heat shield will transmit heat to some parts that seem like are a smaller diameter and well protected behind it. I was able to fix it by first attaching a Cubic Octagonal Strut and then everything above that. The downside is it makes it a little more top heavy. You can offset the parts a little.
  13. I know a picture would be nice but I'm at work and the question popped into my head. The setup is pretty simple: Section 1) A very large fuel tank. Section 2) 5x small liquid fuel tanks with a nuke on the bottom and nosecone on top. Both sections touch their entire length (no decouplers) but they only seem to be attached at whatever liquid fuel tank I put on first. I tried different assembly order but they always only connect at a single part and wobble. I fixed it by putting on normal struts which doesn't seem like it should be necessary. I don't want to enable autostrut because I'm an uptight purist. But I will if somebody can tell me there's no other way to fix this. It's the ship in my pulling asteroid question but I think it's too dark to be helpful.
  14. I noticed you can stack heat shields and the ablation number grows appropriately. I didn't test it though. Wait, I just saw you said no heat shield. Never mind on that. Engines are pretty heat resistant.
  15. This setup produces the expected thrust but zero dv. Is this normal? The same ship but the claw on the other end pushing has the expected results (just difficult to steer).
  16. hahaha. I'm actually doing some work coding right now and alt-tabbed over to the forum for a sec and when I read this I still didn't get it. I had just turned on the debug flag a few minutes ago too. I was thinking, "Oh cool, I'm going to have Jeb put a flag in the Mun later." I guess I'm slow.
  17. I strongly suspect this is a time-out and not a loading time. You're computer/application is just sitting and waiting for something. Something that will never happen and then after some set timeout period it gives up and continues. Scientific method -> remove all your mods, load the game. If no problem then start adding 1 mod at a time until you hit the problem.
  18. As a noob I've been struggling with this too. I finally came up with something simple I'm happy with. The asymmetrical landing gear pitches it forward on touchdown and then the stack decoupler to get rid of it. The little tank wasn't enough to land on Minmus so I had to xfer mid-landing. I'll could leave it off completely but then need another solution if the station part is not a fuel tank. Side note: Driving on Minmus kind of sucks. Can't stop or turn without weird stuff happening, but then you can right a vehicle with just the reaction wheel.
  19. Clamshells: I've had large clamshells not come off and get stuck in other bits. The same settings for non-clam ejected properly. I suspect there's no affect of half a clamshell stuck other than it annoyed the excrements out of me.
  20. Say whaaaat...? KAC even has the transfer windows per-programmed. Super assume sauce. Thanks!
  21. The antenna might not be but the probe core is using electricity. Even in hibernate mode it seems to use a very tiny amount.
  22. 4 minutes is not too long. I've done 20+ minute burn with a xenon power probe. PS, 20+ minutes wasn't by design but I wasn't giving up either.
  23. Say the magic window to another planet is 1 or 2 years ahead. How can I just skip to the date without having to watch the date or even worse accidentally go way past the date and have to start over?
  24. For the "cruise" stage my Duna station/lander is 34 tons with 9 nukes and 5,200 units of fuel. TWR is 0.64.
×
×
  • Create New...