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About wkwied

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    Rocketry Enthusiast

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  1. Unless you chose to limit yourself to never reclaiming vehicles, then there is no good way to go about that. Land your warp rocket at KSP and reclaim it. You still recover it, and if you are playing career, if you land right at the space center you recoup most of your costs.. Realistically, you can't make a multi use rocket (SSTO or not) without reclaiming it and doing maintenance on it. Even the space shuttle has to be brought back into the hanger to be refurbished and have the payload reloaded...
  2. You can always make a reusable launch vehicle with a warp drive (assuming that you have it). It is really simplistic to make a SSTO with a warp drive and let it be reusable. Can put even a tiny payload into orbit virtually anywhere for almost no dV costs
  3. Two questions I have for you. - If you just stay in atmosphere, at/around 10km, do you still lose output? - If you cheat into orbit and then do a long burn, do you still lose output?
  4. I simply will not use the Orion mod (if that is the one I am thinking of), because it is so, so incredibly over powered. I've been trying to use the Interstellar Extended mod to build a nice, easy to control, SSTA with or without warp. For sure I can get there, it is just I've spent the fast majority of my time building funny ships that don't work... or can't land and take off :|
  5. Wow I was devastated when I saw this was taken down. Now I'm glad it is back! ...and I'm still playing around in LKO with KSPIE trying to make a super ship that can do everything..
  6. I'm not that good at building rockets. But I really, really want to do a grand tour of the planets in this mod (even if takes me 20 minutes to load it!) So I would kindly ask, does anyone have some craft files they can share they have the ability to do a grand tour, or close to a grand tour, to the planets in this pack? Ideally, using the KSPIE mod. Many thanks
  7. More or less, all the fuel and cargo tanks added by KSPIE allow you to change what is in them by clicking the context menu in the VAB. Some tanks also let you change what is in them while in flight, via the alt menu, as long as the tank is mostly empty. This is done via the interstellar fuel switch which should be included with KSPIE
  8. If MJ is not in the resource window, then nothing on the ship requires MJ
  9. Is there any particular version of CCK? I'm running 4.1 (for 1.6.x). Think an update will fix this? Thanks
  10. Is there anything additional needed that adds the OPT parts in their own category? I have KSPIE, B9 wings, and Kerbal Attachment System, and they all have their own category, but OPT does not. This makes locating parts difficult unless I look in the 'all _' section, or search for OPT.
  11. 1,000 EC, electrical charge, is 1 MJ. It can be freely converted between the two.
  12. Oh joy. I only found this last week, and now it is coming tomorrow? Whoopie
  13. I'm running the latest version of the mod and game with other mods, so I'm fairly sure this isn't a problem with KSPIE. Consider disabling a few mods at a time to see which one is causing this?
  14. There can be a dozen reasons for that. The calculation in the VAB isn't 100% accurate with how modular and variable KSPIE parts can be. Accurate dV and TWR will be displayed when you are in play. For the engine, there can be a bunch of reasons. Correct fuel? Enough heat management? Engine connected to reactor? Just saying 'IT DOESN'T WORK' doesn't help. Provide more information