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pantheis

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Everything posted by pantheis

  1. I just realized I said "relay" mode, but the power pile is actually in transmit mode, the relay satellites are in relay mode, and it turns out none of the satellites show "connected" to anything, but do work. I do wish each satellite would show ON that satellite what else it was seeing in relay mode. I didn't realize everything was working until I went to launch a test craft and it showed it was connected in receive mode to 1 "Satellite" (the on ground power pile) and 1 "relay" which was a relay satellite overhead.
  2. So I was beginning to setup a microwave power network and I noticed something I'm wondering if I should be concerned about... I have a massive reactor setup about 3km outside of the space center, with the unfolding microwave transceiver set to relay mode (confirmed). I launched three satellites into an equatorial orbit, 700km up, offset by 120 degrees from each other. They all have the regular microwave transceiver set to relay mode. None of the satellites show connected to any relays. Shouldn't they?
  3. Or, I'll just build the rocket myself, which I did. Why launch multiple things when I can go fully kerbal and just launch 500+ tons of space station all at once?
  4. I just found this and figured, what the heck, I'll give it a go. I think there may be a bug with trying to figure out a rocket to launch really heavy payloads. I have a 470 ton station I'm going to launch all at once, but this doesn't seem to be able to find any possible options. I've checked the KW parts (as I have those), increased the max stages to 8 and max stacks to 6, tried checking/unchecking engine clustering, asparagus fuel routing, etc, and all that happens is the "invalid" count is screaming up by just under 100 a second. If I drop the payload mass down to 100 tons, I start getting multiple rocket options. Ideas?
  5. This, right here. It's literally so bad that if I'm looking down at the water on kerbin during launch, my time turns yellow and it runs at about 1/4 real time. If I pan up to look at the sky, it goes back to green and runs real time. Would this mod fix this?
  6. Tempted to record a video of me in orbit with this music blaring and post it, repeatedly, just because of this. I strongly dislike trolls.
  7. This, really this. I would love a hover rover that I can tell to stay a certain distance above the ground.
  8. This looks awesome! The only thing that I would love to see is a rescaled version for the 3.75m size. Any chance of that?
  9. I stared at these for hours trying to read them and utterly failing. I have no idea how to read them.
  10. Thanks to all of your help! It's a little back heavy, but flies, and lands!
  11. Thanks everyone for their ideas on the thermal turbojet. Were the phased microwave arrays designed to have to point at each other to work? That seems like it would be an unworkable solution in KSP where you can't force craft to stay aligned to each other over great distances. I setup a large (3x 3.75 fission reactors) rover that I parked at KSP, stuck a phased microwave transceiver on it, set it to transmit, then went to launch a craft with a receiver on it. I noticed that I was getting no power until I put the receiver on the side of the craft facing where I had parked the rover. A similar experience happened in orbit where power received changed drastically depending on where I was in orbit over KSP. While I agree this is more realistic, I'd like to know how power transmission can be at all useful with this limitation?
  12. I don't have fusion reactors yet, just fission, and with a plane consisting of the smallest single person cockpit, a 1.5m inline radiator, a 1.5m fission reactor, a thermal turbojet, stock delta wings with stock control surfaces added, three landing gear (two back, one forward), two radially mounted stock air intakes and one center rear tail fin, I get 12kn of thrust and barely can get above 60m/s, it just barely flies, barely. I have no idea what I'm doing wrong.
  13. I tried to build a fission powered airplane using the thermal turbojet and could never get it producing enough thrust to get enough speed on the runway to take off. I tried all three sizes of nuclear reactors, multiple reactors with multiple turbojets, large and small wing sizes, etc. I got this idea after seeing Scott Manley do it in his KSPI youtube series, but wasn't able to come even close to duplicating the plane with science. Am I doing something wrong? Is it because he was using FAR and I'm not?
  14. Ah HAH! This is why my kerbals wobble like crazy in the rover I built! Thanks for the work around!
  15. This looks awesome! One thing I'd like to see is an option to have the bar colors for the various resources go from green to red as they get depleted so you can tell at a glance, not only from the length of the bar, but the color, about how much you have left of something. As it is, this mod is definitely going on my list of "must-have" mods. Add in the ability to completely disable the default resource list and move your window around and it would be just about perfect!
  16. I'll have to check out how many G's I'm pulling on those turns, but what concerns me most is that even minor acceleration or braking causes the kerbals to rubberband in their seats.
  17. My guess is the Kerbal Joint Reinforcement mod may be playing with the joint strengths of the command seat -> kerbal interaction. It's also possible my rover somehow has some clipping happening, although I'm not quite sure how. I'll play with it a bit more.
  18. I tried to use module manager to add SQUID to the command seats, but all that ended up happening was the game crashed. It was late and I haven't revisited that idea yet. If it works like I think it should the kerbals should be quite stuck to the seats.
  19. The command seats are positioned flat against a structural plate in an upright position. They don't seem to be clipping through anything nor do the kerbals that are attached to them. The kerbals themselves rubberband around near the seats with even slight acceleration / braking though, so something is definitely a bit off. I was expecting the kerbals to be very rigidly attached to the seats and not move around at all.
  20. I suppose I over-engineered the rover. It's capable of a top speed on Kerbin of over 20m/s on level ground and can turn very quickly without risk of flipping over. I guess it's just too much for the seats to handle. Other than driving around slower (boo!) any other suggestions? Anyone know of a command module style mod item that's small enough to fit in the space that the two command seats take and has a forward looking window with the hatch entry on the top or sides (not rear, that's blocked by other stuff)?
  21. I've built spaceships, I've landed on various moons and planets, so I decided with "Science!" now available to try my hand a building a rover. And I did! And it looks and drives awesome! Very low to the ground and very stable, very sturdy... except... The blasted kerbals keep flying out of their command seats while I'm driving around. I see them rubber banding around in the command seat and after a tight turn, one (or both) of the kerbals go flying out of their seats. Checking the mission log it shows "structural failure between Kerbal and Command Seat" (slightly paraphrased). How do I keep my kerbals in their seats?
  22. I love this capsule and I really want to use it for a lander, but I'm having some issues with ladder placement. I cannot seem to attach a ladder directly under the crew hatch as the underside slims down to 1.5 meters. I'm finding myself constantly wishing the bottom was 2.5m. Any chance for a really nice integrated ladder or (even better) a 2.5 meter version of the capsule?
  23. I was playing with landing a 16 science module lander on moho but never quite got the craft built the way I wanted. That said, what orbit is the "optimal" science orbit for moho? Don't you generate more on the surface?
  24. Should the 2.5m fully upgraded plasma thruster being powered by a fully upgraded 2.5m antimatter reactor and generator be eating my antimatter by multiple units per second? It seems like it BLOWS through my antimatter like it's going out of style...
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