Jump to content

jdmgto

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by jdmgto

  1. In my experience I could never keep a stationary fuel depot low enough in part count to not grind everything to a halt when I needed to use it. My Kethane architecture was a surface mining outpost -> Orbital tanker -> Fuel barge. The Fuel barge would then go where it was needed in whatever system it was in be it Kerbin, Duna, Jool, whatever.
  2. The 1.25m ones are fantastic. The 2.5m ones are as well but it can be hard to snag the science out of a goo container tucked way into one. Also, give yourself a couple of work lights in the bays so you can see what you're doing. Trying to pull science out while on the dark side of Minmus isn't fun.
  3. It's not too hard, but for someone who's already very at home in KSP it's just too damn SLOW. I've put space stations around Laythe, built fuel mining and refining infrastructure on Ike, sent Kerbals to the surface of Eve and got them back. Sub-orbital tourist trips for cash or flying a plane to take a few readings is mind numbingly boring. I've tried to get a career mode game going twice and have given up on it both times. Sandbox all the way. I've got some ideas. One of my favorite mods in .90 was a one click, grab all the science mod. Instead of having to EVA to grab everything I could just click the button in the command pod and suck all the science out of all the instruments and into it. Having to go fetch the science manually is annoying busywork, especially when you're doing a Minmus flyby with about 16 instruments.
  4. You have no idea how happy I am to find the nuclear lightbulb. It's been a favorite type of mine for a long time and I love it.
  5. I'm perfectly ok with old spaceplane designs being non-viable with the new aero system. Given the severe overhaul that looks to be in the works I think it might also uncomplicate things to not worry about the old stuff. Get the new system working and if it breaks all my old ships that's ok. It's beta.
  6. Wow, those are some nice station parts. Between this and FusTek I can't think of any other parts I'd be wanting to build with.
  7. Based off what I've seen with my kids, 3 and up.
  8. Definitely, regular play then flip it to screenshot and back again. Would be a huge time saver.
  9. I like launch speed to be inversely proportional to rocket size. Small single stage 1.25m rockets need to shoot off like bottle rockets. My big 800 ton monstrosities should lumber into the sky.
  10. I believe in high velocity disposal. And I consider the big impact crater on Kerbin to be a bull's eye.
  11. Made a course adjustment to get my Bop science lander on a good intercept with Jool. Took a crew from my Duna base on their short range rover to the long range rover. The DLRR broke seven of it's eight wheels on landing so the first thing my long range roving crew got to do was fix a bunch of flats before heading back to the habitat for system's checks.
  12. Yup I'm gonna replace the sample canister with a one kerbal lander can and shoot for a manned landing and return next transfer window.
  13. I don't mind the math check. It's just good practice to not take people's numbers for granted, certainly not when confirmation is this easy. Buoyancy is pretty easy to check given that a cubic meter of water weighs 1,000 kilograms. I agree. While fuel tanks should float many, many things shouldn't but still do. A solid steel grappling hook from KAS will float, in fact it floats so hard it won't even submerge at all when ejected straight down. I don't know how the mod was programmed, but as an end user I'm less concerned about an LV-N bobbing in the waves than I am a bouyant vessel turning into an underwater ICBM. Noted, this was a first run of the design. If you're going to be redoing the parts soon I will likely wait as I don't really care for the look of the radial tanks. I appreciate the offer but the thing is lousy with mods. I may strip it down as the cameras and chutes aren't going to affect the sub but I think B9, Firespitter, and Procedural wings would be needed on top of HL.
  14. I had it harsher but forgot I edited them out. I'm still of the opinion that the way the submarine portion of the mod works is very counter-intuitive. Namely, things that float in stock KSP are now submarine missiles crashing for the bottom. Again, the submarine I designed, if you remove the the ballast part, will float quite easily. Even if the tanks I used were full of fuel, they float. This is actually realistic. Even with KSP's massively overbuilt fuel tanks they are still buoyant. The two main tanks I used building this sub were the Rockomax X200-16, and the FL-T800. The -16 has a diameter of 2.5 meters and a height of about 2.5 meters. It's total volume is therefore about 12.25 m^3. So even fully fueled with 8 tons of fuel and it's 1 ton empty weight the tank should float. Emptied liked I made it the thing should barely be kissing the water. The -T800 has a diameter of 1.25m and a total height of 5m (roughly). Total volume is about 6.1 m^3 so even with 4 tons of fuel and it's 0.5 ton empty weight it should float. By virtue of being tanks they are by design water tight. This, in generalities, meshes with how these tanks behave on the water in KSP, they float. Prior to this mod the only way to get something to sink was to attach it to a Jumbo 64 which for some reason was unnaturally non-buoyant. So, coming from a position of someone who's spent more than a few hours messing around with buoyancy in KSP my assumption, and yes I assumed because my normal method of dealing with mods is to just start playing with parts and see what happens, was that I would attach the buoyancy parts to an otherwise floating vessel and be able to increase the apparent mass of the vessel until it would sink and then tweak the part until it was applying the right amount of extra mass to keep the ship under. This is the inverse of what worked with the balloon mod. It followed logically from how things behave in KSP and the real world. Something is too heavy to float in the air so you artificially lower it's density via balloon until the total vehicle is low enough density to rise into the air. Right now the way the submarine parts work would be like if putting a balloon part on your ship would cause it to rocket into the sky and you have to adjust the buoyancy to hold the ship down. It's highly counter intuitive. Now there are a lot of oddities with KSP's water which is attributable to it being a rocket game that for some reason has people wanting to build boats and submarines out of rocket and airplane parts. I don't know how the game is coded in the back end or what you have to do to make your parts work. Maybe this is the way it's gotta be to work, I don't know. Just saying, it's not working like you'd expect it to. On another note, would the part I used in my sub, the cylindrical 2.5m ballast tank be editable to give it enough buoyancy to make my sub work as is? A suggestion, with the buoyancy tanks you might also want to consider reusing some stock parts to make buoyancy tanks that mesh well with the look of the game. I think the cylindrical RCS tank and the Oscar B would be good candidates, especially the later for probes.
  15. As someone who documents everything they do via screenshots this is going to be a godsend.
  16. I had some harsh words for the submarine portion of the mod and the way it calculates buoyancy, namely flooding every compartment.
  17. Just to prove I'm not solely an ungrateful asshole, my two best missions utilizing Hooligan parts. Ballooning on Eve Eve Sample Return
  18. That's the problem, without the ballast tank this thing floats easily. Wait, why would it flood everything instead of just letting it remain positively buoyant and having the part from the mod negatively affect buoyancy until you sink?
  19. I'm having some issues with the submarine parts. I built this: Unfortunately the second it hit the water (via parachute) it went into a steep dive, got up to over 50m/s and exploded once it hit a depth of 600m. I have no idea what happened. I hadn't hit the bouyancy control at all. The CG is dead center of the buoyancy part.
  20. Used the mod and I'm currently ballooning on Eve. http://imgur.com/a/rk7lV
  21. Yes, these work just fine under 0.23, no need to downgrade. They continue to form the backbone of all my space station construction. Might I suggest a power module? Something dedicated with a large amount of batteries and a few RTGs?
  22. Just wanted to say that I'm really loving this mod. It's made base deployment's so much easier on other parts of Kerbal, Duna, and Eve. Combined drogue and regular chutes keep the part count down and the ability to control deployment lets me get things to the ground without worrying about chute deployment ripping them to pieces. Thanks for the hard work on the mod.
  23. It's a single player sandbox game. If you want to use it, use it. If you don't, don't.
  24. To hell with the digital age! We're going analog tonight baby!
×
×
  • Create New...