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AndreyATGB

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Everything posted by AndreyATGB

  1. No, it makes it easier. KSP engines and fuels are extremely heavy for real world. Real mass will make dry mass significantly less, just like IRL.
  2. Yeah I agree but the huge rockets are just painful to control. Dynamic warp helps but it's still annoying, I'd rather fly inefficiently with MJ than fight the lag myself.
  3. That would be sweet but look how intensive this mod is right now. You need a ton of other mods to make it work (FAR, MF, PF for example) and it already uses 2GB RAM for me on startup, I don't think you'll be able to reliably make a real solar system AND rockets to take you there without 64bit.
  4. Didn't even notice that, to add to this looking at that TWR he should start at 0.2 and make it rather steep. What's the point of adding a gas giant without it being gas and more importantly, lacking moons. This mod really needs more planets if it's gonna be a real solar system and not just a rescale.
  5. StretchyTanks and Procedural Fairings. Your turn end is way too high, you should change it to end at 80-100km. By 50-60km up you should have a 100+ apoapsis and be almost horizontal
  6. Nathan, how did you get the clouds to work from the surface? They work on normal Kerbin but not on Earth.
  7. You can launch with MJ very well. Start gravity turn early at around 200m, end at 80-100km. Depending on the TWR of the rocket, the shape may go from 70 to 40 or so. If you've got a lot of TWR make the turn sharper because it's gonna be next to impossible to turn the rocket any significant amount once it goes supersonic.
  8. Those engines of yours asmi are making me slightly jealous.
  9. All I can say is...damn. I thought 10k dV would be enough for visiting anything, well it's not. It somehow go to Jool though and it's..slightly larger than I thought it would be. I guess I'll need to research some gravity assists from Mars. Also check out my Mach 1150 aerobreaking.
  10. Could someone explain what's going on with nuclear engines? With H2/LOX they have like 300m/s dV. Actually, I think I get it. It just needs to be gigantic but not necessarily heavier than before..
  11. Launch clamps are a lot better with Kerbal joint reinforcer mod. They still attempt to rip your ship apart, but I found them significantly better. For example 8 clamps at the bottom can hold my 3770 ton monster, it sometimes explodes, but just keep relaunching. You shouldn't use a lot of them, keep clamps at the minimum.
  12. That never happened for me, I know however 0.20(?) added two ways of doing symmetry, there's kinda relative to the whole ship and relative to part. In your case this would be part, because the clamps attach at equal distances from top/bottom instead of at the same place. Either that's what's wrong, or you rotated the part.
  13. It's really addicting I can tell you that much. Orbit is easy enough, but actually getting something to orbit is another thing.
  14. EDIT: NVM, Nathan replied. @Nathan I'd love you if you add F-1 support, it's such a great engine.
  15. I tried it but it doesn't work with the F-1 engine or more importantly stretchy tanks. It would surely help a ton (no pun intended) with the insane mass of the thing.
  16. I've made an apollo like lander, but it's damn hard to get to orbit. So far I'm 900m/s short and the nuclear stage on the CM doesn't have nearly enough thrust to get it there. Just to clarify, the payload to orbit is about 70 tons IIRC, the whole rocket is 3770.
  17. I don't see how much higher res this can get, it looks fantastic already. Playing KSP on max details, 1440p and max AA, engine looks by far the most detailed of all.
  18. Serious question, where can I find phase angles and ejection angles for the solar system? I can calculate them with the formulas sites like KSP Olex use, but that would become a pain quickly.
  19. I don't think there's any issues with the game itself, but the map view doesn't zoom out enough. I figure that's easy to fix, and with Nathan's extension to time warp it also might not take hours of real time to get there.
  20. yes, it was called dynamic warp. i really hope Nathan is making something like it because waiting 30 irl minutes for 1yr in game is a lot.
  21. It will but you'll have to eyeball the correct angle. Keep in mind you'll probably exit Ike at about 100 or so degrees from your original path, so you need Ike to be almost retrograde to duna's orbit, but not enough for your ejection angle to be screwed up. 1000dV is enough though, ejection burn is only ~600.
  22. Isn't quantum struts still incompatible with 0.22? It wasn't with 0.21 so I'm guessing it isn't with this one either. I haven't personally tried it but the comments on space port suggest it doesn't work with .21.
  23. Even though I think it's extremely underpowered, it's much better than a turbojet when it comes to efficiency. Already at about 30km it has 4k+ ISP, that's double a turbojet which you probably can't use at that height anyway.
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