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sojourner

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Everything posted by sojourner

  1. This one was coming in twice as fast with less fuel, they categorized the landing attempt as a "suicide slam" so, yeah.
  2. The one that landed on land had a some brief fire after landing, but not like this. may be some fuel residue or at worse a stuck valve.
  3. On a week night, and they all have to work tomorrow.
  4. JCSat launch delayed 24 hours due to weather.
  5. Good to hear you have the problems all solved with crossfeed. You make it sound so simple. You should call Elon.
  6. Ah, thanks, yeah, don't know why I didn't think to google first.
  7. Hey, back in the early days of KSP there was a graphic going around that portrayed the d/v required for all of the planets and moons in the game. I was wondering if anyone had an up to date version of that? It showed everything in a "tree" arrangement and you just followed the branches of the tree and added up the d/v listed as you went along to get the total d/v for your destination.
  8. Elon tweet that the new numbers for Merlin are due to refinements in the margins they use. AS more real data has been collected they've been able to decrease the "safety" margins and push the engine to a higher thrust.
  9. the side boosters are definitely a different size than the core stage and not interchangeable.
  10. What aerodynamic cone? The core has the second stage above it. The FH core has structural differences to allow for the side boosters and (depending on the artwork we've seen) may be taller than the standard F9 core.
  11. Ah, damn, yeah, I read like the last five or so pages of the thread and there was talk of it working again in 1.0.5, but I didn't see anything saying they didn't work in 1.1. Oh well.
  12. How do the robostruts work? I have the 2.0 final core of IR installed and the v02 beta release of these parts. I've placed several of the different robostruts (the base, the grappler, the strong strut and the weak one) on a test craft and when I go to the pad and right click on any one of them I can't seem to find any function to allow me to unattach and reattach them? I know IR is working because I am using it with some rotational parts from the Discovery 2 mod.
  13. Hey, I see a "commit" on github with what looks like the fixes to Kerbal Atomics 0.2.0. How does github work ? Is there some automated process that will run on github to master the commits?
  14. Destroying something is a lot easier than trying to capture it. Sometimes, in order to win a war you have to worry more about stopping the aggressor more than getting anything "from" him by winning.
  15. A large space colony wouldn't be able to move fast enough to dodge a "rod from god" approaching at relativistic velocities. The detection time would be far too short.
  16. A space colony is more fragile than a planet.
  17. Ah well, no biggie. think we've derailed the thread enough anyway. Cheers!
  18. Really? I had at one point to edit the cfg's to change the engine fx modules to get them to work when KSP went through a revision. That was about the same time that I started having trouble with the d/v readouts. They'd be incorrect in the VAB but correct on the pad. I think it was when the atmosphere handling was changed in KSP. I also have 2 versions of FTMN installed one with an earlier set of models and stats and one with the later models and stats, just for the variety.
  19. He did? Boy, I'm glad I brought it up.
  20. Oh, and just to add, some great engine models in this mod. I've been using FTMN rockets mod since it came out (even cobbling the cfgs to keep it working in later versions of KSP) and have kept my eye out for new good looking nuclear engines. These fit the bill nicely and will be handy since my cobbled FTMN's never quite worked with the d/v readouts in mechjeb.
  21. Ah, thanks for the quick reply. I'm just happy to find out I'm not doing something wrong.
  22. Hey, just did a clean install of KSP 1.1. So far the only mods I've installed are the latest dev build of mechjeb and now the 0.2.0 release of Kerbal Atomics. My issue, and this may be a total noob/airhead thing on my part, is that all of my fuel tanks no longer have any fuel either listed in the description or on the pad. This includes the tanks that come with the standard game and the mod. I've tried every combination of keys in the VAB while clicking on a placed tank to see if I could add fuel to it, but I don't even get a dialog box for the part. What am I missing?
  23. "Rods from god" - google it. You don't need huge asteroids to do damage, just give something enough d/v and it will kill.
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