Jump to content

Sarda

Members
  • Posts

    32
  • Joined

  • Last visited

Everything posted by Sarda

  1. I made a DERP with 2 bags of DERP Supplies on it to test how long it would last and for some reason it never seems to deplete any supplies. The life support window also says it has 0d of supplies on it even though it clearly has like sixty something available in the other windows. Then I made a 2nd DERP with a no-name instead of Jeb, window is now completely blank instead of 0d like the first pod had, the supplies still aren't actually going down. Edit: Also after four parachute assisted test landings on Kerbin I found the room for error on the DERP is REALLY small if you want to actually land it on the tiny legs, like anything more then maybe a 10 degree tip at as fast as 7ms will cause it to fall over. And it's to weak to even roll so I've tip landed and the hatch's been blocked since the DERP 2.0 apparently lacks the little arm thingy that pushed the DERP 1 over incase the hatch was obstructed.
  2. Every single time I start the game I need to delete the Karbonite cache and let it rebuild it because if I don't it will always have grey textures on the second load. It's the only mod that ATM seems to be doing this too.
  3. I just wait til NearFuture is updated it turns all the NERVA's from all mods into requiring Hydrogen and Energy like it does in RL.
  4. The capsule itself is way too top heavy; it's nearly impossible to keep the ablative shield pointed at the prograde short of mounting the SAS under the capsule then mounting the ablator to that (which doesn't really make sense) otherwise I can't find a way to keep it facing the right way. Also it's a bit odd... the new Nerva-type engine makes electricity, it should actually require electricity instead since it uses no oxidizer as the catalyst since fuel is being generically used as hydrogen. The way it functions right now is basically magic.
  5. Me and several people have been getting gray textures in Karbonite with this version of ATM, unsure who's end is causing it.
  6. The Derp parachute is acting really odd, it floats down at like a 45 degree angle and it if you land in water it kind of orbits the Derp underwater, kind of amusing to watch. lol, Doesn't effect functionality just a gfx glitch of some sort.
  7. Hmm... Small question, so how do I prevent the undeployed floatythings from being incinerated during reentry since they need to be positioned around the base of the object that's going to be landing into the water? They wouldn't be covered by the undermounted ablative shield were they need to be. Or are they flagged to just not burn up? That works too.
  8. Having the new ModuleManager.2.5.6.dll stops Tweakscale from adjusting how many resources are in a part.
  9. The Universal Storage Electron goes goofy if you accelerate time past like past the 6th speed, like its fastest at 6th and gets way slower at the 7th and even slower at 8th speed. Past the 3rd speed it shows 0% load most of the time, you can click it on and off and it changes sometimes, it's clearly working.
  10. Is there anyway to refuel Liquid Hydrogen in space, none of the mods I use seem to offer a solution for that. Once you got the Karborundum off Eve you can use it in the torch drive to get back to space. So just make sure your miner brings a full tank of 40,000 hydrogen and once you fill a 40,000 Karborundum tank you got like a hundreds of thousands of delta v and a absurd TWR.
  11. Yah, a long ship of modules you could sheer apart by rolling with those SAS. Their so strong just tapping the roll key causes them to jerk. Also, maybe it's just me but something I find I always have to jury rig for myself is I take a 5m Short Truss then mount 4 Outriggers in a symetry pattern to it mostly to mount fuel tanks or reactors and because that's mounted radially its not a very strong connection especially with the new super powered SAS so I need to strut the .... out of it so it doesn't tear itself apart when I turn. A single piece Truss for that would be amazing. The new 5m to 4x 5m connections doesn't really serve that purpose since I want to keep the central 'shaft' and their too close to each other for the large spherical tanks.
  12. While cool and all, I think you need to tone the Torodial SAS down a bit; with one on each end this thing can spin like a dreidel on command and that's with 2 million kilos of Karbonite on board. lol
  13. O wow your right, this is pretty easy, go go 5m Karbonite+ drive. lol
  14. If someone could make it work with all the Umbra Space Industry mods it would be amazing. lol
  15. The problem with the new FTT Reactor is; it burns fuel pretty fast, its huge and heavy, and you can't refuel it. In comparison to the Near Future reactors that last about 5x as long, and take 1/4 the space up and 1/3 the weight and can be refueled with their only drawback being they need a single heatsink mounted on it. Because unless I'm missing something if you power a craft with the new FTT Reactor you basically say the ship has 1 in-game year and then you need to crash it into the moon because its useless at that point. Also, yay new 5m engine.
  16. I wish Tweakscale worked with K+, being able to turn the 2.5m into a larger fusion drive would be nice, right now I just cluster them in sets of 5. lol Also I don't understand the solar collector at all, it needs to be under 2000m, but at that height you can't speed up time so its basically pointless. Even if you edit the thing so you can set the time warp to max, it still takes nearly a year to fill a FTT Karborudum sphere and thats with a grid of them. Is it ment to be a joke item, the rubber banana of KSP? lol
  17. Don't know if this has ever been asked but would it be possible to get some of the B9 tanks variants to be able to hold Karbonite? Most of my large B9 ships always stop by Jool with Particle Collectors to refuel and it would look more aesthetically pleasing then just sticking the tiny default orange tanks on the side of the ship like tumours.
  18. The connections between hanger blocks themselves is weak I assume then its because they weight next to nothing so if you have them in the center of the ship with heavy modules connected to them on the top and bottom it turns floppy. Try stacking 2 hanger blocks then put a couple blocks of RCS/Fuel/Capactor's above them and then the same below them, it goes nuts the second you launch. If this is intended then I guess you should only have hangers on the front and rear of the ship?
  19. I've been running into that with hanger bays, soon as the engines go on the joints at the hangers regardless of where their attached start rubber banding.
  20. Nope even with the two middle ones deleted they still overheat.
  21. So I was just playing around testing the Fusion Engines and honestly I'm confused at what makes them overheat. You could make a 2x2 cluster and the top left one and bottom right one will overheat but not the opposites. XO OX X= Overheat. OR You could do this... And 2 engines touching each other will overheat, but 2 other engines touching each other won't overheat, despite having the exact same mount pattern and attached to the exact same part.
  22. I really think the 3/4/6 Structural Hub Blocks need to be able to contain fuel or something, right now their large useless weights that I will use only as a last resort its more beneficial to just stick a useful module to the side and glue it on with struts then use the hub. The Reactors look really cool but sadly their basically pointless; Whether you have reactors or not you absolutely have to have Capacitor modules (and even the small ones hold such absurd amounts of electricity) you could burn thru the ships fuel 5x over on just a single capacitor even with multiple fusion engines. The large capacitor holds 147 Million EC, that's enough to fire a Fusion Engine in 2ndary mode for 9400 seconds/156 Minutes. It's doubtful your going to refuel a ship the size of these even once let alone 5 times.
  23. We'll still be mining Kethane instead of having proper resources.
  24. News about Resource Mining is never anything but disappointing. I have no idea how 1 man can do it so right (Kethane) and a entire company of people can get it so wrong. If it wasn't for Kethane, I would have nothing to do in the game. Career mode is utterly worthless to me, I couldn't careless for Multiplayer, give me things to do on planets beyond science, I don't care about getting imaginary currency solely to make the VAB/SPH catalog bigger. Lets see space bases have a purpose, lets have real resource mining, lets get the ability to build in space itself. Spend development time on that you'd make a hell of a lot more people happy.
  25. All 3 sizes of the radial attachments are set to probe level connections as well.
×
×
  • Create New...