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cy-one

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Everything posted by cy-one

  1. I'm currently doing some comparative stuff with an unpatched, stock nerva (and other stock engines), the cryo-engines and the kerbal atomics engines, to figure out how they fit into the lineup... I've come to a few conclusions, but would ask for corrections and additions from you guys... I'm not thaaat good with such things, so... that's why I ask XD Comparing them side-by-side is a bit difficult. Cryogenic Engines compared to stock engines seem to cost something like 60-70% more and take up about 50% more in tankspace, but also get a bit better TWR in that case. But I wonder the application of that... It's larger, more expensive (even excluding energy-generation for the tanks), a bit lighter and stronger... But the same result (acceleration and dV) can be achieved with stock chemical engines for less cost and size. Kerbal Atomic engines compared to an unmodded NERVA are 6 times larger in tankspace, cost double as much as the same stock-solution and weight about the same. Again, I'm a bit lost for the application when the KA-engines need that much more volume (which you could ignore in space, although x6 is still ludicrous) and cost double as much as the same stock-solution. To get those "numbers", I built a small benchmark-ship (2.5m pod + Jumbo as payload) and aimed for a TWR of 0.4 to 0.5 with dV of 1900-2000 m/s). Compared where different arrangements of (Sq) NERVAs, (Sq) Swivels, (CE) VL1-Volcanoes and (KA) LV-100 N100 Neptunes. I think I am missing something... Maybe larger (2.5m, 3.5m?) Cryo Engines / Atomic Motors have a better performance? But on the other hand, so do some stock engines... I'm really confused. I like the look of Nertea's engines, but at the moment (well, see above), I don't see a way of profiting from them...
  2. I think the flight path is very important.. as I had trouble getting my scrams to work even at 1.4 km/s
  3. This is not a "get it done" bothering reply, but is there an eta on the 1.2-release? Just asking, wondering if I should install it manually now and switch over to ckan once possible, or wait.
  4. Just out of curiousity... What does someone do with this?
  5. Thanks for pointing out my stupidity and lazyness
  6. What are the operation parameters of the Scramjet? I'm currently playing around with it, but it's kinda.... every time different at which speed/height it can activate. Fun thing though. Blew up my cockpit due to overheating at [email protected]/s
  7. 1) Clearing the browser cache didn't work 2) alt-clicking on that arrow-box (looks like it's meant to move the quote) doesn't do anything 3) strg+a doesn't work 4) clicking the box and hitting delete worked, but I don't know if it will continue next time.. Won't make a test-post, but will report back once I write in the MKS-thread again.
  8. I don't know where to put this, but I have a very weird problem in one specific thread Each time I answer in that thread, my reply-box is pre-filled with an older post of mine (including a quote). I can't remove the quote. Help?
  9. I'm a bit confused about solar panels. If using non-animated panels like the stock ones to build a huge "pane" of static panels (for a planetary base, for example) ... That wouldn't work, would it?
  10. how "fast" does that "update"? If I reclassify a prior station (like a fuel depot) as satellite... if I go back to mission control, would the mod then think there's no station and (other requirements met) offer me to build a station?
  11. I second this. Maybe even just some akita-yellow "warning stripes" (visible when docked as well) would help a lot.
  12. The FAQ isn't really clear on this, what exactly defines "(NOT)a station in orbit"? Is a station an object with a docking port, a kerbal-capacity of 4<, a cupola and a science lab? Is it anything that is ingame "classified" as station (icon on mapscreen)? Also, of course, thanks for the quick answer
  13. I also have a few questions, some regarding USI-stuff - Which Docking ports are supported, just stock or also stuff like B9's monstrous thing or other modded ones (I think NovaPunch/KW Rocketry/SpaceY also have some over-2.5m-ports) - What defines a habitation-module? Are MKS-Tundra-parts supported for orbital stuff / the other MKS-stuff for planetary? - What defines a cupola? Just the stock-one, or also something like the MKS/USI-LS-cupola? - What happens if I accept and decline/fail a mission, can I re-accept it? - What happens if I accept and do a mission, but deorbit the station afterwards, can I continue after I built a new one? - I don't remember the requirements correctly, but what happens if I already have something in orbit? Like an unmanned fuel depot, or a scan(or comms)-satellite?
  14. I love this, but I really hope someone with a good feeling for balance can make a "stock KSP"-Patch (via MM for example) for this... I don't and will never use RSS, but I'd love to use this.
  15. It's been a while since I played, and in Space Engineers, this is kind of a problem. When I have a craft with different energy providers (like solar cells, batteries and fuel cells/reactors), what's the "order" those get used by the systems? It would be logical to have the "infinite energy" first (aka solar cells), then the "storage of infinite energy" second (aka batteries) and use generators that use up resources to produce energy last... But how does KSP handle this?
  16. Sorry again. I learn best by "repeating the way I understood" So as long as ISFS (doesn't concern part-mass, that could still be tweaked with R&D) or TS (concerns everything, part isn't R&D-tweakable at all) "touch" a part (as in, have their functionality patched in via MM), R&D can't do it's work, correct? Therefore, if I am (for example) happy with stock pods and engines, but want my tanks to be scalable... If I remove TS from pods and tanks, those could still be R&D-tweaked (sans some tanks that might use ISFS)? Did I understand that correctly?
  17. I hope I'm not being stupid (English isn't my first language), buuuut... As TS "kinda" modifies all (stock) parts, would that mean that one couldn't use both TS and R&D, even if one doesn't change a specific part with TS? (and instead wants to use that specific part with R&D?) For example, let's say I boost the NERVAs fuel flow. If I never change the Nerva with TS... It still would "stay stock", as TS overrides R&D's fuel flow?
  18. I'm a bit confused about the incompatibility. I want to use the stockalike MK2/3 expansion, which in turn requires ISFS. Now, what exactly does that mean "in the end" for me? If I install both (KR&D would be installed manually), how does it work out? Can I R&D every part that has no ISFS-stuffy in their config? (like, for example, build a "unmoddable" craft out of MK3-expansion-parts, but be able to mod the stock engine it has?) What exactly would happen if TweakScale is added? In contrast to ISFS (which is only "added" to specific parts via MM), TS is added to all supporting parts (including stock, obviously). Would R&D work on every part as long as you don't touch their TS-functionality? Really confused. I can play without TS (although it's a bit meh, tbh), but due to some mods being dependant on ISFS, I can't really play without that...
  19. But where'd be the fun in that? Also, I do have the same problem, and i can confirm it's not ISFS, Engineer or something like that. But yes, it seems to be connected to the part count.
  20. Yes, with "like in the lab", i meant how your mod enables "training by time" in the lab... Which can be shortened or skipped by "training by money" if both mods are installed.
  21. Thanks for clearing that up Love the Konstruction-mod, btw. I just needed to figure out the Akima-parts arent in MKS.
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