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biohazard15

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Everything posted by biohazard15

  1. Hi Rowsdower! Couple of questions here: 1) We already know that some mods will work on 0.23.5, and some won't (Unity update and all that). So I presume complex things like MechJeb, FAR or KJR will require updating - but what about simple part packs like KW, NovaPunch or FASA? Is there some new strings in the part.cfg, like in 0.22, or we will be able to load use our modded rockets without any problems? 2) Speaking of mods - how much RAM will 0.23.5 use?
  2. Lolbster said that docking ports have stiffer connections than the claw.
  3. So let's do some summary... New parts: - Three 3.75m fuel tanks, roughly the same size and capacity as KW or NP 3.75m tanks - 3.75m Engine #1: roughly based on F1, 2500 kN, Isp 280-380 (or 380-280, depends on source) - 3.75m Engine #2: based on RS-25 SLS cluster, 3200(?) kN, Isp ??? (sorry, didn't catch it). Doesn't have an attachment node on the bottom - Long 1.25m SRBs, based on Space Shuttle\SLS SRBs, 2000(?) kN - 2.5m LRBs, based on SLS boosters, ??? kN, you can add a fuel tank on top - 3.75m-2.5m adapter - 3.75m decoupler - Launch escape system - 1.25m for Mk2 capsule, burns for a very short time - Advanced grabbing device aka The Claw - 1.25m part, can connect to anything except planets, has a "Free Pivot" option so you can rotate your tug to line it up with CoM Asteroids: - Appear as "?" marks around Kerbin in Tracking station, they have "Signal strength" meter which is basically a countdown until despawn - Select it and turn on tracking (new button), and they won't despawn - There is 5 sizes, A being the smallest (few tons) and E being the biggest (3000+ tons) - Intercepting them is hard, you need good timing and highly inclined launch - You cannot switch to them until you flew to them - Once you grabbed them with the claw, you can deliver them to any place you desire (make a magic boulder, for example) - They doesn't have any special reentry or impact effects, as seen on Pleborian's video Other things: - You can timewarp at space center and tracking station - You can delete your maneuver node using small "X" button at delta-v counter - Use two blue buttons at maneuver node planner to advance time for your node (one orbit per click) - Looks like part connections are stiffened (not so good as KJR, but better than now) - You can tweak lights' color (R,G, in VAB\SPH - Looks like engine had been updated, so expect a better performance (some mods might require updating, though) - You can choose to display your flag on some parts (Mk2 pod confirmed)
  4. There is two places that is relatively safe: 1) Low Joolian orbit - set a base here, if you wish to explore inner moons (Laythe, Vall, Tylo) 2) Orbit between Tylo and Bop (but not too close to Tylo!) - good for exploring outer moons, also good for return burns (again, set a base here - you may do science from inner base, then transfer to outer base, refuel here and fly back home) Never set your orbit between inner moons - this almost always results in collisions with them.
  5. Nothing unusual for anyone who installed KJR. As for SLS, I'm interested in engine mounts - are those integral with engines or they are separate parts? Other parts - well, we've got KW and NP for all super-heavy rocketry needs, so nothing new here.
  6. MJ can't pilot a ship which isn't "normal" in some way. Jet-powered lifters or landers, space shuttles, asymmetrical constructions, uneven weight balance, landing on Gilly - things like these can be done only under manual control.
  7. Same as any command pod - indefinite. You need to bring the camera close to anomaly, less than 1km I guess. You also need it to face the anomaly. Then start making pictures.
  8. The one sad thing about PlanetFactory is that it breaks Science Archives. I don't know why this happens (and fixing that doesn't seem to be high on Krag's priorities list), but if it's because of unset ScienceParams - if you can make such fix, that would be great!
  9. My upper stages usually feature some sort of deorbiting mechanism. If deorbiting can't be done, I try to eject it at "graveyard orbit". Removing debris through tracking station is fair only when it's periapsis is in atmosphere.
  10. For EVA drill and EVA laser inspiration, look at this and this. They actually can be made into one instrument - a "Kerbal-portable Penetrator 9000XXL": - it's heavy (0.5 t at least) - do science and take data through right-click menu (there should be a warning when you try to put it back into container - "Take your Science or lose it!" - can be used on planets (you can just pack the thing into KAS container, then, when you're arrived and all set, grab it and do science) - jetpack must be activated before using it (you don't need to make a dedicated handles for it) - it consumes your EVA propellant during operation (2 units for each try - so park your ship close) - two different animations for surface\space operation - like current drill modes: surface - drill\lase downwards, space - drill\lase forward That, of course, if all those things could be done at all.
  11. Part packs generally doesn't slow FPS, although if such pack uses large detailed textures, it can. Plugins, on the other side, require some amount of system resources. For example, MechJeb may slow down FPS if you open many windows. Or SCANSat - it's like 5 fps during map rendering process (It won't lag once render is complete though).
  12. New RPWS looks good! Some ideas... 1) Custom probe\rover body. AIES has nice probe cores, but stock RoveMate... well, let's just say it's definitely NOT a match for your parts. 2) We know now that ARM update will add asteroid science - Kerbals can go EVA and take samples. How about KAS version for drill and laser? (Of course, if it will be possible at all to run any custom experiment on asteroid.)
  13. The day NASA Pack released will be like a birthday for Danny
  14. 1) Your rover is too short, and your wheelbase is too wide. That means HUGE problems with braking and turning, especially in low gravity environments. 2) As Taki117 said, your initial 6-wheeler is a good design. Just don't use M1 wheels (actually, you shouldn't use M1 wheels in low gravity at all).
  15. And I've just completed a 2-year "Find the Kraken" mission to Bop. Damn
  16. That's the way RTG works for now in KSP - an infinite power supply If you want "finite" nuclear power sources, try mods like Near Future Propulsion.
  17. 10-ton generator that burns fuel and outputs 15Ec\sec? Thanks, but no thanks - I'll just use NFPP nuclear reactors.
  18. I love your parts! Had some fun with the drill yesterday: Landing gears act as jacks (the drill hatch hits the ground without them and jerks the vehicle. As it turned out, this wasn't a big problem on Minmus.)
  19. Bug report... There is a typo in part.cfg for Magnetometer: dataIsCollectible instead of dataIsCollectable. This prevents EVA sample retrieval.
  20. Nice little craft, I'll definitely make some use of it. However, the install itself is QUITE messy. There is 7 folders for one mod, and there is many "trash" files (example crafts, flags, etc) that should be removed from install. Also, it might be a good idea to put it all in one folder, or updating it will be a pain in the @ss.
  21. Those models and descriptions are brilliant! Can't wait for this mod.
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