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  2. AVP and Spectra are one of my favourite packs. By the way you shouldn’t have both SVE and Spectra, they’re incompatible.
  3. I never said no turboshaft engines so yes. Although from my experience the power/weight of turboshaft engines is broadly inferior to that of optimized electrical ones. Not to mention that the torque on the aircraft is extraordinarilly high compared to electrical engines using magitech reactionless torque wheels. Keep in mind however you shouldn't use the jets to generate net thrust. "Race the the Island on Juno Power" is a completely different category than turboshaft engines.
  4. Oh hey Bradley Whistance, I didn't realize it was you at first until I saw the plane and I was like "I've seen this plane/egg/whatever before, was it on the Odyssey by Bill? No? Maybe?" I suppose your Jool "Lander" isn't really a plane either. >_<
  5. Here's my efficiency entry: starting mass: 5,955 kg. (yeesh, I shoulda left the monoprop in to get over 6t. Oh, well) Full album here: https://imgur.com/a/JUBSC3q For others who might attempt the challenge, here are a few things that helped me: Shock cone intake on the back of the flea, and offset into it, to reduce drag When building the craft, tilt the fuselage down by 2-3 degrees, and have wings level. That way, when you're gliding, the fuselage will be pointing directly prograde, which reduces drag Minimize non-wing parts. I filled a few of the strakes with fuel to add mass without new parts. Point straight at the island before launching. It's at a heading of about 118 degrees I used MechJeb's Smart A.S.S. as an autopilot during launch and glide. Launched horizontally, pitched up to 43 degrees once the craft hit 135ish m/s, waited for MECO, waited for speed to drop to 110m/s, then gradually tilted the nose down (again, using MechJeb) until I was at a -4 degree pitch. The 2-3 degree pitch of the wings meant that the wings were at -1 to -2 degrees--perfect for maximizing glide ratio.
  6. Hotel26

    What did you do in KSP today?

    Can't say for sure this is 1.7 because I think it (would have) happened in my Orbit world [1.6.1], BUT: I've noticed that if you use [, ] keys to cycle rapidly between nearby (physics range) craft, you may hear a Poof! in the background and a head count shows a missing ship. (I'm running World Stabilizer in my 1.6.1 mix, so that's a complication.) I've gotten OK at recovering the missing ship from a persistent.sfs (before it gets auto-saved over; or from a quick save) and splicing it back in to the current world. Sometimes I lay awake at night in my bunk thinking about a futuristic AI-based mod that just rides shotgun on KSP and thinks, "Naaaaah! No way. That should NOT have happened. Doesn't make any damn sense whatsoever! OK, I will step in and Fix That." You would perhaps hear an Unpoof sound and see a cheery caption at the bottom of the screen, fading out after a couple of seconds, "Don't Panic". I haven't yet concluded whether the mod should be called Fix That or Don't Panic... Serious take-away: don't cycle between ships rapidly, if that's what you are doing.
  7. dundun93

    How long will we go?

    113
  8. kerbalaviator

    MAD - Aerospace Parts (v0.6) KSP 1.4.5

    Will this ever be updated? I had a lot of fun with it in previous versions but can't get it to work now in 1.7.
  9. Unfortunately my Alt-F12 key has never worked. I believe this has something to do with my NVidia graphics card, but I've never been able to unbind Alt-F12 no matter what I did with my graphics card settings. That said, I was able to avoid the issue by waiting to make a normal burn until after I'd made orbit around the Mun. Perhaps it had something to do with the proximity to the SOI change as I was making this burn just a few minutes after entering the Mun's SOI. Hopefully, I can avoid these issues in the future, but my game seems to be working fine now. Thanks for the help.
  10. Today
  11. Later messages seem to indicate you solved your problem (there's a reason it's recommended to uninstall old versions of mods before installing the latest!) I do have a comment about your mission profile. This sounds like you're just hauling tourists to orbit. It also sounds like you have decouplers. Assuming you have radial parachutes may I suggest an alternative design that would provoke outrage at NASA but it will fly: Put your pilot in a capsule, put your tourists in the crew module (meant for aircraft but it works in space), take a heat shield and invert it and stick it on the nose of your rocket. Then attach a decoupler and a nose cone. Simply putting a capsule on top of crew modules is very prone to lawn-darting a heat shield on the front will create enough drag that it will slow anyway so long as it's not too long. If that's not enough you can provoke even more howls from NASA by radially mounting more crew capsules--each needs the shield/decoupler/nosecone setup but you can fly it with only one command pod (although if it gets big enough adding a reaction wheel is a good idea.) I have flown suborbital tourist contracts with a slab of 5 stacks of IIRC 3 capsules as one rocket. (Note: I modified the number of available contracts, with the stock game you can't have enough tourist contracts active to fill such a bird.)
  12. Very thank for sharing these tools. pretty convenience to manage the mod we download.
  13. Fraston

    Kerbodyne Engine Cluster Adapter...Balcony!?!

    @hazard-ish uses rover bodies as structural elements.
  14. Fraston

    Weather Chat Megathread

    Massive thunderstorm over north Texas (as well as my house) The thunder sounds like a huge cosmic gong.
  15. Very clever! I'm always impressed when I see people use parts in a cool decorative way.
  16. I archived my GameData folder including the mods, uninstalled the game, and did a fresh install with no mods, then added Stage Recovery. I loaded up the save game and attempted the contract and it worked perfectly, SR recovered 4 ships and all were counted as successes in the contract. The mission was successful. So I unpacked my archived mods over top of the newly installed game, excluding the old copies of Stage Recovery and its dependencies. Loaded up the save game again and attempted the contract... and it worked perfectly. Again SR recovered 4 ships and all were counted as success in the contract. I'm not exactly sure what to make of that, but happy to report it seems to be working again now. The only possible explanation I could come up with is that I had installed Stage Recovery or one of its dependencies targeted at an older KSP version. I don't think I would have made that mistake, but if I did I apologize. I'll be doing more tourist contracts in the same way in the future so I'll report back if I encounter the issue again. Very sorry for any noise. Thanks for your help linuxgurugamer. I really appreciate it.
  17. SuicidalInsanity

    [1.7] Mk2 Expansion v1.8.4.1 [update 4/23/2019]

    Log files are generally best posted via pastebin or similar. You said you aren't seeing the second atm intake on intakes; just to double check something here, If you go to /GameData/Mk2Expansion/Patches, do you have a Mk2X_AtmIntake.cfg? And a ModuleManager.dll somewhere in /Gamedata?
  18. Geonovast

    What did you do in KSP today?

    Full story at 11.
  19. djr5899

    What did you do in KSP today?

    Soooo....I've been working on Minmus operations for about a month. Building a few drilling rigs, adding a few rovers, an ore processor, and finally a larger fuel storage craft. Currently I have the following 3 satellites in geosync orbit around Kerbin 1 resource satellite around Minmus 1 relay satellite around Minmus, to help prevent signal outage zones 2 ore drilling rigs on the surface of Minmus (first two craft put on Minmus) 1 rover mainly for transporting ore from drillers to ore processor (3rd craft on Minmus) 1 ore processing craft 1 additional rover, just for moving fuel from ore processor to fuel storage rig Today, I finished building my fuel storage vessel, tested out the alignment of the docking port for transferring fuel to/from rovers, and launched the craft to Minmus. Landed great, BUUUUUUUT......big problem.....2 of my craft are no longer on the surface of Minmus. They are nowhere. They are gone. Not on the surface, not in the tracking station. No little pieces....just completely....GONE! 1 of my mining rigs, and my 1st rover used for fuel, ore, and monoprop moving, are both missing. AAAAAANNNNND, I was going to take a screenshot for this post, so I loaded KSP to my last save, went back to Minmus annnnnnd.....another vessel is missing, my second rover just for fuel is now gone. Thinking I'm not liking 1.7 very much. Very few mods loaded (KER, RCS Build Aid, X Science, & Surface Lights). Never seen anything like this before. Here's what is left now: I reloaded my save as I was coming in for final landing with my Fuel Station craft (already missing a rover and ore rig). It almost seems like KSP 1.7 can't keep track of more than 10 objects, including craft and debris. At least, that appears to be what I am seeing so far.
  20. You could! As long as you had a big supply of clean water and dry air. You'd get unfortunately little power out of it though, probably a AAA worth of energy for evaporating a full 250ml cup of water, after it's all told. The article's interesting... But I'm sorry to say they were beaten to the punch of pulling free energy from room temp water 75 years ago... By this, earth shattering invention: The drinking bird. They'll keep drinking room temp water forever so long as you keep their cup full and the air dry. You could even harvest energy from their bobbing, but... not remotely enough to be useful. Same as in the article! More sciency stuff:
  21. ThatGuyWithALongUsername

    N-body simulation software?

    Flung out 'nothin... look a bit closer at some of those encounters. I don't think Vall would have made it...
  22. Fraston

    Forum no-nos

    628 skipping in forum games, even though it makes it a rule with tau as the number.
  23. Fraston

    Jeb's Diner

    Here is your 3 green Mixels. I would like some LEGO cheese slopes.
  24. Jestersage

    Engine plate and Kraken

    Yeah, been trying to avoid it. Of course, anythign attached to engine plate is autostrut. I know it has been done. In my case, the Butalae octa (ie Saturn I clone). In the case of other's Luizopiloto's Omega M1. Yeah, he have struts. Also, @klesh I found that if I copy you el-quicko, then it does not fall apart.... but when it flies it exploded.
  25. Laie

    Engine plate and Kraken

    Suspecting a case of symmetrical parts spazzing out and starting an ever-worse wobble, I have to ask: have you tried struts?
  26. shdwlrd

    [1.7.x] Pathfinder - Space Camping & Geoscience

    I can't speak for Angel, but Roverdude likes to break his mods without warning or explanation. I've used MKS for a while and stopped because I got sick of the updates blinking out or breaking my bases and stations. I still use USI:LS but I use the parts and converters from the mod along side of Pathfinder. The only thing you will have to do is create a patch to add habitation time and supplies to the Pathfinder parts. If you want to use MKS, build the two bases separately and use WBI distribution for resource transfers. (You may want to do the same thing with supplies creation for ground bases too. Plus USI resource distribution doesn't really make sense.) That way if the bases gets blinked out of existence, your only real loss is some buckboards or tundra modules. PS. You may have to remove the dependency for the MKS parts to be manned.
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