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Whovian

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Everything posted by Whovian

  1. Okay, another question. I hit the space bar when I shouldn't have on one of my LKO refueling runs, and force quit to try to revert to a point before I screwed it up. I was successful. Hoping that's okay, since it's basically a quicksave/quickload without the hindsight. I already sent off my mothership to Jool so I can't do another rendezvous with it in penance, but my refueling ships are still in LKO if I can send up another thing to rendezvous with those in penance. Basically, am I disqualified, and if so is there any action I can do to undisqualify myself?
  2. Does this have docking ports? If not, may I suggest adding some? Maybe RCS too.
  3. Are stock informational "cheats" like the temperature overlay allowed?
  4. Boring refueling mission I've got one more refueling mission and then I'll be headed to Jool! EDIT: For some reason the image titles and descriptions aren't showing up with this embedded album; I suggest you view it on imgur.
  5. Another quick thing: with Distant Objects, Pluron/Khato seems to be the brightest object in the sky other than the sun:
  6. The OPM bundle; the full download also includes the RemoteTech expansion. (BTW I'm guessing, but the OPM bundle seems to have all the OPM stuff.)
  7. This still work with the new release of OPM? Is there anything I need to do? The locations of the .bins seem to have changed.
  8. You seem to have missed the point. Very few people can multiply by 2000/144 in 1/3 of a second. Everyone can multiply by 10^n for integer n in 1/3 of a second. Metric makes unit conversion require no thought at all for people who work in base 10, while the imperial system has seemingly arbitrary conversion rates that make it rather bulky and distract from the task at hand. The appeal of metric is that it makes unit conversion problems easy, ergo peadar's post. Whether calculating volumes of cylinders is easy is completely irrelevant to this. If I made you multiply 7 by 8 using only Zeckendorf representations of numbers, would the fact that estimating the Gaussian integral is just as easy in base 10 as with Zeckendorf representation subtract from the fact that Zeckendorf is extremely impractical?
  9. Longtime player of both, so hopefully I can answer your questions. They're both excellent mods btw. KSPI has its own, fairly versatile ISRU system (not sure if they merged it in any way with the stock one), while NFT has none AFAIK though this may have changed with the 1.0 update. They're more like extensions; KSPI is much closer to a rework though. The only modifications to stock are that KSPI requires you to add radiators to long-term missions relying on solar power and modifies the seismometer, whereas NF halves the stock ion engine's thrust to keep it in line with its own balance and has an optional module switching stock nukes to using its own liquid hydrogen resource rather than stock LF (at least last time I checked). Now on to what they add. NF is pretty stockalike in its mechanics; the only really new things are the reactors, and those are relatively simple. It basically just expands on the ion engines a lot, with supporting power generation and storage. KSPI is more in depth, adding a much more complicated system of energy production, heat management, and energy usage, along with some complicated engine mechanics, warp drives, and a minor overhaul to the science system. I'd personally go with KSPI, but only if you're willing to deal with it being really complicated. And keep in mind that KSPI is a whole lot more overpowered, though NF is also fairly overpowered. CTT's gonna have empty branches pretty much no matter what, since there are a few branches intended for specific mods which take a bit of tracking down. I'd install it, since it's pretty good anyway. Not sure what their tech trees look like without it, but they're probably serviceable ones. Nope. The best demo for KSPI I'm aware of is Scott Manley's video on it, and I know of no good one for NF.
  10. Historian acted up and I wasn't sure how to have good "style" in toggling it. But here's the launch. Fuel gauges are hidden by Historian (again, still figuring out how to use this thing properly), but you can still see how much of each resource in the stage is left via Alternate Resource Panel. I'll upload the first in-orbit refueling mission soon.
  11. I don't know much about getting things to work (I'm more of a Module Manager kind of person), but can you post your .cfg file?
  12. Okay, asking the following questions regarding exactly what the refueling mission is allowed to do in case I need one. My understanding is that I can't do anything that couldn't be accomplished just as well with manually editing the save file to increase fuel levels (such as using it to push things around)? Are multiple dockings allowed; i.e. can I treat it as a refueling outpost or is it just a one-transfer deal? And is assimilating it into something to serve as an external fuel tank (probably to be discarded later in the interest of saving mass) allowed? Does it need to be single launch?
  13. Thanks! There are 5 landers; my plan's to leave the mothership in Jool orbit while the landers go off to land. Valentina only needs to get back into a non-impact trajectory, as there's an ion ferry with plenty of fuel to take her back to the mothership. (Come to think of it, I could have probably used the ion ferry as my Bop/Pol landers, saving a bit of weight. Ah well.) The transfer's going to be done mostly with nukes (hopefully my use of Heat Control will keep things from blowing up), but the last stage of the launch vehicle, after refueling, can be repurposed as a transfer stage with more than 0.1 twr, which is a huge plus over the nukes.
  14. Just realized the fairing in what I'm hoping will be my entry clips slightly with the decoupler: It's so little clipping it let me do it without any sort of cheating. Is this okay? Also, if I send it up slightly empty and send up other ships to transfer fuel to it in LKO before leaving Kerbin's SOI, does that count as a refueling mission or assembly in Kerbin orbit? And the refueling mission can be unmanned, correct?
  15. This is all in KSP 1.0.2. Welp, I'm finally attempting the Jool-5 challenge. I've (hopefully) built something that can actually work and goes up in a single launch; to haul it up to orbit, however, I needed to drain some fuel to save weight, so sending up some refueling ships to LKO will be necessary. I'll get around to starting the mission in a couple days. Until then I have the following image of the Nitram in the VAB: It's got nothing on Whackjob, but it's the closest I've come. Mods used: Heat Management
  16. Wanted to report a bug that unfortunately made me drop this mod (I must apologize). Or maybe it's an incompatibility with the newer versions of ModuleManager? IDK. Anyways, Gilly's and Ike's orbits are nowhere near as eccentric as they were in the original and Tylo has its stock asl gravity.
  17. Okay, I just calculated the amount of delta-v required ... 62 km/s for the mothership ... I don't think I'll be doing this in a scaled-up system anytime soon. I'm not just gonna sit here and take this kind of abuse. Also may I dispute the ruling regarding PParts in the OP? Some of us use only procedural fuel tanks and get rid of all the others in order to save RAM. EDIT: Derpity. There's reasoning behind the ruling in the thread. Perhaps just forbid specific uses of it? I think I'll be able to go without it for this challenge, so a no's fine.
  18. You might want to take a look at Novapunch and KSPX.
  19. SKY deliberately leaves the atmospheres at stock height, so this probably does too. Can anyone back me up?
  20. Does this absolutely require RPM? RAM concerns are preventing me from installing RPM.
  21. I made a single stage to Gilly (and back) a while back with Near Future, B9, and FAR. I miss being lord of SSTOs. Also did a Duna land and return with no LV-Ns and no docking/otherwise splitting up my rocket (in other words, 0.17 style), but that was probably partially because a bug hit while approaching Duna where my engine stopped needing fuel to run. (Didn't get too much extra delta-v that way, though.) Also managed to do a Mun mission which weighed only 33 tons on the launchpad.
  22. Step 1: Mod your game until it crashes Step 2: Tear your mods and Gamedata folder apart in order to try to get the game into a state of being somewhat playable Step 3: Play the game for 5 minutes until it crashes Step 4: While scrolling through the forums, see an awesome mod Step 5: Repeat #justkerbalthings
  23. If you just want the gauges disabled without any other things, there are two plugins (1 2) to do that.
  24. Turn 5-10 degrees at a time until you're at 45Ëš, preferably when you're out of the first layer of atmo. After that, I generally keep turning, but more slowly and in a very sleight-of-hand manner so as to stay ascending at a reasonable rate (otherwise there's a chance of wasting fuel to keep from falling to the ground again). If I misunderstood I apologize.
  25. Wait. You're on Ike, but reentry is a concern? Also maybe the engine code derped; try right-clicking on the engines and shutting them down. EDIT: By "thermometer" you mean the overheat gauge, right?
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