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teal'c

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Everything posted by teal'c

  1. I've changed the file so it doesn't check for ksp version anymore. It seems to work now with 1.02, in that you can change the isp values of engines. I wouldn't turn the "Thrust varies with ISP" setting on though. I think the patch changed/removed a value, so I don't think it'll work (I kinda macgyver'd it). You can get the dll *removed* if you're interested. If ferram4 doesn't want it up, I'll remove the link.
  2. Trying out NovaPunch, at first glance everything looks cool. However, I ran into a few problems. First, the heatshield of Odin doesn't have an ablative shield at all. Is the mod not compatible with deadly reentry? (Same for Freyja, no heatshield on the capsule). Also the ring part for Odin that has the RCS and docking port, states in the description that there's also a chute inside. However, I don't see said parachute. Also, is there a pic somewhere that shows us how we're supposed to correctly set up the Thor lander?
  3. Might I ask where you got those rover parts?
  4. Probably a dumb question, but why do most of the modded pods (at least NovaPunch and Alcor ASET) require quite a bit of electriccharge/min, while the stock squad pods require none?
  5. I think that was the Taurus HCV pod, which apparently also has a dry mass of only 28 kg.
  6. I think the ASET alcor pod needs to be looked at. It has a dry mass of only 28kg. Also you can put 3000l of stuff in there (compared to the mk1 lander thats about 2900l more ).
  7. You can resize realchutes by going into the action group window in the VAB and selecting the parachute. About the lifting thing. I tried descent mode on the pod, but I can't really get it to lift a lot... It doesn't seem to make a huge difference. Should I add RCS tanks so I can shift the weight or something? Or it could be that my pod is too full. Should I dump everything in it for descent?
  8. I don't get the lifting reentry thing. When I look at the youtube vid from the first post I see that the mk1-2 pod has a center of lift that's in a different point than it's center of mass. However, when I go into the VAB and select the mk1-2 pod and add the heatshield, it shows the center of lift dead center. Any help?
  9. @Phylan: Also, what helps for me when I have wobbly rockets is to turn off SAS while turning. The SAS tends to want to overcorrect and cause the rocket to wobble out of control. I try to get the rocket a bit stable again before turning SAS on after I made my course corrections.
  10. Hmm I think the j-2 (cluster of 5 engines) from the KW pack is overweight. It's the same engine as the one in the novapunch mod. However, the KW one weighs way more.
  11. Hey, new to RO mod, but enjoying it so far. I have a question though, is the kerbodyne s-7300 supposed to have a volume of 147 kL? This seems excessively large. If I make a similar tank with procedural tanks I get somewhere in the range of 36 kL. Same goes for the other kerbodyne tank btw. Did I mess up somewhere in the install?
  12. I've been using openGL for months now. Stable and I don't have to use the active texture reduction mod. Works great for me.
  13. Yes, sorry I meant the amount of fuel I need, not the amount of dV. The link above doesn't say anything about the density of asteroids ingame, or how to calculate the mass of asteroids though. Guess I'll just have to send a probe to measure it.
  14. Hey there, I've been trying to calculate how much delta-v I'd need to get an asteroid into orbit. However, I can't seem to find what the density or mass is for asteroids in KSP. I've only found a number of 100kg/m3, but don't know if this is correct. Anyone have more info?
  15. Nevermind. It was my fault of course . I picked an enddate for the mission that was later than the current date. I've got a cool idea for the mod though: Give us, as the 'mission controllers', a separate screen for ribbons. Kind of like the ribbons you see in everyone's sig on the forums. Would be cool to see all the accomplishments you made ingame. (Also, it would be really handy if we could add/delete ribbons/time/dockings in the kerbal screen ingame instead of opening the file in notepad++). Good work on the mod! Thanks for the updates, really enjoying it thus far.
  16. Ok, I'm trying to apply this wonderful mod to my current save. So far I've gotten all the Ribbons to the correct kerbals. My mission count is also correct. The only thing I can't seem to do is give the kerbals their correct mission time. I tried by inputting seconds in L+ and M+, but it seems to ignore that. Any help? Example of what didn't work:
  17. Tried out this mod today on my new spacestation. Everything works fine when I let the greenhouse enter CELSS state. Resources stay the same. However, whenever I leave the spacestation and return the greenhouse is closed again and I have to manually reopen it again. This seems like a minor irritation. The thing is, however, that the station keeps consuming resources while unfocused. Is this how it's supposed to work? Any way to make the recycling happen on an unfocused craft?
  18. Well technically they'd need CO2 for photosynthesis as well. (And water)
  19. I tried the openGL thing in KSP 32-bit. It runs with 1.5 gigs of RAM now without Texture Management (Normally it runs at around 3 gigs with ATM). Does anyone know why this is? Will it eventually build up memory usage and crash? I'll try to play a few hours with OpenGL 32-bit today and see what happens. It might be a good alternative to ATM.
  20. I've had this happen too. Really irritating when it happens when you're trying to dock in Moho orbit with 10% RCS left xD. After switching crafts it stopped though.
  21. Started it up without Texture Management. Normally my KSP crashes in 32-bit mode when I do that due to lack of memory. Tried it for a few minutes. Switched to another craft of mine and it randomly crashed. Booted back up, switched again and it didn't crash. Switched to some other vessels but couldn't reproduce the crash. Seems to be working now. But I do think it's unstable. (It does feel good playing with clear textures for a change, instead of blurry messes ) Edit: Here's what the crashlog said:
  22. I think it's fun to design minimalistic 2-stage landers. Also, with Procedural fairings they can look quite cool:
  23. Just started to use the tool and so far it's looking very interesting. I do have one question for using the flyby planner though. Can you add the amount of delta-v you'd need to insert into the arrival body? This way I can see exactly how much delta-v I can save by doing a gravity assist versus not doing one. I can't seem to find a calculator online to determine insertion delta-v, so it would be nice if the tool would present it to me. (Also, looking forward to multiple flyby sequencer )
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