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Wadusher0

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Everything posted by Wadusher0

  1. I don't think either of them replaced the others' rep. I know both of them had much more that 3 rep. Seems I got a couple of likes on a post immediately after the merge as well, plus another one today, so it was obviously set to 0 at the time.
  2. Until recently I had two accounts on the forum - one of which was ancient, whose password was long since forgotten and eventually reset - and another which was used much more recently. A couple of days ago one of the mods merged them, but in doing so my rep was reset to zero. Why were my posts merged but not my rep?
  3. Would it be much of a hassle to add a key binding option with the rest of the settings in this mod? There's certainly space for it between "Enabled" and "Hide vessel icons" and it would solve a number of mod conflicts.
  4. Thanks, but i've already got the craft design covered with 3.75m reusable lifters hauling vessels with life support and a boatload of other mods.
  5. I'll just use an overdesigned laythe lander if that's my best option.
  6. I don't need transfer window deltaV I need lander deltaV. I already have Astrogator calculating transfer windows,
  7. So nobody's actually recorded exact deltaV figures? If so, I guess that'll have to do...
  8. I'm already using astrogator. Problem is, I can't plan the landing/takeoff for a planet in advance with it - only the transfer burn. I need to know how much deltaV it takes to launch from the various planets, and as far as I know the only way to figure that out is to hyperedit specific craft to a given celestial in sandbox and check what it says, which is a pain. If someone's already done that beforehand I'd like to know.
  9. Has anyone made an extended deltaV map that takes these planets into account? I'm planning a Neibos mission, among others, and I'd like to know how much I need to not over-engineer my craft.
  10. Base building is a really complicated task that tends to favour lots of mods. To start, you'll want Modular Kolonization Systems for a whole heap of useful parts and systems for base building, such as a fully fledged logistics system for moving resources around your planet, and inflatable parts for easy transport. If you don't like the look of inflatable parts there's also Kerbal Planetary Base Systems for parts. I'd reccommend using these with several of RoverDude's mods, like Konstruction and USI Life Support, as well as KAS/KIS. The only life support MKS is compatible with is USI-LS - I think that's the only one the greenhouses/recyclers work with. Konstruction is useful to put your base together, especially with KIS - the parts dramatically increase individual kerbal lift capacity. KAS also has ground pylons to help secure your base and (hopefully) prevent kraken attacks. To expand your base, MKS is bundled with Ground Construction, but you can use OSE Workshop to create individual parts or ExtraPlanetary Launchpads to build vessels/base modules. These are the mods you should start with. There's a boatload of mods that'll come in handy but aren't requirements.
  11. Oh ok. If lift is more important then I wouldn't mind decreased thrust. ISP definitely needs to increase, but there is an approximate thrust curve when you graph the relation between isp and stationary thrust of all the stock jet engines that you may want to roughly preserve with Explodium engines. I suggest figuring out your isp values and then figuring out your thrust levels. Also, since FAR is only a dev build for 1.2.2, it might help to test your engines separately for stock and FAR, as many Explodium Engine users will not be using it.
  12. What happens to the thrust of your engines under those assumptions? Does it increase or decrease at 1 atmosphere of Expoldium compared to the stock jet engines? From a gameplay perspective I would expect these engines to sacrifice efficiency for a massive increase in thrust over stock jets, especially at Eve sea level's 5 atmospheres - otherwise they'd be completely unusable - but you're the one with the chemistry knowledge...
  13. Well there is this crazy contraption by Scott Manley that creates endless thrust by pumping ore around 2 spinning beams with 4 ore tanks... Obviously it requires some mods to work - notably Infernal Robotics and kOS - but he's demonstrated the fundamental physics deficiency he used with stock parts. Also, if you google Kraken Drive, you'll see all sorts of physics abusing monstrosities that'll fly wherever you want for free. Needless to say, there's a lot of insane exploits within the physics engine.
  14. Yeah that's what I did already. Worked perfectly for me.
  15. Oh I see the problem. Your GameData folder should look more like this: Ok the folder won't look exactly like that - that's just something I cobbled together in Photoshop - but I think it conveys what you should do with that nested GameData folder. This is mod installation 101. When a mod includes all of it's necessary folders in a folder labeled GameData, it wants you to merge that GameData folder with the main one - not plonk it in the main one like you did. When it doesn't put everything into its own GameData in the zip, that's when you place the contents into the main GameData as they are in the zip. (minus readmes, licenses, and other junk meant for you and not the mod) Speaking of readmes there's installation instructions right there... Why didn't you read that?
  16. Has anyone found a way to get gold to appear in SCANsat maps? Right now they show every CRP resource as well as the relevant MKS resources but no gold.
  17. Yeah just add a bunch of zeroes to the black hole's SMA figure and you'll be fine. Really though, the mod dev would be wise to do that himself at some point. Until then you'll just have to edit it manually.
  18. Did you install Kopernicus? The pack needs that mod to appear in-game.
  19. Oh ok. Would be nice if you said that beforehand - as is stands I understood that to mean my entire post was propaganda... But oh well. Still the points I and StahnAileron brought up make GT worth using for launches over MechJeb. And the OP is clearly dissatisfied with MJ's ascent guidance, and needs whatever alternatives are available.
  20. It requires practically every setting to be changed from the default and experimented with when using RSS but that does not mean it is "not for" RSS. By superior I mean it does the actual ascent with less DeltaV expenditure, with the right settings. If by full functionality you mean the circularization burn, then so what if it doesn't automatically create a maneuver node for it? The way it goes about that is to rotate your ship such that it faces prograde at apoapsis, making the already tiny (relatively speaking) burn even more trivial. Besides, it's the only alternative to MechJeb that I know of short of flying 100% manually or using kOS - which is a whole other thread. Let OP judge whether it'll do a better job in RSS.
  21. GravityTurn is my go-to ascent autopilot. It should work with RSS but it will have problems with ignitions if you're using the rest of Realism Overhaul (RealFuels, Engine ignitor, etc.). It is however vastly superior to MechJeb and can handle all of what's mentioned in your post - except for deorbiting stages. You have to do that yourself no matter what you use as GravityTurn deactivates when both your desired apoapsis is reached and you're out of the atmosphere.
  22. Is it? Been a while since I used it - I think it says it's a direct antenna in the editor. I don't edit stock parts without a good reason. Besides, ProbesPlus and Octosat have much prettier and more powerful deployable relays, which I'm already using.
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