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BioHaZarD.PT

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    Rocketry Enthusiast
  1. What tech node unlocks cryogenic tanks? I looked but couldn't find the file where that's set. And LOX is boiling like crazy in my current rocket.
  2. I read about tank types here in the forum but I don't see anything related to that in game (after installing the mod of course). Is there supposed to be some way to change the tank type in game? For any tank?
  3. Yeah, I think Vexxus9999 just made the first space elevator in KSP
  4. I tried Real Fuels (with Stockalike Real Fuels Engine Configs of course) with FASA today actually. I only checked the Saturn IB and V rockets, but nearly everything seems to work. The LEM Ascent Engine does not have a config yet and therefore must use the standard LiquidFuel/Oxidizer. Shouldn't be hard to edit the file and copy the config for the Descent Engine. I did notice everything seems a lot lighter and therefore delta V's are a lot higher and thrust-to-weight is ridiculously high. Apollo CSM is 4 tons lighter and gets double delta V (over 1600m/s). Saturn IB losses 50 tons. SatV is 190tons lighter and almost gets to orbit on first stage alone (and 3 F-1 engines is more than enough for it)! Weird.
  5. Could this be some weird out of memory error? Try installing ActiveTextureManagement.
  6. What building upgrades are required to get full Mechjeb functionality in .90 career mode? I've yet to see the Landing and Rendezvous sections show up. I fully upgraded the Tracking Station and edited the part.cfg to get all Mechjeb functions early on the tech tree, but those things are still missing. What else do I need? EDIT: Updating to latest dev version solved my problem.
  7. The old Mission Controller Extended had loadable mission packs that included some stuff like you described. I miss that stuff.
  8. I read that post, and did what it said even before I ran KSP with the Angara Pack for the 1st time. Very helpful info. But I still encountered the problem I described (and solved). Trying to change the engine thrust in the VAB introduced a "NaN" amount of electric charge, which made the rocket cost "NaN". When I tried to launch, it said I didn't have enough money for it. This of course, only in career mode. Changing the part.cfg for the RD-191 as I described solves that problem. I haven't had any problem since. Hasn't anyone else encountered this problem before?
  9. Found a problem with the RD-191 engine (inherited form the original on Bobcat's Soviet Engine Pack, apparently) in career mode. Whenever I right-clicked the engine to tweak it's thrust while in the VAB the vessel cost changed to NaN and I was unable to launch it. I compared the part.cfg with other engines and spotted the problem. It needs isTweakable = false in the ElectricCharge resource. Other engines also have hideFlow = true right after. I have no idea what that does, but it's probably a good idea to add it too. So the config should be: RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } The cost of the engines also needs balancing. They're very expensive currently. Posted same info on the BobCat Ind. Space&Planet products thread, so hopefully the Soviet Engine Pack will have this fixed.
  10. Found a problem (and the solution for it) with the Soviet Engine Pack in career mode. At least on the RD-191 (I didn't check the others). Whenever I right-clicked the engine to tweak it's thrust while in the VAB the vessel cost changed to NaN and I was unable to launch it. I compared the part.cfg with other engines and spotted the problem. It needs isTweakable = false in the ElectricCharge resource. Other engines also have hideFlow = true right after. I have no idea what that does, but it's probably a good idea to add it too. So the config should be: RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } The cost of the engines also needs balancing. They all cost the same and are very expensive currently.
  11. Ryusho, you need to elevate your apoapsis way up to get that kind of eccentricity while in orbit. From a test I just made, if your periapsis is near 70km your apoapsis needs to be over 710km. If you only barely made it orbit, you might need a bigger rocket...
  12. I haven't played around with SSTOs in career mode, but shouldn't they be it's own reward? By allowing the recovery of all the hardware? I don't think it should require a special bonus in order to push players to use SSTOs.
  13. I've been trying this mod for the first time. I noticed the K1 Heavy Lifter 2nd Stage Tank has 1124 to much oxidizer.
  14. I believe Mechjeb now has a setting to match KSP time conventions (which are itself changeable).
  15. I miss satellite missions too, and I'd like to see them in .24. Also missions to launch a space station and then resupply and replace the Kerbals aboard it once in a while. You know... more realistic type of missions. Personally I find all the part testing contracts in .24 to be mostly annoying. In terms of UI Squad could have learned a thing or two with MCE. A cost break down window would be useful. As would some way to check contract rewards without going to the Mission Control building. When you complete a contract you don't even get a reminder of how much you made. MCE put all those numbers front and center. Made them seem important. In KSP .24 I even forget about the money after a while. Here's another idea: contracts to land on a specific biome (on Kerbin, Moon or Minmus) to collect science. Instead of just landing wherever we want.
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