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Everything posted by Chronin
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
Chronin replied to G'th's topic in KSP1 Mod Releases
I tried reinstalling the mod and restarted my PC, and one of the two seems to have fixed it, but I can't really say which one. Haven't found any successful way to re-create the bug, so I can't help you too much there sadly. All of the visuals do look incredible however, so I want to give you a quick thanks for this! -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
Chronin replied to G'th's topic in KSP1 Mod Releases
Look very good! However, I am having an issue with Hyugen, namely that the dust clouds seem to be about 5-10km too high up. Here's an image of what I'm talking about. The surface works normally, but the clouds are shifted up, and don't appear on the surface. -
I saw this really simple contract asking me to mine a couple thousand units of ore on Eve and bring it to Duna. Sorry whatever company it was, but I don't care how many millions you give me, I'm not doing that
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Jool 500 Kolonization Challenge
Chronin replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Since the Pre-Joolian launches have no way of getting you points for this challenge, I don't think the funds for those are counted- 171 replies
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Wow, your probes are tiny! All of your ships so far are way smaller than what I have planned. But your mission is way further ahead than mine is, so who am I to judge. Looking pretty nice so far
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1.1 is out!!! what are you building?
Chronin replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
Well, now that the game is a little more optimized, I want to build even bigger than I did before. My current idea/goal is to make a ~10,000 ton Cargo ship that can ferry around a couple thousands tons of cargo. Unfortunately, I'll need to wait for the Welding mod to be updated before actually building it, as 2,500 parts would be too much even for 1.1 -
Yeah, DarkMP solved this issue by having all players in their own "universe" and they could sync the time up together and interact with each other. Probably one of the best solutions to the issue you describe
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Jool 500 Kolonization Challenge
Chronin replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
Well, I've played with 1,000 part stations in 0.90, and now that I've got a 4790k, I'll see if I can push the limits of 1.1. If it gets too bad, I may just resort to making it a couple launches- 171 replies
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Jool 500 Kolonization Challenge
Chronin replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
That's more what I was thinking of. Make a giant ship that then separates and deploys bases, cargo, rovers, planes, satellites (the satellites would be sent deployed before the rest obviously), so on. My idea was that it would save some costs, but I'm not sure of that the more I think about it. I'll do some crude math later and see if it's feasible- 171 replies
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Jool 500 Kolonization Challenge
Chronin replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
I might do this on Easy or normal to start getting back into KSP. Let's see if I can do this whole challenge with 1 giant mothership- 171 replies
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You know you've built a huge rocket, when ...
Chronin replied to Jimbodiah's topic in KSP1 Discussion
When your payload weighs more than any human rocket ever made -
I had seen your Origin Grand Tour before, and it's very useful to determine my route. I am actually thinking of copying you and making an ion tug for Moho, but that depends on how much Delta-V it can have when towing 15 tons. As for the mothership, I was planning on giving it 15,000 Delta-V, as the lander would be able to reach Eeloo, Dres, and most of the Jool moons alone. But your ion lander has insipid me. I'm going to go change some stuff now, see if I can fit a tug in a Mk. III cargo bay Also, I'm not quite sure it's possible to get 25,000 m/s of Delta-V without ion engines. Unless you asparagus hundreds of Nervs
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While the approach of going uber-lightweight is definitely a very efficient and valid one, my plans for this mission was to have everything be huge. In the past, I generally always stayed in the middle in terms of craft size, weight, and D-v, but I want to experiment with both huge and tiny projects. This is my huge project In a normal mission that weighs, say, 200 tons, a 25 ton lander is gargantuan. It would make up 1/8 of the entire mission weight. But for this mission, 25 tons is only 1.666% of the mission weight, an so I won't put too much effort in to changing it.
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I've been having more trouble with the Tylo modifications that with Eve's tbh. The lander itself, because of weight, has extremely poor TWR, and so I end up losing a lot of Delta V landing on Tylo. Being able to use parachutes on Eve greatly helps, as well as the fact that I have allocated a lot more room for the Eve addons on the mothership than for Tylo's. The Lander itself is a lander can (Mk. I) with a bit of mono prop, few solar panels, ~1700 Liquid fuel, and some docking ports. It flies using a single Aerospike, which I found to be the best compromise on power, weight, and size. I could have put some small experiments on it, but because I'm doing this in Sandbox, I figured they'd just raise part count
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While you are definitely correct in stating that it's over-engineered for most places, it is "only" 25 tons, which is quite small when compared to the 750 ton mothership.
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Well, I was going to have the mothership orbit, but there's one more big parameter that I never mentioned because it wasn't too important or relevant to the question. Rather than have multiple landers for planets, I wanted to use the same lander for every planet or moon. So what lands on Moho is the same one that lands on Laythe or Eve. In other terms, this means that there can only be 1 stage on the lander. I can't drop anything to lose weight. Obviously, that wouldn't be possible unless I could somehow design something that is capable of getting off Eve without staging, so I made the lander "modular". The lander is one stage with ~4750 Delta-V, and by itself is able to land and come back from all but 3 of the bodies. For Eve, Laythe, and Tylo, it will be modified by adding more fuel and engines, which will be dropped and decoupled, as they are not the core lander. I'm beginning to question the logic of that decision after seeing those videos, as they all make use of multiple landers and ships to get everywhere. But oh well, I'll see how it goes
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Oh don't worry, I am using Hyperedit quite a lot However, after watching the videos and going through your old screenshots, I am beginning to realize that I may have imposed to many arbitrary restrictions on myself. We'll see. For now, thanks for all the advice
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Alright, thanks. I still think I'll try and Aerobrake on Duna, but I'll just go off the maps for the rest.
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So ever since mining and resources came out, Grand Tours have become a lot easier, since ships don't need to take their own fuel everywhere. However, I am attempting an old-school Grand Tour, with a single launch and no refueling. The problem is that I haven't been able to find up-to-date info for a few things. The most important is how much Delta-V something like this needs. I've found maps a few years old, but I haven't seen any 1.0.x info, which, thanks to the new Aero, is very different from the old stuff. My design will be a mothership that carries a few landers with it, which will land and take off before docking to the mothership again. The landers have plenty Delta-V, but I have no idea how much Delta-V I'm going to need for the mothership. Does anyone have any experience with this? Are the Delta-V maps accurate enough, or do gravity assists make huge differences? I guess that's really all I was wondering, so thanks in advance
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Maneuver Node DeltaV not going down
Chronin replied to Chronin's topic in KSP1 Gameplay Questions and Tutorials
Thanks for making me feel stupid. Seriously though, thanks. I forgot to set the control back to the main capsule after docking with my gilly ship. Again,thanks, I was really frustrated about this. -
So I'm currently in Orbit around Eve, and I had a maneuver node to get me into a Kerbin encounter. The maneuver said it was going to be a 3m 34s burn, so I began burning at 1m 47s. The first strange thing that happened was that my DeltaV for the burn wasn't going down, but it was slowly increasing. I was facing right at the node, and I've tried it at many different times (T- 2m, T- 0s, T- 1m, etc etc). The other thing that happened was that although I was burning pro-grade, my periapsis was going down quite rapidly. I increased my orbit with Hyper-Edit, but the effects were the same. I would hate to be stuck in Eve's orbit after all the work I did there. Anyone know why this might be? If you want, I can post a video showing it, though don't expect more that 5fps. -Chronin
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So I'm currently making my Eve Super-Mission (the Extravagant Exploding Eve Expedition) and I'm trying to get the interplanetary stage into orbit. This stage is made up of seven orange tanks, with a total of 13 nuclear engines and 3 skipper engines. The NERVAS are going to be doing most of the work, but the Skippers are there for a little extra power. Anyway, I was sending it into an 80km orbit to dock with the other parts of the ship. I told mechjeb to do it, since it's much more efficient and precise than me. The first few stages went with no problems, but when it activated the Skippers and NERVAS one of the skipper tanks was apparently taking fuel from one of the nuclear engine tanks, which is strange, considering there are no fuel lines on the whole ship (the first few stages are asparagus staged, but they're gone at this point). Is there anybody who knows what this is or how to fix it? Thanks
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Parachutes dissappearing after quickload?
Chronin replied to Chronin's topic in KSP1 Gameplay Questions and Tutorials
Well, thanks for the answers. As long as I'm on Kerbin I'm not going to feel bad about HyperEdit's Land/Drop ship option, but it'll be useful to know the solution if it ever happens on Laythe, Duna or Eve.