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xXIndestructibleEVAXx

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Everything posted by xXIndestructibleEVAXx

  1. 4/10 I've seen you before, but not not that much.
  2. It works, Sampa. There is only a warning, which you can change in the version file. The only bugs are with EVE's city lights. And if you already know this, then... oh well.
  3. Starwaster! I just did a test with the Amazing Kerbal Killing G Machine (patent pending). It's basicly a Mk. 1 pod attached to Mammoth engine cluster with infinite fuel on. It pulls a steady 25.5 G's, and can excelerate to 76 km/s before overheating. I tried it with and without PR, and the kerbal was squished each time! Soooo... sorry for sending you on a wild goose chase, 'cuase it was just user error.
  4. Star waster, I'm sorry, I played the game afterwards and it reset the logs. I didn't realize it would do that. Sorry!
  5. Starwaster, I tried adding it and changing Gmin to 0, and then did the test, but nothing, not even a warning. And this is without PR.
  6. Two things: One, I was just about to do that, but when I checked the logs, i realised that playing the game reset the logs, so now I have nothing. Sorry two: That's exactly what I did used the kct simulation to get a capsule and booster to a 150 orbit, then boosted straight retrograde so that I was pretty much falling straight down. with PR, there was no warning, even after the capsule was flung from the booster at great speeds. Without it, I got the warning, even though there were less G's than the PR test. EDIT: Also, how do I download that link?
  7. Um, how should I post these logs? I know where they are, i just don't know how. EDIT: Also, I'm beginning to doubt myself now. I only pulled 16 G's for a few moments, and after more testing, it appears that kerbals are very resilient to G force.
  8. Starwaster, I think I might of found a bug. If I use this with persistent rotation, there is no G damage added to kerbals. I tested with and without PR, and without it, it worked fine, but with it, I could get more than 16 G's without even the warning.
  9. wait, what? what do you mean, what happened?
  10. yeah, I realized that now. But there is still the bug with dark tekto, and it's difficult to walk on Tal. I was hoping 0.2 would fix those.
  11. aawww... darn. well, I guess I can't get this then because the last update for 1.0.2 has several bugs that makes next to unplayable. EDIT: what about it could possibly reference radiators?
  12. what are you talking about? that is the same thing. The only differenceis that earth/kerbin's atmo has oxygen. And the moons atmo is nothing like a stars atmo. the moon's is tiny and practically nonexistant. Star's are very substantial and ionized.
  13. thank you for updating this! Would there be any reason for it to not work in 1.0.2?
  14. okay, I got it figured out. I set mun as the target, and burned normal. when my apoapsis got too high, I burned retrograde. I continued to do this until I ran out of fuel. My end inclination was 80.57 degrees. unfortunately, it appears that I misread the scanners description, so the sat's entire orbit was too high. So I terminated that one, and soon I will launch another into a lower orbit, which will save pleny of dV and allow for a better inclination. Over all, this thread has been very helpful and I have learned a lot. Thank you.
  15. Xannari ferrows, when I do that it changes the apoapsis, which is why I need to know where the ascending/descending node is. justidutch, I now what normal is. I need to keep my apoapsis/periapsis the same, if I do that it will change it. fchurca, thank you. that helps a lot. I will do that.
  16. could I set kerbin as a target? I don't currently have anything in LKO.
  17. granted, but they are steaks from your best friend. I wish for infinite chocolate fudge poptarts.
  18. Is there any particular place in the orbit to burn that is most efficient? Edit: also, when I tried to place a maneuver node to do that, it changed the apoaps and periaps significantly, so much so that the scanner wouldn't work. How would I counter this?
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