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Everything posted by Fenris
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Fenris replied to RoverDude's topic in KSP1 Mod Releases
And that was exactly the problem .... evidently I forgot how to read and follow directions =_= Thanks, -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Fenris replied to RoverDude's topic in KSP1 Mod Releases
Ok, what did I screw up? I'm getting the broken thing with the scanner (yes I know the ship is butt ugly, was just testing out the new toys ) Did I forget to download something? All I have for mods are: Karbonite-master (not sure of the version, everything inside the zip says it was updated 9/2/14) KarbonitePlus_0.1.1 KerbalAlarmClock_2.7.8.2 KerbPaint PerciseNode-1.1.0 The only thing on the rocket for detecting is the Detection Array .. was I supposed to put something else on? Thanks, -
Love this idea (granted it's been around awhile and I'm just catching up). Well off to send probes to every planet for more ribbons
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Fenris replied to cybutek's topic in KSP1 Mod Releases
I hadn't even seen that version I just downloaded the first one in the op (0.6.2.10). Thank you! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Fenris replied to cybutek's topic in KSP1 Mod Releases
Sorry if this question has been asked before (I admit ... I didn't read 137 pages to check), but is it possible to split the toolbar up into parts I can place where I want them instead of one long toolbar I have to scroll through? Thanks, -
Help with massive launcher!
Fenris replied to ScottyDoesKnow's topic in KSP1 Gameplay Questions and Tutorials
I think my computer would just melt if I tried to launch that Good Job on getting it to work! -
So one Atomic Rocket Motor is better than four?
Fenris replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
Actually I kind of did bring that up when I threw the word "better" in the topic line even if I didn't mean to. But I'm glad people answered it because I believe now when I design my "do everything ship" I will either have two variants (one set up that will go far and not be worried about the time it takes, and one set up that will get to short and medium ranges quickly). But I think my final design (final for this ship ... I think of 15 different designs on my drive home every day lol) will incorporate interchangeable engines that are parked/docked at a space station. -
So one Atomic Rocket Motor is better than four?
Fenris replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
And I think that's the part that was confusing me .... I'm getting an understanding of it now ... still hard to wrap my brain around thrust not being in the equation. You won a space cookie That's exactly what I was experimenting with to try to get a better understanding of delta v ... not something I planned on flying, just the first two components I grabbed for my experiment. You answered the exact question I asked (or meant to ask) I may not have been entirely clear, but I was interested in distance and not how long it would take me to get there. I took more notice of this when I went to Duna in an unmanned probe and had a huge amount of fuel left over from a Rockomax X 200-32 fuel tank and 1 nuke, later I tried the same flight with double the fuel and four nukes .... It didnt go well fuel wise. Granted I paid no attention to launch windows then and I'm still new enough that no two flights are ever exactly the same, so there are variables that are not accounted for in the second flight. Thanks for the answers everyone I did learn a lot and the posts were interesting as always. -
So I'm messing around in the VAB and was looking at Delta V and noticed that with one Nuke I could have 13,039 m/s with a burn time of 1 hour 9 minutes and 45 seconds. If I swap out the one nuke and add four I go down to 9164 m/s with a burn time of seventeen minutes and 26 seconds. I understand why the the burn time would go down, I'm burning four times as much fuel. What surprised me was that I lost almost 4k m/s ... I just figured with 4 engines I'd be pushing 4 times harder and keep the same Delta V, I would just get up to (or down to) the speed I needed for the maneuver quicker ..... guess not. So if I'm understanding everything correctly then less is more and if I want a long range craft I'd go further with just one nuke? Is there something I'm overlooking or is that pretty much it?
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How many Kerbals do you have in need of rescuing?
Fenris replied to Fenris's topic in KSP1 Discussion
I had a game a long time ago with Jeb being stuck in an elliptical orbit around Kerbin and out of fuel. He was so close to the atmosphere but just kept missing it. So in desperation I started flipping my rocket end over end and guessed at when to release his command module .. trying to throw it into the atmosphere .... it worked! He just skimmed the atmosphere enough to slow down, so after several orbits he was finally able to to hit reentry. I'm not sure if my plan worked or if he was in a decaying orbit anyway .... I'm going with my plan worked lol -
How many Kerbals do you have in need of rescuing?
Fenris replied to Fenris's topic in KSP1 Discussion
I feel dumb, I could have sworn I tried the engines before and they wouldn't fire up. Thanks -
Well, I'm up to 5 now. Jebediah was the first one .... isn't he always? It was a simple mission to orbit the mun and come back .... I forgot to deploy the solar panels, so now he is in a highly elliptical orbit (ok, so I had other problems as well) around Kerbin with half a tank of fuel and no energy. Lesson learned ... put a few OX-SAT panels on each ship. Soon after Bill went to the Mun to land on it, I mean why not, Jeb's mission went so well what could possibly go wrong ... I added a few cheap solar panels in case I forgot to deploy the main one's after all. Well he's sitting on the Mun in an undamaged craft .... and no fuel. The 2 unmanned rescue attempts were able to land within 2k of him ... well, if you include crashing as landing. Lesson learned LTP, oh yeah and more fuel. So I got to Jool in an unmanned probe, we wont talk about not realizing a certain moon has an atmosphere and getting too far into it for my nukes to get out. Although I did get a lot of science before I crashed. So I figured why not send a manned mission there (not to land, just to look around and scan) and have twice the fuel that my probe had. Well I had a lot of trouble getting there and had to burn way to long even for nukes. Anyway, got there saw Jool and left so I'd have enough fuel to get back ...... Bob, Bobsey, and Mattop are now in orbit around the sun with no fuel. Lesson learned don't over estimate my fuel economy. Well, I plan on rescuing them in the next day or so and unmanned mission are so boring ... so I'll probably be up to 10 stranded Kerbals by Wednesday.
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Maneuver Node Plugin? I know there has to be one.
Fenris replied to Fenris's topic in KSP1 Mods Discussions
Thanks, I dont know how I missed that. -
I know I cant be the only one who hates them. I looked for one but can't see any, granted I'm so tired right now it could have been on the first page and I may have missed it. I'm not looking for one to make the game easier, or one that does any of the work for me, I just want one that is easier too use. I cant count the number of times I've accidentally cancelled out of one when I almost had the maneuver perfect. Also if you are at the wrong angle then buttons get covered up. Then there are times where a capture point is very small and I have to push and pull buttons for minutes to get the capture because it is hard to control how far you move the button. So is there one that is easier to see and has finer control over how far you move the directional buttons? Thanks,
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Is RCS worth it for larger ships?
Fenris replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
I'm still a newb ... but a lot of what you said is along the same lines as what I was thinking. I just figured after reading some of the post that even though I don't plan on using them much if I can spare the extra weight I might as well put them on ... just in case. -
So this took me awhile to figure out since the fuel indicator on the left of the screen shows all engines having the same amount of fuel. But part way through my launch the rocket tips into an unrecoverable dive. I finally clicked on all the tanks as this was happening and saw that one of the tanks was nearly empty. The setup has a center tank and 1 tank north, south, east, and west (for a total of 5 tanks, with the middle one being the largest). It looks like an "X" from a top down view. I ran one fuel line from each tank into the middle one. and one fuel line from the middle one to each of the outer tanks thinking this would balance out the fuel as it drained. I have checked countless times and all fuel lines are going in the proper direction and are attached to the tanks, but the one in the "back" (the one that faces away from you as you enter the launch screen) drains faster creating a balance problem. So ... what am I doing wrong? Thanks,
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Is RCS worth it for larger ships?
Fenris replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
Thanks again for all the answers, I didn't expect so many answers so fast. This forum has great members And I did add RCS to the ship based on the information here. -
Is RCS worth it for larger ships?
Fenris replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
Awesome, thanks for the info! -
Well, for me it'll be my largest ship, I know it's tiny compared to what I've seen others do. I don't know if this will help or not: Rough ship design: Height: 90m on launch pad Fuel: Liquid fuel 10,080 Mono Propellant: 3,000 Where I believe most of the weight will come from: 3 Rockman x200 tanks in center, 1 Rockman x200 tank on 4 nacelle points (for a total of 7 tanks, a top down view makes the ship look somewhat like an "X") Ship's purpose: Transport of smaller craft to planets/moons orbit. Scientific scanning Transporting of Kerbals The ship will not enter atmospheres (at least not on purpose). The ship will also not dock, other ships will dock with it. I'm not asking anyone to do the math for the exact figures, I'm just trying to get a general idea of if it's worth it or not. Also with positioning RCS thrusters am I better off with an equal amount on the front and back of the ship creating a "pivot point" near the center of the ships mass or could I just cram a bunch on the back of the ship and have the same effect? Also, is this an item were more have a greater effect or do people just put a bunch on for appearance? Thanks
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Was salvaging this wreck the other day for over an hour when it finally started shooting at me! Turns out it was a minmatar ship =P
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Thanks guys! Thank\'s, I\'ll give those mods a shot. And yeah, I was thinking about how to make a rocket to get to the moon all day at work today
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This is actually one of the most entertaining games I\'ve played. I find myself saying 'just one more launch, I want to test this rocket idea, then I\'ll go to bed', that one more launch usually ends up being 20 more As much fun as I\'m having with the game I do like the look of some of the add ons as well. Can anyone point me towards some that are not over powered? I dont really want to make the game easier, I\'d just like to have more options. And I know from adding mods in Oblivion and Fallout 3 that mods can easily overpower a game. Thanks. And great game!!!