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MerlinsMaster

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Everything posted by MerlinsMaster

  1. That's a pretty good point. I never really considered ion to be an option anyway, but at this point I'm considering anything. When I try to pile on more orange fuel tanks, the delta v seems to reach a ceiling at around 8000 m/s that I can't seem to break through.
  2. The payload mass by itself is 120 tons. The drive section would be additional. Well, the ship has a crew of eight. It's a long trip, so they need a little space so they don't go space-crazy. So there's four hitchhiker containers and a mobile lab. Also, there is a docking module that holds all of the landing vehicles (three landers and two rovers). And there's a command section which consists of a command pod, two cryocabins, and ion propulsion. This way, if the mission goes pearshaped, the command section can detach from the rest of the ship, and the crew can go into cold sleep for the years-long trip home. I like big ships, sue me. But seriously, it doesn't really make much sense to go way the heck out to Eeloo with little more than a Mk3 capsule and one hitchhiker container like most other people seem to do. And you say Poodles are the way to go? Interesting, I hadn't thought of those for an interplanetary transfer. I would've thought it would involve mostly LV-Ns. Or maybe a combination of the two? How many engines total do you think would work best? As far as the ion engines go, how long would that make the trip? I'm patient, but for story purposes I would prefer it didn't take more than two years each way.
  3. Hey Guys, I'm trying to outfit a interplanetary mission to Eeloo, and I'm having the hardest time coming up with a design that has the delta v budget I need. The payload is 120 tons (this is non-negotiable, I already shaved it down from 250), and I need 10,000 m/s delta v to get from LKO to Eeloo orbit and back again. And it needs to return intact. The trouble is that, the more fuel I add, the more the law of diminishing returns rears its ugly head. I'm also unsure of how many engines is the optimal number to use for something like this. So I'm laying the gauntlet down. Does anyone know of a way to do this? I don't mind if it's slightly cheaty (within reason). I also don't mind if the trip is slightly longer than the typical interplanetary jaunt.
  4. I just tested your idea of leaving some blank stages and it appears to work. Thanks.
  5. Hey guys, I've been having issues when saving out a launcher as a subassembly, since when I bring it in to attach it to my payload, all of the staging gets mixed together and it takes forever to sort it all out. It would almost be easier to always build the launcher from scratch, but I really don't want to do that. There has to be a better way. And I understand why the staging is getting mixed up, as every stage has a number assigned to it and it probably just puts the staging elements into the stage numbers of the payload. But is there any way of preventing this from happening. I wish there was a way to make self contained groups of staging, that would stay intact and unaltered no matter where you moved them. If anyone knows any solutions to this problem, your help would be greatly appreciated.
  6. Never mind about my previous question. I'm such a knucklehead! I forgot to put a period at the end of my commands. [doh!]
  7. I just started trying to use kOS, but I'm having a problem. Every time I type ANYTHING in the terminal screen, I get the same response: Syntax error at line 1 followed by whatever it was I typed Does anyone know what I might be doing wrong?
  8. Hey, dude. Any chance you could still hook us up with those pictures? I've got a similar problem and I don't want to have to necessarily re-invent the wheel. Thanks.
  9. http://imageshack.us/a/img802/3702/ksppioneer10804x3.pngI guess I should just say this: I don't mind how you use this wallpaper as long as you give credit for it's use. That means you can adapt it, change it, or do whatever you feel to it, as long as I'm credited with making the original. I would recommend if you use this outside of the KSP community to also credit Squad if possible, because KSP is not mine. That's all I have to say about that... Those links don't seem to work anymore, but I would really love to have a copy of this. Any chance you could hook a brother up?
  10. Stupid question: What exactly do I do with the google doc? Do I download it as a .txt and then save it as a .cfg? Also, to avoid confusion, why not simply host the actual .cfg file?
  11. Hey guys, just FYI. I think I solved the problem I was having. It has to do with the Deadly Reentry .dll file that comes with the PlaCo Heatshields pack. WARNING: DO RUN THIS .DLL - IT WILL COMPLETELY SCREW UP YOUR DEADLY REENTRY MOD. I hope this helps any else who runs into this.
  12. Hey Nathan, I just installed the new version of DRE, and when I open up the debug screen, there are only two fields: Exponent and Multiplier. And I can't make changes to them.
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