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Everything posted by Box of Stardust
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Managing opening/closing air intakes.
Box of Stardust replied to Sharpy's topic in KSP1 Gameplay Questions and Tutorials
That is an eye-opener. -
Good cost baseline to go the Mun?
Box of Stardust replied to Box of Stardust's topic in KSP1 Gameplay Questions and Tutorials
Okay, considering I'm at a Career point where I don't have anything 160+ Science point nodes are unlocked, that's currently my status. So I can't build any fancy SSTOs yet nor have access to Mainsails. How much higher tech will improve cost, not sure. The net cost of a mission is somewhere around 50k. It would probably help if I wasn't using a 20t (loaded) lander though... -
I use both. Mostly out of habit, since before, KER had excellent VAB/SPH capabilities that MJ did not, but even in 1.0, I still feel that KER is better in the VAB/SPH while MJ is useful for its piloting functions. Yes, I'm a dirty cheater that autopilots, but I love being able to multitask, e.g., browsing the net or getting a drink, allowing MJ to do the burns for me (I do all the landings, space constructions, and dockings myself though...). Also, since OP mentioned career, KER does not really have tech tree nodes. The majority (if not all) of its functions are actually available from the start. The VAB/SPH functions are all available. The flight readouts are also all available... provided you have an Engineer kerbal in the vessel. MJ, however, just requires the case, but it also has tech tree nodes to unlock the various functions (and advanced autopiloting is down the line, so if anything, you can say you earned it).
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Good cost baseline to go the Mun?
Box of Stardust replied to Box of Stardust's topic in KSP1 Gameplay Questions and Tutorials
Actually, two pods, but not an Apollo-style. -
As of right now, my Munar rockets cost 85-95k in terms of cost. The lander I use costs 20k (included in the cost), but I get the entire thing back down in one piece. I have Stage Recovery installed, so it gets me my ascent stage engines back at least, but not the fuel tanks. Overall, I get about 30-40k in refunded cost. Is this close to a decent per-mission cost? Or is it possible to build cheaper rockets?
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So! I'm not actually new to any of this, but I've been off for about six months. Am I allowed to ask for a welcome back? Because I missed a lot of the changes (didn't really get to play .24, much less .24.2, and don't even talk about .25...), I feel like I'm more scared to jump back into KSP than I was going in the first place . It seems like a lot has changed (noo.... my ultimate career save with New Horizons replica mission from .23.5 isn't very relevant because updates.....) Has it? I logged on to Steam today to find that the initial Beta stage was just released today, much to my surprise.
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Scythe Mk5 - Light SSTO Dropship
Box of Stardust replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
I dunno... I like the Stratos-esq aesthetic of it. I've alway's been more partial to the look of your Stratos than the Scythe. -
I was planning one once I got my Viper Mk VII to actually fly correctly, but since it flies like a brick, well... Cool job!
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If you send the .craft file to a compressed folder, it'll be easier to download without having to rename it as a .craft file. It's loads of fun, but was a little frustrating to download. The text took forever to load. I've decided the only fun way to get this to the Mun was to build an SSTO. Work in progress.
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Light Launch Vehicle 24
Box of Stardust replied to Comrade Jenkens's topic in KSP1 The Spacecraft Exchange
Didn't have to. -
Pricy. So realistic! For the exit problem, I'd just use Ship Manifest.
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So how much does it cost to launch? With a replica Soyuz? 'Cause it seems like a good way to launch in style.
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So that title probably doesn't make much sense, but so far, all I've experienced in the rescue contracts is that the kerbal always has a full EVA pack (tell me otherwise if this isn't the case). I feel like it would be more interesting if EVA fuel levels are randomized. Just a small thought/suggestion.
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How to create four parallel linkages?
Box of Stardust replied to jwatte's topic in KSP1 Gameplay Questions and Tutorials
You realize that makes the point of decoupler moot though, right? -
Cupcake's Dropship Dealership...
Box of Stardust replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
I just saw your Equinox MkII vid. I feel kinda odd in that I managed to scrounge together something similar a couple months ago, but couldn't get anything done with it because I couldn't get the fuel to feed correctly. -
How to create four parallel linkages?
Box of Stardust replied to jwatte's topic in KSP1 Gameplay Questions and Tutorials
In that case, if you're going to use LV-Ns, you're going to have to use the 'manual coupling' technique, the one where you place cubic octagonal struts symmetrically + radially underneath the tank. Flip them over to clip inside the tank if you want. In any case it'll give you nodes to attach your engines to (and fuel feeds normally), plus the center node will be open to attach a decoupler to, which you should extend down with an I-beam or similar part. It'll require vertical struts between the two stages to keep it stable, but it'll work. -
While I wait for .24 to work for me, I got an album of my K-Prize entry mission from months ago done: SSTO and Minmus landing and back. 99% stock. Only thing in there not stock is a MechJeb I used for info.
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How to create four parallel linkages?
Box of Stardust replied to jwatte's topic in KSP1 Gameplay Questions and Tutorials
I assumed that from the number of Kerbodyne tanks, cost wouldn't really be much of a factor. And if cost wasn't rebalanced again, it doesn't cost all too much if I remember correctly. I was specifically taking a look at how much this technique would cost earlier with .24 on the horizon at the time. I've used the technique myself, and will admit it does require strutting the stage to the lower stage. But only a few well placed struts. Or depending on the rocket. ... But in the case of OP, yeah... I think just doing a central-column might be better. Looking at it again, Kerbodyne tanks have a lot of room to symmetrically place the 909s. And with that much space, there's definitely more than enough room to put, say, a tiny decoupler in the middle and just connect down with an I-beam. Although I can't imagine why four LV-909s instead of just a Poodle. That would solve everything. -
How to create four parallel linkages?
Box of Stardust replied to jwatte's topic in KSP1 Gameplay Questions and Tutorials
Actually, there is a technique. Learned it over in the Stock Construction Techniques Repository (or whatever it's called). If you're going to use decouplers (I assume you would), place the decouplers under the engines. Then under those, place docking ports. Then, under a single engine, connect another docking port (in the docking position, naturally). Latch your coupler under that one while lining it up with the other three engines. Then place the docking ports on the bottom coupler. The docking ports will be all docked upon loading. Hope this helps! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Box of Stardust replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Since 0.24 borked my KSP temporarily, I guess I'll just look through my screenshots and post some stuff. This is a UAV I made for searching Kethane, but it's otherwise stock (and a MechJeb module). I like its aesthetics and it performs well. Probably an easy conversion to SSTO with addition of rockets. Feel the burn. Totally not sure what I'll use it for. And, unfortunately, the only pics I could find of my Viper MkVII development since most of them got somehow deleted: -
If using Steam, does it launch the x64 automatically? Or am I going to have to change some things? Also, I can launch the game, but I can't actually open a save. I think it might be some mods interfering, but I'm not sure. Same thing happened to me when .23.5 came out. Guess I might have to wait a day or two to be able to play KSP again...
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I can't even launch KSP... must be some of my mods...