Jump to content

Requia

Members
  • Posts

    272
  • Joined

  • Last visited

Everything posted by Requia

  1. I can duplicate this on my modded install but not a fresh unpack of the zip. Try pulling out what little mods you have (worryingly, the only one we likely have in common is Engineer).
  2. Well not nothing, but i still hit the ground at 30 m/s with nothing but a flea and a mk1 command pod, and the entry level chute. I had a ton of horizontal velocity too, which I've never seen with chutes. An unmodded check was fine. Mod list is: - ActsEW 1.5 - CapCom 1.1 - CommunityResourcePack 0.4.2 - CommunityTechTree 2.1 - ConnectedLivingSpace 1.1.3.1 - ContractConfigurator 1.5.0 - ContractConfigurator-AnomalySurveyor 1.2.2 - ContractConfigurator-ContractPack-SCANsat v0.5.2.1 - ContractConfigurator-UsefulSpaceStations 1.0.1 - ContractsWindowPlus 5.2 - CrewManifest 0.6.0 - CrossFeedEnabler v3.3 - CrowdSourcedScience v3.0 - DangIt 0.6.1 X DMagicOrbitalScience 1.0.4 - ExtraPlanetaryLaunchpads 5.2.0 - FieldExperience 1.0.1 - FilterExtensions 2.3.0 - FilterExtensionsDefaultConfig 2.3.0 - FinalFrontier 0.8.6-1370 - FirespitterCore v7.1.4 - GCMonitor 1.2.6 - HyperEdit 1.4.1 - InfernalRobotics 0.21.3 - InterstellarFuelSwitch-Core 1.14 - Karbonite 0.6.2 - KarbonitePlus 0.4.1 - KAS 0.5.2 - KerbalAlarmClock v3.4.0.0 - KerbalConstructionTime 1.1.8.0 - KerbalEngineerRedux 1.0.17.0 - KerbalJointReinforcement v3.1.4 - KerbalStats 2.0.0 - KIS 1.1.5 - kOS 0.17.3 - MechJebForAll 1.2.0.0 - ModuleAnimateEmissive v1.4 - ModuleManager 2.6.6 - ModuleRCSFX v4.1 - NavballDockingIndicator 7 - NearFutureConstruction 0.5.4 - PreciseNode 1.1.3 - ProceduralParts v1.1.6 - RealFuels rf-v10.4.1 - RemoteTech 1.6.7 - RFStockalike v2.1.7 - SCANsat v12.1 X ScienceAlert 1.8.7 - SolverEngines v1.4 - StageRecovery 1.5.6 X StationScience 1.5 - StockBugFixModules v1.0.2e.3 - StockFairingTweaker 1.0.1 - Toolbar 1.7.9 - TransferWindowPlanner v1.3.0.1 - UKS 0.31.4 - USI-FTT 0.4.1 - USI-LS 0.1.0 - USITools 0.4.1
  3. Where the heck are you getting your numbers? The NERVA (which is a good spec point for minimum tech to launch) specs a TWR of ~5, the stock LV-N has a TWR of 2, your 'realistic' config has an entry TWR ~1.25 of your stockalike LN-V config has an entry TWR of .36.
  4. Ok realistic mass complaint removed now that I get tech level is a gui thing not a reflection of how much tech has been unlocked. But reverting to stockish masses still murders it.
  5. Ok, if i turn realistic mass to false the LV-N jumps to over 17 tons. I'm guessing this is a bug and not a feature.
  6. So, it should create at least some asteroids with low DV capture orbits then? I can actually make asteroid colonies outside Dres!
  7. No, capacitive. Used to be really common with pastes ~10 years ago, end result is about the same if you don't clean up your mess though.
  8. Why did you up the weight of the LV-N when it's already unrealistically heavy (compared to thrust) in stock (apologies if that belongs to the original RF configs)
  9. Harder how, they still on capacitive materials that you can't afford to spill, or different consistency? (also I assume you mean Centigrade?)
  10. I normally don't like part clipping but that's pretty sweet looking. Normally I just go for bigger pods. I prefer the three kerbal capsule to a two kerbal can unlike Skorpy, because of the variety of stuff it provides (high torque, monoprop tank, a slant to hide radial parachutes behind on reentry, and with one mod I use integrated RCS thrusters).
  11. Make sure the laptop is on a flat smooth surface so that the airflow at the bottom of the laptop is unobstructed, no cloth/carpet and for the love of god not actually your lap. If you like doing that get a tray to put it on top of. Also if any of the feet of the laptop are missing/damaged replace those. Option 2: which will probably void your warranty (I don't know ASUS's general system policies, when I was with Dell it would have only voided the CPU warranty, most companies were far less forgiving about modifications, on the other hand if any company is gonna say 'go nuts' it'll be ASUS): Replace the thermal paste with something better (Arctic Silver is my goto).
  12. If the goal is to simulate interplanetary conditions, you'd want to send all the supplies for the entire mission in the first launch. The 500million a year figure includes the average for the R&D and reusable parts cost. The actual cost to add a mission should be more modest (though I'm not sure exactly what it is). The real limiting factor is the cost of payloads. Spirit and opportunity cost somewhere around 250 million for the launches (based on other recent Delta II launches), out of a budget of 820 million for the first 90 days. The nice thing about the shuttle was that the payload was mostly already sitting there. (Orion may have a similar effect htough, you do need to build a new one every time, but the R&D for the manned capability part of the mission will be done at least). The fact that so much R&D cost has been sunk into them should help get SLS class missions funded though, congress is really bad about the Sunk Cost bias.
  13. Er, that last proof shot was of the wrong payload according to the KER mass display, I actually launched again, this one is less invisible too: http://i.imgur.com/0UgCUL2.png
  14. According to KER it has 6000. It ends up depending on how much LF you use before getting too high/fast I think. The 2911.5 number assumes that ou only use the 40L of LF in the LF only tank, the 6000 assumes the oxidizer is payload. - - - Updated - - - the heck do you even fly this thing? I thought a practical test so I could see the final fuel, but my thrust drops off to fast as I climb, so I never reach supersonic.
  15. I've never seen the rocket I can't fly on my machine, and its ancient (maybe windows memory limits are a problem?). It make take an hour or two to get to orbit, but it'll get there.
  16. There's a stack seperator in the middle of the 14400s. http://i.imgur.com/SO9H4zh.png (look closely, it didn't separate very far).
  17. If you install Community Tech Tree there's a ton of new nodes that are empty of stock parts but that mods fill up.
  18. Stock rocket (KER and KER and Mechjeb for all to avoid using the part were used) 25.5% Initial mass 766.77 tons. Payload mass 195.92 tons. http://imgur.com/a/Laofu launch instructions and .7 tons of the payload was useful, probe core, 2 reaction wheels, and a battery. I should upload the craft file but I'm not sure where?
  19. Is it acceptable to stick torque wheels in the payload and then subtract the weight? the lack of a 3.75m torque wheel creates some aerodynamic problems if its below the payload.
  20. Stuff is closer together but a lot lighter (you get normal surface gravity because of high density) so the gravity at range should be pretty minimal.
  21. This probably belongs in mod suggestions, since Squad has apparently decided there won't be any life support system.
  22. A single base won't actually do what you want it to. You're going to need access to all of the MKS resources, and while Duna has all of them, they aren't all in the same place. Your stage one needs a suborbital delivery vehicle or very long range megarover capable of bringing you water (or a source of water like kethane), substrate, some sort of LFO source (water works, but I think it's pretty inefficient compared to ore or kethane) metallicore, minerals, and probably uranite (self sustaining life support needs huge power requirements, you need either need a nuclear power plant or the top tier near future solar panels if you want anything like a sane partcount, or possibly the new RTGs but I don't know how to refuel them). Other than that i really suggest looking through/asking in the Kolonization thread, not many people know the new parts yet (i'm pretty sure nothing was actually removed, since RoverDude originally thought that this was gonna be backwards compatible), and it should be substantially easier to get set up for rocketpart and machinery production than before, since he added mark II versions of the Mark III parts (which you can use to build your better Mark III parts once stage 2 is in place).
  23. oooh, I bet I can build a really compact stabilizing system for 6/8 booster rockets with this.
  24. I think the idea is a ballast item, to reduce thrust torque. I'd suggest a sandbag or something though, cheaper than iron, and it scales more easily (half full vs full, no model change).
×
×
  • Create New...