DucharmeHD
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Help w/ Decoupler Glitch
DucharmeHD replied to DucharmeHD's topic in KSP1 Gameplay Questions and Tutorials
Greattttttt -
Proper Way to Back Up .23.5 Game Data?
DucharmeHD replied to DucharmeHD's topic in KSP1 Gameplay Questions and Tutorials
I just made a duplicate folder of my original one. Then renamed the duplicate "KSP .23.5" & the original "KSP.24". How's that? Will KSP be able to distinguish between which one I want to use at a particular point in time? -
Help w/ Decoupler Glitch
DucharmeHD replied to DucharmeHD's topic in KSP1 Gameplay Questions and Tutorials
So, I have to re-launch, re-dock, and all of that? -
I'm in the proccess of building a space station, and I needed to attach a probe to my science lab in order to control it, but I planned on decoupling the probe after I docked. Well, whenever I try and decouple it, the decoupler gets left on the science lab, and blocks its docking port. I've tried right clicking and decoupling, and just hitting the space bar to go to the next stage, and they both have the same outcome. This is procedural parts, btw. Here are pictures for reference: http://imgur.com/a/32Epb#1
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Artificial Gravity Space Station
DucharmeHD replied to DucharmeHD's topic in KSP1 Gameplay Questions and Tutorials
Also, can senior docking ports connect to regular docking ports? -
Artificial Gravity Space Station
DucharmeHD replied to DucharmeHD's topic in KSP1 Gameplay Questions and Tutorials
So basically its no use to build one, because it will just stop spinning? If so, then I'll draw up something else. -
If I have a command module docked to a multi-docking surface, and I want to put another module on the direct opposite side of that multi-docking node, and then have them perform a roll thrust using RCS, would the entire thing spin? Or can I get JUST the command modules to spin with out getting the multi-docking attachment to spin also?
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Yeah, i don't have those engines. Ok, so how is there a specific ratio that I should be shooting for? I have KER installed, and I know how much delta V is in each stage, so why should I need to worry about the fuel-mass ratio? For efficiency? After completing my first rocket of the family, I have this: Stage zero contains 2 solid boosters burning at 92 seconds. First stage is UDMH & N2O4. It has two RD-253's. Both stages combined gives me 6k delta V, 1.3 TWR at launch pad, and 1.35 TWR after booster separation. My second stage contains hydrolox, with the RL10A-4(two) engine, giving me a TWR (in vaccum) of .59, and 6k delta V. ' I'm assuming that my first stage will get me high enough to where that TWR shouldn't affect me. Although, it might be a little low for only a 6k delta v first stage? I can try replacing that engine with a slightly higher thrust engine?
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I'm currently trying to build a rocket family, and my smallest rocket is going to be able to put 6.2T into LEO up to 500km. I don't know the exact delta V for a 500km orbit, but I just gave it an extra 2k deltaV up to 11,500. So I divided that by 2 and am going to make it 2 stages, both containing 5750 delta V. My second stage is liquidH2/LOX. It's engine is the RL10A-4 (two), it has 198 thrust & 158 (ASL)-451(vacuum) isp. The first stage I haven't started working on yet, but I was going to put RP-1, and scale it with an engine that will get 5750 delta v. Could some please expand further on the mass-to-fuel ratio? I've never heard about that before. What is a general rule of thumb when using it? (i.e. the heavier the rocket, the higher the ratio?) <--- Just an example...
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I have tried everything in order to fix the tech limits in my career mode, and no matter what I do, it never works. I have created a .cfg file in my game data with the code for invalidating all the tech limits, and still nothing. Then I tried just changing all the tech limits to 'start', and still nothing. I'm so lost on what to do at this point. Any help would be extremely appreciated.
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It's not just me trying to cheat out of a challenge, considering the fact that i'm using realism overhaul, and it makes no sense to try and scramble through fuel tanks to see which ones fit. It's actually more realistic to just be able to make the tank meet my requirements, because that's exactly how it is done in the real world. Engines evolved, not tanks. And also, in order to get 15k delta V to go to the mun with a lander, it basically requires me to have a HUGE amount of tanks that I have to just keep stacking on each other which gives an extreme unnecessary amount of parts (and extreme lag/bad stability on the rocket). It as well restricts me to certain diameters, and I need to be able to use any different size I can get, because that will allow me to create a more realistic rocket. I have no intention of just cheating my way through the tech tree, that is part of the fun. All I need is just a way to make procedural parts' fuel tanks do what ever I need them to do.