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Viragos

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  1. After I get the comsats in place I am probably going to have to fork the save and do each moon individually. My PC is already struggling with the flight count and I am just getting ready to send the Comsat constellation.
  2. Thanks for the inspiration Temstar! I saw these and even though I don't have Mammoths and 3.75m stuff unlocked in my Career mode yet I was able to downscale it to run with the Twin-Boar motor on 2.5m parts. Recovers about 40k per booster which is helping the economy a ton
  3. Still working on this one, just trying to get my career game into place to start sending stuff out there and crash training on remote-tech.
  4. While you are at it could you look through and amend the mod list? Several of them are not 1.2 current.
  5. yes pretty much, brachistome trajectory is minimum time/maximum thrust, which is pretty much the opposite of the transfer we all know and use. Orion drives are capable of either it or close to it. Roverdude has a 13 minute transit to the mun in the video where he released it. Would the M.O.L.E. mod by Angel125 be ok though? I'm kind of fond of the reconfigurable thing he does.
  6. Would M.O.L.E. be an acceptable mod to use in doing this? Also part of the USI constellation is the Orion/Medusa pulse drives which have extremely high thrust/isp (To the point of making brachistome trajectories viable) Are they still considered ok?
  7. If your ship has RCS there's a fair probability that the monopropellant used in that is the Hydrogen Peroxide you're looking for. A pretty common monoprop system is H2O2 over a catalyst.
  8. A couple of other possibilities to consider are Roverdude's MKS/OKS mod (I think its in that one anyway) It gives engineers the ability to scrap parts on ships in flight so after you build a space station/base/interplanetary Tug or w/e you can go in and scrap the extra struts and rcs blocks you don't need any more reducing part count, and/or Ferram's Kerbal Joint reinforcement which can cut out the need for struts in the first place.
  9. I'm having a little issue with the reactors RoverDude, I'm not seeing a Start Reactor/Stop Reactor button at all, just getting transfer fuel and transfer waste buttons. Is there a dependency I might be missing here?
  10. Misunderstood your original question Laie. Sorry 'bout that
  11. From what I've been seeing with mine (Running a training mission to the Mun, had a 3 man command pod and a lab on the tug with a lander to take down crews for training) having extra scientists in the command pods increase science per day. I don't know if Hitchhikers work but if so having a couple of those hooked to the lab would let you run like 10 scientists.
  12. Netea, please, please go and take the time to find what you enjoy about this game and savor it. Without that joy and passion your work wouldn't be as great as it is and enjoyed by so many. when and if you feel like sharing it with us again we will be waiting happily for it.
  13. The Illuminator Mk3 is actually a part from a mod. One of Nertea's excellent Near Future ones I believe, if its the one I'm thinking of.
  14. You don't ever get rid of all the waste heat, what happens is radiators dump waste heat faster the closer to "full" of heat they are so eventually if you have enough radiators it reaches a stasis point where the heat is dissipating as quickly as its being generated. With just solar panels and batteries you shouldn't really need more than a radial or 2 unless you're building a big Microwave solar power plant.
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