Viragos
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The Jool 500 Kolonization Challenge Continuation
Viragos replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
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.- 116 replies
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[Stock] [1.05] Hurricane Launch Vehicle Family
Viragos replied to Temstar's topic in KSP1 The Spacecraft Exchange
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 -
The Jool 500 Kolonization Challenge Continuation
Viragos replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
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.- 116 replies
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The Jool 500 Kolonization Challenge Continuation
Viragos replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
While you are at it could you look through and amend the mod list? Several of them are not 1.2 current.- 116 replies
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The Jool 500 Kolonization Challenge Continuation
Viragos replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
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.- 116 replies
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- 500 kerbals
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The Jool 500 Kolonization Challenge Continuation
Viragos replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
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?- 116 replies
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How to sterilize the interior of a spaceship?
Viragos replied to InterCity's topic in Science & Spaceflight
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. -
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.
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[1.12.x] USI Core (Reactors and Kontainers)
Viragos replied to RoverDude's topic in KSP1 Mod Releases
1.0.5.1028 Thanks -
[1.12.x] USI Core (Reactors and Kontainers)
Viragos replied to RoverDude's topic in KSP1 Mod Releases
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? -
how to reduce science processing time?
Viragos replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Misunderstood your original question Laie. Sorry 'bout that -
how to reduce science processing time?
Viragos replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
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. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Viragos replied to Nertea's topic in KSP1 Mod Releases
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. -
Where's the Illuminator Mk3?
Viragos replied to Bomoo's topic in KSP1 Gameplay Questions and Tutorials
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. -
Interstellar Mod - Radiators and Waste Heat
Viragos replied to giddonah's topic in KSP1 Mods Discussions
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. -
Nicely done Mab and slashy!
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No name as yet, and the other issue I think is messing it up is flight path, I tried to roughly follow Yakky's flight plan (North to the pole while climbing then run south along the terminator bearing east to add speed at the end) but every bit of thrust not going to orbital velocity is basically wasted. I'll try cutting fuel and adding wings to see what happens. Thanks!
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Ok time to post up my work even though I'm nowhere near the milestones http://imgur.com/a/nZY7l Not sure what Im messing up on my flight profile, I'm running out of fuel around 25k and cant seem to get enough climb rate to improve that
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Cheers, thanks for the reply
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Just to clarify on this challenge, would a run with Kerbal Engineer Redux installed for performance monitoring be acceptable?
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My most memorable if not epic was test the mark 55 radial mount at 2100 to 3300 meters at 420 m/s plus. I spent probably 6 hours building spaceplanes based on SRB's til I finally gave up and built a couple rockomax 16's with mainsails strapped to them and figured out that I can launch sideways off the Launchpad. I couldn't even see the rocket for the supersonic effects when I finally finished the test and got my measly 21k payout.
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[1.12.x] Freight Transport Technologies [v0.6.0]
Viragos replied to RoverDude's topic in KSP1 Mod Releases
Already got it, and Ill see if I can reproduce it for you. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Viragos replied to RoverDude's topic in KSP1 Mod Releases
So after a little more experimenting on the side of a hill on Minimus, I think the cause of the insta fill bug is bounce related. Basically from what I can see the Drills all only work when landed and in low-gravity the ship bobbles back and forth between a very low orbit and landed. I think that is behind it because if you anchor/damp (Not 100% sure which one causes the fix) it doesn't insta fill. Fix would be as straightforward as including the anchoring module into the drills so it activates when you extend the drill (I cant code at all or I'd test it directly by modifying the code) -
[1.12.x] Freight Transport Technologies [v0.6.0]
Viragos replied to RoverDude's topic in KSP1 Mod Releases
Thank you very much! -
[1.12.x] Freight Transport Technologies [v0.6.0]
Viragos replied to RoverDude's topic in KSP1 Mod Releases
Fair enough, if there's one thing this game is teaching me is that paitience (waiting for transfer windows, orbital construction, mining, etc.) is a virtue. On a side note to that I've been having the insta-fill glitch with my mining rigs and I think I may be onto what the cause is. I need to do some more testing to be sure though.