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Warzouz

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Everything posted by Warzouz

  1. After watching some various youtube teasing about the mission builder, I couldn't answer a basic question Are the missions created in the mission builder available in a career game or are they just stand alone missions ? Thx
  2. Don't panic about versions. I still have my 0.9 install, my 1.0 install, my 1.1 install... I sometime reopen them to check my previous designs... Not too much useful though...
  3. You're right about learning. once you get it it's easy, but not because it's intrinsic easy, but because we become better at understanding orbital mechanic As for MJ, I learnt a lot using it (probably more than watching vids). I remember using it for landing as I was overwhelmed by controls. I used it 2 or 3 times, then I didn't need it any more. Now I can land less than 1km from a chosen point on a vacuum world. Sure there are a lot of vids explaining KSP, but when you're in front of YOUR ship, which is going to crash soon, it's not easy. Watching MJ dealing with your ship in you mission made me understand more quickly, I think. As I explained about MJ, I couldn't get how to do rendezvous. I use MJ, then I finally got it and find that MJ would waste a lot of fuel and there was better way to rendezvous, using less manoeuvres. I don't use MJ much now.
  4. And BTW, don't panic, getting a rendezvous is one of the hardest things to do in KSP. If you're have no clue, you can still install MechJeb, use the auto-rendezvous feature, check how it does it. Then try to redo it yourself using the same method. Finally, you'll quickly understand how to do rendezvous more efficiently than MechJeb.
  5. I use a regular joystick, only for docking (and sometimes flying planes, which I don't do a lot). I find that relaxing, I don't know why, but I love it. I don't remember my joystick buttons called anything else that Button 1, 2, 3... except for the axis (X Y, Z, U). This may be a driver issue (???) NB, I use a logitech of some sort.
  6. I would say that LKO space stations quiet useless. Refueling rockets from Minmus is very waste of time job. It's fun to do it once or twice, but boring then... Launching then refueling is time consuming and increase the price tag. You need to add RCS devices and tanks and fuel to get rendez-vous. LKO space stations may be interesting if you want to reuse you interplanetary stages for other missions. But again, it's time consuming. I'm doing that right know, and figured it's even easier to relaunch the full stuff. On the opposit, using a Mun station to refuel to go to the mun us VERY useful : you don't need to get back to Kerbin ! It's even more useful dealing with Duna, Jool or any other planet. here is an example (bit old)
  7. I tried your syntax, that didn't work either. Maybe it's in the data I change not the selection. But either way, I can edit part files themselves (that worked). Those @Nertea's mods are fantastic but quite hard to master at first glance.
  8. Well the message says I can't transfer fuel because of temperature over 400. The reactor is lower, but the nuke tank have no temp display. Si I don't know it's temps Here is you script @Nertea // Near Future Electrical 0.6.0 // Nuclear Fuel - 0.625m PART { name = nuclearfuel-0625 module = Part author = Chris Adderley mesh = nuclearfuel-0625.mu scale = 1 rescaleFactor = 1 ... (cut) MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } ... (cut) and I did this script to modify it. but it does work. Can someone help ? NB : I want to modify all Radioactive Storage modules @PART[*]:HAS[@MODULE[RadioactiveStorageContainer]]:Final { @MODULE[RadioactiveStorageContainer] { @MaxTempForTransfer = 1000 } }
  9. I need fuel transfer because I use a hydrogen big tank to power my nuclear engine. They consume quite a lot of power and as I play OPM, travel time is big. Around 12 years just to go to Sarnus and back. For balance, I use 2 small nuke reactors at half power, but I need to refuel them with a uranium container, which I fill depending on the mission duration. At full capacity, the vehicle can be powered 40 years, maybe more. But I'm stuck with the refueling/waste transfert which is not well described I tried to reconfigure the part files, but it didn't work well. I must have messed up the MM script. I'll post it this evening. Well, the emancipator is so powerful, I would need 115 large stock radiators just to keep it cool. That's not realistic, even using those nice large graphene. Nuclear reactors don't need cooling when they are fully throttled. They just need cooling when reactor is activated and throttle is less than 100%. when active, the hydrogen cools all the heat. It seems a bug that when you use ship wide cooling panels, the reactor is heating them instead of ejecting heat with hydrogen flow. so the other heat sources that rely on those panels can't be cooled down any more. I found a workaround : using small range cooling panels, they don't cool the engine fission core, but only the small reactors.
  10. Hi @Nertea, everyone I don't understand how Near Future Electrical works, regarding nuke and waste transfer. I've a long range tug ship with level 5 engineers and 0.6m nuke reactor pluged and a half full small nuke barrel. I stop the reactor, I can't transfer fuel because of >400K limitation. Ok, I wait a looonnng time and finally get the core temp to get below 400 (around 380). I still can't transfer fuel. Finally, some years later (I've 2 reactors on board), I finally succeed transfering fuel from the reserve to the reactor. But I still can't transfer waste due to the 400k limit. On the small reactor, I only have a default 150k cooler directly stuck on it. It's stable even at full capacity. While trying to hack into the part files, I discovered that depleted UR produce heat. Maybe the issue us about the reserve container and not the reactor, but there is no clear display of that. I tried to set limit temp to 4000K on the reactor and the container, but that didn't work either. What is my mistake ? I'm at work so I can't provide any screenshot, but I'll try this evening. Also, I've a more general cooling issue : I also have a emancipator reactor on board, which I only use full power because I don't have enough radiators (I've a secondary reactor system for small maneuvers). I tried to use bigger radiators, those which cools the whole ship. But As I start the emancipator, they saturate the radiators and my small nuke aren't cooled down and shutdown, event with emancipator at full power. My solution is to only use "nearby cooling" radiators, but that's quite lame. What would be your solution ? Thx
  11. If you ship can achieve orbit : go there and send a ship to rendez-vous If it can't achieve orbit : send an empty ship and land near the first one. If you can't land near, use the low fuelled one to shorten the distance to the rescue ship. Board the new ship and return. If you can't : let the be. At least you'll be able to quick solve "plant flag on duna" missions
  12. Here is how I learnt to dock - Install Mech Jeb - Use the auto rendez-vous feature - Be attentive to how it does - Use Autodock feature - Be attentive how it waste so much fuel ! After several docking - Redo what MJ has done (start with docking, before rendez-vous) After several docking - Improve on what MJ usually do. Be smarter To ease docking use "Alignment port indicator" mod. Be sure to properly set all you control keys, especially for translations. And BTW a quick design advice : don't add much monopropellant tanks. You only use a tiny bit if you take your time. I can dock 3 times a 7T ship with 10 units of monoprop. I never use additional Monoprop tanks, except in refuel station. The secret is to go slowly. If you want ton go faster, don't use thrust, use timewarp. Another design advice : place your solar panels and other fragile stuff far from the docking rings. So, if you miss, you don't wreck everything... Also : try to design your station mostly the same way. Docking ports always in the same location. So you don't need to think were your docking ports are. Don't hesitate to use colors on the lights, again to see where you have to go from afar. And again : add lights toward your ports so you can see them Docking advice : orient your target ship always in the same direction, so you'll find your marks even if you don't see the docking ports. Alternative advice (best for small ships docking with small ships), set both ships to "target" aim, ans simply move toward each other. Finally, be aware that Kerbin space stations have very little advantages. You'll rarely need to dock to them. On the opposite, having space stations around Mun, Duna or any other planet is usually very useful for refueling landers so you can harvest science points. Have fun.
  13. Thx, I'll check that. BTW, is KW rocketry mainly designed to play in RSS ?
  14. I'm using a lot of @Nertea mods but there is no 3.75 docking ports. Can you point me to a 1.3.1 mod that has one which I could extract ? Thx
  15. @Nertea, I can't find a 3.75 docking port in your pack (but there is a 5m one). Do I miss something ?
  16. @Nertea, thank you for your fantastic mods. I literally downloaded all of them !
  17. Maybe first line of buttons : "Launch KSP" ; "Open Mod list" (instead of "Select") And second ling of buttons : "Add new", "rename" and "forget" "Set defaut" could be overridden by holding a key (shift/ctrl/alt) True, but the label in the selector isn't displayed. Why is it offered to rename it ? It's not logical. A simple explicit and visible display would be great.
  18. Feature request : Quick launch button and better context display Would you add a button on the install selector to directly launch KSP instead of needing to start the mod display ? Further more, the CKAN install name should be displayed in the main window, so we would not hesitate what config we are editing. ("Current : xxxx" in bold) That would be lovely. Thx
  19. Most of the problem is about flying the rocket. If your rocket is properly powered (TWR around 1.4 to 1.6), you shouldn't need to turn forcefully. Adjust you turning angle using THRUST instead of directions, It'll create much less wobble and be more efficient. Reducing gimbal to 30% is also a solution. SAS will make direction change smoother. Location of reaction wheels can be a problem too if they are very far from the engines. Sure if your rocket is very wobbly, keeping it straight will be a hassle... Add some struts Edit : as for KJR mod, you can use it while learning how to fly to orbit rocket properly, then you'll notice you don't need it anymore. KJR is still useful for unreasonably large rockets. But for now, even my 600T to orbit rocket SSTO didn't need it. Have fun.
  20. I designed a go anywhere rover back in 1.0. But I used an adapted version in 1.2. This is shipped with a tug carrier where you can fit 4 of them. Bit of advice : on high gravity bodies, turn using steering on low gravity bodies, turn using reaction wheels, I did a mun circumnavigation at x4 speed with a crewed version.
  21. Music, well nice But sound design could be vastly improved. (chatterer, cracking sound, rocket sounds - not hard to do better)...
  22. I agree with you. If KSP is not designed to be a multiplayer game, like Minecraft (where any one can go any where doing its own business). Having a multiplayer game where player one goes to Eeloo, and Player 2 Dres will be a hassle, not for the time warps, but when ships arrive on destination. When player 2 will start exploring, player 1 will be in flight. BUT, maybe there can be another type of multiplayer : building joint missions to the same place ! (building a 12 part space station to Jool). As for dogfights, there are much better game to do that... In the end, I still believe that KSP is 99% a solo game. All game don't have to be multiplayer. The KSP multiplayer would be cool, but that's not a decisive feature. There are other more important (better graphics, better sound design, more sol-like planets...)
  23. I don't know if that was said, but any tool able to tweak nodes by controlled increments instead of dealing with that awful node cross helps a lot. From memory, you can use "Precise Node" mod, but MechJeb also has such a feature (Node Editor, iirc)
  24. Use over 95% recovery because that what you'll really get. The worst recover I did was 93%. and rarely has been under 96%. Now the issue with this design is overheating. The re-entry profile is more complex (including spinning like madness). But as I said, I don't use such device any more. I prefer building a non recoverable staged rocket. It's more fun.
  25. Back in 1.0 / 1.1, I worked a lot on SSTO rockets systems. I dig quite a lot in tweaking the design, and find that SSTO rockets are very easy to use. They are scalable very scalable. I build the 600T from the 300T in only 15min. It worked at the first try. SSTO planes are more efficient but aren't scalable. You spend a lot of time is you want to increase it's payload. Even if I never got 100% recovery, I usually got around 97% return value. I used them a lot and don't remember recovering less than 90% even once. But as in 1.1, re-entry was changed and heating was increased, the design wasn't as good as it used to be. That's a good point because, SSTo rockets were way too easy to create, to fly and to land. In the end, I use regular rockets because it's more fun to stage during launch. I don't care much now about cost effectiveness. Here are some stats of my design (before 1.1)
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