everything-is-nominal
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Everything posted by everything-is-nominal
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I always play with RT, i can't play without it, even if sometime, putting sattelites in orbit seems to be a bit redundant... Now it's true that it's sometime a big shame that we get the big dishes at the end of the tech tree, but that's not a big deal for me since i sometime do spacetravel without any communication device ^^. For the problem of sattelite not staying in a precise order, i always put like 6 sat in prograde, and 6 others in retrograde around kerbin, i never had any big problems that way.
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For me : the "you can't play ksp correctly without" kerbal engineer redux -> no need to comment scan sat -> mapping stallite, very usefull remotetech -> you need to make a real network in order to transfer your science alarm clock -> no comment KW rocketery -> i really enjoy the big boosters infernal robotics -> the many use of it is what makes this mod awesome Dmagic orbital science -> more science to do ! and the "it's good to have these, we never know" spaceY -> some nice parts quiztech aero -> i do enjoy the cockpits KAX -> more aircraft ! modular rocket system -> some parts that can be used here and there boxsat -> a sat in a box hullcam -> i use it more to make "good looking rover" docking port alignement -> it's a plus to have it transfer window planner -> same as above tweakscale -> combined with infernal robotic it's a big plus
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Here are some of my creations, all of them are at least able to go to Duna, some others can go beyond. If you look at the big one with the two cargo bay, he never went to space because i never lauched it (i will do it after my finals). The others where used on 0.90 but will still work like a charm on 1.0.2 P.S i tried to make a [imgUR] [imgUR] thing, but it looks like i am doing something wrong... EDIT : tried to make an imgur album in the post (and it worked ! thanks cybersol)
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Well i think that 6 nuclear engines are a bit too much for this spacecraft, 2 or 3 should give you a TWR greater than 1 and will be more efficient. Second thing, you need to install at least one mod : http://kerbal.curseforge.com/ksp-mods/222685-kerbal-engineer-redux It's kerbal engineer and it will give you 2 usefull information for your travel : your Thrust to Weight Ratio and your Delta V. To get in orbit of Kerbin, you need in 1.0 at least 3500 m/s, to make an injection from kerbin to Duna you need 1100 m/s, from there, you can aerobreak or make a retro burn (wich will cost you then 400 m/s). To get back on kerbin, you will then need at least 700 Dv (if you aerobreak, otherwise you need to add 950 Dv). To sum everything up, if you are already in orbit around to kerbin, to get to Duna and coming back, you will need at least 2000 m/s, and if you add the 3500 to get in orbit around kerbin, that's 5500 m/s (let's call it 6000 for safety). So maybe what i wrote doesn't help you much right now, but if you download and install the mod, everything will be a lot more easier, you will be able to know if your ship is able or not for a journey around another planet. Now for the nuclear engines, don't forget they only use liquid fuel, so you can dump all the useless oxydiser from every tank. Also if i don't make any mistake, you should maybe add a probe or something like that on your rocket because the hitchhiker don't give any control on your rocket (but i might be wrong on this one)... P.S : here is a little cheat sheet to know the Dv needed to get somewhere http://i.imgur.com/9vVZMxq.png Edit : i changed some value in the Dv thing, i used an old Dv chart...
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One day on a career mode, i went on Mun and after taking off from there and trying to get back on kerbin, i found myself out of fuel, I then proceed to get out on periapsis and push. For what i recall, my math told me i had to do it 4 or 5 times before leaving Mun orbit and another few time to get a reentry... But, i got for some reason distrated and found myself out of mono while on EVA... I then proceeded to go turn on the "infinite fuel" on the the debug menu... turns out the game didn't want me to cheat on this one... So i had to set up a rescue mission for a kerbal, in orbit around mun with a very high eccentric orbit. DO YOU KNOW HOW HARD IT IS TO GET THE VESSEL TO MATCH WITH THE KERBAL ??? More over, i didn't at that time unlock the RCS, so i had to improvise a way to gently approach the kerbal with the vessel and then get it to at least grab the vessel... took me at least half an hour to make it... i then proceeded to make a rendez vous with the first vessel because i didn't want to leave the science behind ! ^^
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Well, you have to solutions actually, the first as stated above to time warp before going in the atmosphere and wait for the atmosphere to slow you down until you make a complete deorbit, this might take a few orbit to be made, but it's ok. The second thing is the "get out and push" method, simply point your vessel on retrograde, that way, the back of your spacecraft is pointing prograde, then get a kerbal on EVA and just make him push you spacecraft until the periaps is low enough to allow a reentry. But in both case, you don't need any rescue mission, just ask jeb to use his "secret technique". P.S : if you do the "get out and push", do not forget to do it when your vessel as reached apoaps (more efficient) and do not use all the EVA monopropellant, otherwise you will get in trouble and you don't want this...
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Hello, First of all, i want to thanks squad for their 1.0 release, it's really a great success ! Now, with all the heat problem, i would like to suggest radiator to be part of the game, we could also have active and passive cooling : the passive cooling thing : First we could have radiator : it would look like solar panels that we could spam everywhere around the vessel and as the time fly, they would cool down the vessel (with of course a limitation of how fast one would be able to cool a part of the vessel) and the farther they are from a part, the slower this part will cool down. Here is an example of what it look like in space http://science.nasa.gov/media/medialibrary/2001/03/13/ast21mar_1_resources/radiators.gif we could have small one and big one. We could also have a heat collector ; a piece that weighs a lot and that takes all the heat of the space craft to only one place before overheating. The only way for it to not overheat too fast would be to put radiators around it. The active cooling thing : It would be a piece that in order to work would use electricity and cool things pretty fast, BUT because physic is not very nice with us, if we cool something, we have to heat something else in return. So it would be a piece to cool for example engines and would have in exchange to heat other part of the vessel. For example, we have a part of the vessel that is near overheating, we would then active the active cooling piece to cool down the part very fast and in exchange, would heat up the rest of the vessel. We could also have something to produce electricity with the heat produced in the vessel : in fact it would be a piece that in contact with a hot part and a cooler one, would produce electricity (in fact, a stirling engine). Of course the cooling rate would be lower than any other technique, but would produce electricity in exchange. Here is a gif of what nasa came upon electricity production in space with a stirling engine http://www.photology.fr/moteur_stirling/strllinear/infinia_linear.gif P.S : sorry for the grammar, i tried to correct all the mistakes I could
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500 page of hype...
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No, no more, but you have to pay attention, during a streaming, someone got problems with overheating ; everytime he tried to make full gas, his ship would explode and he had to run only 1/3.
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Thanks, i finally decided to register and take part in the KSP community thanks for the answer, hope these mods will work then Yeah I know, and i highly thanks them for the work they do, but it was only to know, since 1.0 will be the first update i will experience, i didn't know how the mods would, react thus the question
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Hello, For my first post i wanted to ask you guys a little something : will the 0.9 mods works with 1.0 or will we have to delete them all and wait for the modders to make an update ? I just ask this question because i really love the scansat and remotetech mods and I would like to use them directly in 1.0