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Kourou

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Everything posted by Kourou

  1. I was sent a nice-looking texture and I'm planning an update for my mod, so now I want your feedback. Do you feel everything is balanced? Did I make that thing too heavy? I really appreciate any feedback(did I make any Typos)? Thanks in advance
  2. Here's the Lander rendered in the VAB: I saw this "turbulent" effect for all other parts too, not pushing it anywhere dangerous. But only this one Aerospike suddenly gets so insane Rad Flux, it explodes as hit by a stone with 1.6km/s. Val and me just double-checked it - the turbulent switch is still handled by Conv Flux: Picture was taken only split-seconds before Rapid Unplanned Disassembly Event:)
  3. So I built an eve lander that is able to return from ~2500m, and tried to land it in version 1.0.4. With a veeery shallow reentry path and Airbrakes, it survives the new reentry heat relatively safe, maybe even at 110%. But every time, when I'm already quite slow and the ship is cooling down again, the "bottom right" of my Aerospikes explodes due to overheating and destroys everything. As this happens every time with this setup and is easy to recreate, I could track down that it is not even the atmospheric heating, but absurd Radiation values even with already 1600K Skin temp, so I'm absolutely sure this is a bug. Did I miss something? Is this a known issue? Any workaround known, or do I just have to disable Convective Flux as well as Radiation in the debug menu to land Jeb safely?
  4. And my first mod is done. I think this is quite exactly what you wanted, and gave my best to balance it by realism and gameplay so that you still have your challenge.
  5. I just published my first mod, Air-Augmented Rockets. It adds a poorly textured liquid fuel engine that is modeled after the principle of the real-world Air-Augmented Rocket, thus increasing thrust and efficiency in atmospheres. This thread is the place for feedback of any type, be kind, it is the first beta release of my first mod. DOWNLOAD along with some more detailed info Licensing Rules: This wasn't much work, do privately whatever you want with it, don't publish it anywhere else or as your work, if you use the mod in a video, link to either the forum thread or this page in the description, and if you want to use it for anything you want to publish (e.g. a modpack) just contact me on the forum and I can see if i give my ok.
  6. Savefile editing. Just open your save in the Game Directory(it's a simple, not too hard to understand txt), search for your vessel (Ctrl+F helps), search for the decoupler part, and change the respective value. If it is a docking port, then it's impossible (without a probably not existing mod), they have set ejection force values.
  7. Just checked it, she can be in a seat, works just as fine as with a cabin.
  8. Yes, it is. This will give you version 0.90 Don't forget to turn off auto update after that.
  9. Have you tried landing and Mining on Pol? I think the problem lies in the scanner, as you already mentioned. The system works a bit weird: The ore concentration of a given survace relies almost only on its biome, whithin a biome there is only minimal difference. The scanner's cutoff takes 'about'® the highest concentration on the celestial body, then, if you have e.g. 50% cutoff set, the map will show the area with more than 'about®' 50% of this maximum, the map view is very unaccurate. I assume the empty map view could mean the only 4 biomes of Pol all have about the same concentration, and it does not matter where you land. Another possibility: Did you use the 'Show Biomes in Map view' debug option? It removes the overlay and it will not show up again after you switch the option off, the overlay off, and activate the overlay again.
  10. Aheem, isn't it the other way round? From what i have tested, a drill always consumes 15E/s (unless they throttle down when your source of electicity is delivering insufficient power, but i'll ignore that case for now). Then, the basic ore rate seems to be Concentration/20 per second, so if the concentration is 8%, you'd get 8%/20 = 0.004 ore per second. You can calculate using the given rates of fuel cells, drills and the ISRU converter, that you will need a ore rate of slightly above 0.02 ore per second and drill to achieve equilibrium, so a higher rate will result in a fuel win. This means, for unmanned drill vehicles, you would need an ore rate above 40% (i have only scanned kerbin so far, on kerbin you will never find a spot close to 40%, no idea if there is a body which such a high rate, probably not or only very rare). Now, for actually effectively farming ore cell-powered, you wanna take an engineer with you. Engineers simply increase the ore rate of drills by being in the craft. Only the highest engineer is counted, so you just need one. In my test world i only have 5* Engineers(Sandbox), so i could only test out that five-star-engineers will multiply your rate by 25, so in the 8% example, you would get 0.1 instead of 0.004 ore/s, which means that 4/5 of your mined ore will be effective fuel, while 1/5 of the ore is enough to supply the Fuel Cell Arrays.
  11. While i think it is possible to perform aerocaptures with A.I.R.B.R.A.K.E.S/drouge chutes with both Jool and Laythe(just guessing), here is what i thought reading this: Forget Aerocapture. Just don't risk your Kerbals ending grilled and do it the much safer and, if you're planning your maneuver well, even less fuel-costly way by performing a Gravity Capture. That's a reverse gravity assist which will send you from your interplanetary course onto a elliptic Joolean orbit for free, achieved by a Swing-By on a moon. You want to use Tylo for this when going to Jool though it should also work with Laythe and Vall. This also works fine with the Mun when returning, as well as Ike, only Gilly will be quite useless and Eve stay challenging. An advantage is, that, as you are not doing anything inside an Atmosphere, you can pre-calculate your way exactly when still in Kerbin orbit using maneuver nodes, though not quite neccessary. For in-depth explanation check the wiki page http://wiki.kerbalspaceprogram.com/wiki/Tutorial:_Gravity_Assist (there is a good example picture of a Jool capture showing the ideal solution to your problem) or search for ksp gravity assist on youtube. I would still recommend the new radial drouge chutes for laythe/kerbin entry, if you wanna fly on after re-entering, don't forget to bind "cut parachute" to an action group if you use several and simply press that button when at about 10 000 - 15 000m.
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