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Nich

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Everything posted by Nich

  1. Main problem is the Jump from LKO to Mun landing is HUGE dv wise. But the jump from Mun to Minimus is actually a step backwards dv wise. Once you have landed on the Mun next target is Minimus although if you send your mun lander to Minimus you can farm every biome. I like to play with a 1 mission per body rule. I am allowed to surface hop or even set up orbital stations but it all has to be in 1 go and come back before i start the next mission.
  2. If you are talking about part count I will agree, otherwise you have to split hairs and it would be that same ratios for 1.25m parts. I have not done the math but it feels like parachutes weight more after about 20 m/s (terminal full deployment) if you don't have to add an engine or 5 m/s if you have to add an engine specifically for landing. To be fair I have never really played with seperitrons. I am guessing @GoSlash27 has a spread sheet for this
  3. My major problem is attempting to make a realistic looking video game it still looks like crap. By embracing the cartoonyness you reduce the rendering/animation resources. When I play a cartoony game I mentally enter an alternate cartoon universe which makes it more realistic to me.
  4. Tried to play RSS 1.1.3 yesterday Crashed 3 times in a row trying to load the VAB. Decided to go read the forums and saw that RSS has been updated for 1.2.2. So excited
  5. Chutes get excessive on Duna, I agree with powered landings. Seperatrons with tweaked .95-1 twr are nice. As an alternative some experimentation with a crumple zone (cubic octagial struts) can absorb 40-50 m/s
  6. Although optimal angle is not 45 degrees if you are approaching orbital velocity. If you are covering 1/4 or 1/8th of the body you want to aim flatter. Using the new kerbnet you should be able to find a nice area with 4-5 biomes within 20km of each other and in this case 45 degrees is the best angle.
  7. @MaxL_1023 Both are acceptable. That would fall under the impressiveness category. My first attempt will probably try the shotgun method of spraying a bunch of decouples at the Moon and hoping 1 hits
  8. Mission is lunar impact No facility upgrades Entries will be judged by tech level required with ties going to earliest date. Points randomly assigned based off of the impressiveness. 2 categories revert and no reverts I will be reattempting this in a new RP-0 career (failed it in my current career) just to see if I can actually do it.
  9. I passed the only one I have ever seen at about 4-5km altitude (2km above ground) while coming in for a landing once. I was attempting intentional lithobraking so I was probably 20-30km away by the time I landed. Managed a Mun landing with only 460 dv (was not worth the effort, extra equiptment or risk)
  10. @LaytheDragon Any better pics of the triple port?
  11. I finally finished reading 200 pages of back logged "what did you do today in ksp"
  12. I know there is a tundra in the field just west/southwest of the runway. Very tough to find though
  13. hhmmmm... @NeverEnoughFuel!! When I hit activate receiver the antenna deploys and the immediately retracts. I never get any power transmission. I also uninstalled NF and it still did not work. Could you post a craft file of a working plant maybe I am missing some part that is required
  14. I thought the molten salt reactor was supposed to generate 444 MW and even with a 30% efficient thermal to electric generator it should still be able to generate 133 MW. Most likely will be uninstalling NF. Funny how I have to activate the "receiver" in order to transmit :/ <face palm>
  15. I sunk 90% of my budget attemping to get wireless power and it just doesn't seem to work. Is my install borjked or am I doing it wrong? This version doesnt allow for transmission either.
  16. I do have a connection to Kerbin so NETFLIX Thanks guys
  17. I am playing my career play through and one of my RP rules is Kerbals can only be in hitchhikers or science labs for extended duration missions. I got a rescue contract for a kerbal around Duna. I have my Science ship there for a quick rescue but the kerbal would have to return in a lander can (which would normally violate my RP rules) My question to you is this. Would you rather be rescued now and have to spend a year and a half in a lander can or be rescued in 3 years when I can send a habitable module?
  18. Nich

    NERV heat

    Was the heat generated by the NERV drastically reduced? I recently did my first transfer to Duna in 1.2 with a NERV powered cruiser and the NERVs did not even get over 800 degrees with an 8 minute burn. I have quite a few mods but I suspect Interstellar may be reducing the heat produced.
  19. The nice thing about stations in other systems is having a fuel deposit. On every transfer you are bound to have 200-300 extra dv worth of fuel that can be banked in the station. For example I normally pack 3600 dv for LKO since it normally only takes 3400 I end up wasting 200 dv every launch but once I get my station up and running I will pack an even 4000 and drop off the remaining fuel to the station. If the station is getting to full I can launch an interplanetary vehicle only partially fulled to save kredits. It does require knowing how to time your launches well and efficient rondavouze. otherwise you could end up spending more then you are saving.
  20. Did a rescue contract today. Going to install KIS/KAS and turn it into the core of my new explorer. Playing Hard mode career it will probably save me 30k not having to put one into orbit my self. Now all I need is a Hitchhiker to bolt on to it
  21. I made the following Mun lander and I have a love/hate relationship with it. It has a recoverable Reliant, thud 2x core with a terrier circularize/transfer/deorbit stage and 2km/s lander. I am quite happy with how it performs but I feel like: 1. The tech level is too high and I should have been able to do it sooner. 2. The cost is too high and it could be done cheaper (< 22,000). With out the sparks I just couldn't seem to make anything that was 1/2 decent aero dynamicly. Any ideas or am I just being overcritical?
  22. I heard there is an option in the settings menu to make closest approach always shown but I cant seem to find it. Basically what is happening to me is if the target is around the Mun with a circular 20km orbit and I set my PE at 22km the intercept will not show up but if I burn down to 19km and cross the orbit it will finally show. Please help!!!
  23. @Norcalplanner you forgot to link your cheap and cheerful challenge. Tons of good info in there that most people forget about when trying to minimized dv to orbit. less dv != less cost
  24. Nich

    Thud LOVE!!!

    I hate to say it but comparing the thud to an aerospike is like comparing a whiplash to juno for an SSTO
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