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Nich

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Everything posted by Nich

  1. So I will be honest I really have not looked at Thuds in a long time (.90) I had basically vowed to never use the Thud. However lately I have been looking at them again and feel like they had quite a buff in both TWR and ISP. That got me looking at some of the other engines. Has the spark also had a buff since .90? I feel like the ant used to have a better vacuum ISP then the spark.
  2. ha ha good ones. I am sure every one has a KSS
  3. A perfect suicide burn with 15 TWR and you can get away with 560 dv for a Mun landing. However if you kill your horizontal velocity at 10km and then sink down at 50 m/s you could spend up to 1000 dv in a low twr lander. Lots of variability. Also a very good gravity turn and you can get away with 3250 to LKO but 1.25m parts with a low twr and lots of draggy parts and you may need upwards of 3800-4200 dv to get to LKO. I like to plan for the worst and hope for the best. If you bring to much dv in your lander you can always hop to the next biome and get some more science.
  4. I am playing a hard career with only ground based communications at kerbin. I attempted setting up a relay around kerbin but the problem is the relay stations have such short range they can barely communicate with each other much less the lighter antenna with only 500k power. I attempted to set up a relay network around kerbin to remove the black outs as Kerbin rotates however the low power relays can not even communicate from LKO to the Mun much less the starting antenna to the relay. I looked at the power and apparently I would need to stack 400 relay antennas to achieve communications from the Mun. Alternatively I would need 200 in a kerbin network and 200 on a mun Network and it should work although this seems a bit ridiculous.
  5. I have been playing a hard career lately and sending a probes to Mun and Minimus to get world first has made me tons of kredits that I needed to get the level 2 stuff. Phase three will include sending probes to all the other planets to make funds to upgrade facilities to level three. A little more realistic in my opinion that the space program has to prove we can get there before they get the funding to send a Kerballed mission. The explore Duna/Ike and position satalite sets of contracts made almost 2 million in one window and only cost 30k
  6. But you can exceed escape velocity thus gravity diminishes faster then your velocity and you will continue to infinity with out returning. I would think it is possible with an EVE Joul slingshot for less then 1500 dv in orbit. Any SSTL should have more then enough DV to do it. Are SSTLs still possible I have not tried much for SSTOs in 1.1.3 or 1.2
  7. So my stuttering has been completely fixed. It was the combination of 1. Limiting to 1 CPU 2. adding the anti stutter mod http://forum.kerbalspaceprogram.com/index.php?/topic/139128-12-memgraph-1101-with-stutter-reduction/ 3. Not installing windows updates
  8. if you already know how to get to minimus (that is the hard part) try landing there first. Factor of 10 easier between the lower gravity and smoother terrain. Make sure to use F5/F9 to save reload. It took me at least 10 attempts my first time landing on the Mun.
  9. bah the bane of playing no save no revert...... I just deleted it and used infinite fuel to send another probe very quickly
  10. Playing in my 1.1.3 save attempting to areo brake at duna I managed to discover anti drag. First attempt at aero braking acclerated from 1500 m/s to 3500 m/s and second attempt acclerated me to 33 km/s. If anyone is interested I will upload the file
  11. I hate to say it but you need to learn orbital mechanics. That is a nicely designed rocket and should have enough dv to land on both the Mun and Minimus. Sorry if this is insulting I have a hard time understanding how you could design a rocket that well (excluding RCS spam) and not know how to fly by Mun and Minimus. I will admit the hardest thing about this mission is that it is really only possible twice every 50 days when the Mun and minimus are in perfect position. Alternatively you could capture and orbit the Mun and wait for the transfer window. I think it is about 150 degrees but I dont do that transfer enough to know for sure. Alex Moons tools says 158 degrees (https://alexmoon.github.io/ksp/#/Mun/20/Minmus/20/false/ballistic/false/1/1) Learn to play with the next orbit button. Left click your manoviour node and hit the plus. So what you do is: 1. orbit the mun. 2. set a manivour node exiting prograde that just meets up with minimus's orbit. 3. Hit the plus button until intercepts are close (you will have to adjust the node to account for the muns rotation as you advance orbits) If this is not clear I have been looking to make advanced tutorial videos and this would probably be a good example
  12. 1 thing to remember it only requires LF. Nukes run off the stuff only thus launching just LF and no O does make sense as your nuke tugs can always use the fuel in the future.
  13. @magnemoe Unfortunately Advanced Aero is a bit to late in the tech tree for me to use it with most of my rockets in addition it is in a tech line that I never unlock until the very end of the science tree. What are the kerdits/ton of whiplash based SSTOs? I know Rapeirs can get down into the 50's but I have never looked at the whiplash in much detail.
  14. I just got 3 station contracts 250k LKO 489k Sun asteroid class E and 345k Duna (on hard difficulty). All three will be completed by 1 station costing 24,000 to launch (after center stage recovery)
  15. I did some testing with 1.1.3 and the 2.5 m aero shell preformed identically after revert (within 1%) so this is new for 1.2
  16. I have been playing a hard no save/no revert so my margins have been pretty big. I did send a station with a lander to minimus. I forgot to turn off the Fuel reserved for the lander so KER told me I had more dv then I actually had. After some inefficient manavours I get set up right where I want to be with 50 dv left (according to KER). I then disconnect the lander and the engine was dead..... Upon inspection the Stations main engine had used the landers fuel. I had originally planed about 2500 dv for the lander. After reconnecting to the station (had to use a kerbal to dock it back as it had no RCS) and stealing the landers fuel back it had about 1400 dv. So I probably had a margin of -1100 dv aka mission soft failure
  17. As everyone else has said they should only be used on the first stage off kerbin. In addition they should only be used at full throttle. I have found the optimal point to be around 1110-1300 m/s dv from the SRB. Any more and staging to an LFO second stage gets you more dv for less. The major problem of the Flee and the Thud are the radial decoupler costs more then the SRB. Thumper is the First SRB that makes sense kredit wise. (Thud and flee can be used inline cost effectively)
  18. @XavvenI attempted 1 core on processor 1 and the game played very badly. 4 cores on processor 1 and it played better then the previous. 8 cores on processor 1 and it played better yet. Switched to processor 2 with 8 cores and it was better yet. 16 cores on processor and it was 95% playable. Now it lags for 10 ms once every 1-2 seconds rather then 1 second every 30 seconds. http://imgur.com/a/o2g4n
  19. So I tried running it as administrator and it actually ran a little better I updated the mb bois first thing after getting everything put together. @Xavven CPU report https://drive.google.com/open?id=0B0iPRE-stt2CUHZCdG5nTnNwX2s On cloud gate v1.1 Graphics score of 12,508 Physics 8,646 No stuttering at all but I am really disappointed in the physics score I would have guessed my physics score would have been 100-200 times better then my graphics score. I could not run Sky diver as it said my GPU was not directX 11 compatitable.
  20. I also play eq on a private server. I should be able to expand my raid to 32 characters (1 for each core) fairly easy. That's only 4 gb of memory per account :/
  21. lol I know 128gb of ram is a bit rediculous. I could load a blue ray into memory. The idea is hopefully it will last 7-10 years and it was fairly cheap
  22. I was under the impression KSP only used one core. Although I thought I heard something about an update assigning different ships different cores I do agree that a 2.6 is not ideal for KSP I used to play on a 2.4 and it was much better. I have not seen any difference in playability between a four-part ship and a 250 part ship, they play the same
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