

Finndibaenn
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Rocketeer
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Contracts and composite stations
Finndibaenn replied to Finndibaenn's topic in KSP1 Gameplay Questions and Tutorials
hhhmmm those are interesting leads, i'll try that, thanks -
Contracts and composite stations
Finndibaenn posted a topic in KSP1 Gameplay Questions and Tutorials
I'm wondering How are the rules about the "new station" rule for station missions combining with statins made from multiple substations, some of which were launched before the contract acceptance and some not. I was assuming that the heavier subcomponent would be the one "winning" ... Is that correct ? -
At least for LKO reentries, I found you do fine by facing backward (engine first, it can take a lot a heat), if your reentry is not too steep
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Finndibaenn replied to SirJulio's topic in KSP1 Mod Releases
It 's for 1.4.0, I didn't see a mention of 1.4.1, gonna scan the thread again I guess. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Finndibaenn replied to SirJulio's topic in KSP1 Mod Releases
I've just downloaded this mod and it's really good ... when it works I had the same "grey window" a while ago, and it now seems broken (didn't try restart though) THe log shows a stack overflow [EXC 23:32:43.066] StackOverflowException: The requested operation caused a stack overflow. ActionGroupManager.ShortcutNew.onHide () RUIToggleButton.SetFalse (Boolean makeCall) ApplicationLauncherButton.SetFalse (Boolean makeCall) ActionGroupManager.ShortcutNew.SwitchTexture (Boolean vis) ActionGroupManager.ActionGroupManager.UpdateIcon (Boolean val) ActionGroupManager.View.SetVisible (Boolean vis) ActionGroupManager.ShortcutNew.onHide () RUIToggleButton.SetFalse (Boolean makeCall) ApplicationLauncherButton.SetFalse (Boolean makeCall) ActionGroupManager.ShortcutNew.SwitchTexture (Boolean vis) ActionGroupManager.ActionGroupManager.UpdateIcon (Boolean val) ActionGroupManager.View.SetVisible (Boolean vis) ActionGroupManager.ShortcutNew.onHide () RUIToggleButton.SetFalse (Boolean makeCall) ApplicationLauncherButton.SetFalse (Boolean makeCall) ActionGroupManager.ShortcutNew.SwitchTexture (Boolean vis) .... -
23-77 Twitch engine issue
Finndibaenn replied to Finndibaenn's topic in KSP1 Gameplay Questions and Tutorials
That may very well be the issue, I know I tried at some point with the exhausts pointing on the wheels. I'm not aware of that, guess i'll have to experiment with it Thanks -
23-77 Twitch engine issue
Finndibaenn replied to Finndibaenn's topic in KSP1 Gameplay Questions and Tutorials
Yes you're right, KER only shows TWR based on vacuum, but Twitch Thrust doesn't change much : 16 in Vacuum and 13.7 in Atmos. However, I'm not sure what was going on, i've tried again the twitch version after fiddling with the thud one, and it now works as expected, I guess i had done something wrong, but no idea what -
Hi, I've been working on putting together rovers for a mining base on Minmus, they are made like this As shown by KER, this is supposed to give a TWR of 1.18 when the fuel tanks empty (on Kerbin), but when testing, the rover never lifts on Kerbin. I've also tested with 8 Twitch instead of 4 as shown in the image, the result was the same. This is my first try with Twitch engines, I was previously using Thuds when needing radial attachment, and it was working fine. To compare , i've tried replacing the 8 Twitch , (which should give 8*13.7 = 109 Thrust), with 2 Thuds , throttled down to 33.5 % and it lifts up just fine when the tanks empty (TWR tops up at 1.18 similar to above). Am I doing something wrong ? or is this known ?
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I never landed on Eve yet, but maybe you could have kept your periapsis higher ? like 60 or even 70 km to allow deceleration to occcur ?
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Maneuver Node question
Finndibaenn replied to LordCurlyton's topic in KSP1 Gameplay Questions and Tutorials
PreciseNode helps a lot with that, as it will let you input the desired time -
http://forum.kerbalspaceprogram.com/threads/96985-1-0-2-WAC-s-Delta-V-Map-(24-05-2015) this one says 430, it will definitely depends on the quality of the transfer window. According to http://alexmoon.github.io/ksp/, if you start from 85000Km of Kerbin and target the same orbit on Eve, it will cost you about 1250 total (including insertion, 500+)
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1.0.4 suborbital flights: too slow to land safely ?
Finndibaenn replied to Gaarst's topic in KSP1 Discussion
isn't white knight 2 a plane ? if so, space ship 2 will have quite some horizontal velocity at its apoapsis too -
stontaneous explosions
Finndibaenn replied to Finndibaenn's topic in KSP1 Technical Support (PC, modded installs)
oh ... the images/links were working for me, but i guess i have some kind of remember em cookies; sorry about that, i'm not yet familiar with dropbox. Seems like i can't create img links to dropbox hosted files, that's a shame ... moving the images to imgur -
I have another case of a strange spontaneous explosion : i have prepared a maneuver node 45 mins in the future to get out of minmus and visit kerbol's SOI. I'm warping to the maneuver node, but whenever i get close to the node the ship explodes. This ship is OLD, it was launched in 1.0.2, and I recently took it from Kerbin to Minmus with no issue. Link to the save https://www.dropbox.com/s/tiru7uncheuyts1/explosion20150630.sfs?dl=0 The ship is "Passenger4_2.5KDV" edit : list of installed mods
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No thermal conduction
Finndibaenn replied to Arthropode's topic in KSP1 Technical Support (PC, unmodded installs)
I have this issue too, with atmospheric planes. The jet engines do not seem to cool down at all. I have a contract to do crew report on the other side of the planet, and engine (1 ram jet) reach the extreme overheat at maybe 75% distance. I tried adding passive radiators as close as possible to the engine, but they don't seem to change a thing. Active radiators are out of the equation as you need to deploy them, and they get ripped off if you do so inside the atmosphere