Jump to content

ibanix

Members
  • Posts

    379
  • Joined

  • Last visited

Everything posted by ibanix

  1. Another suggestion: Contracts requiring a particular type of vessel (eg. 'probe') should be set to any vessel type. It is trivial to change the vessel type using the rename feature; you can change from a lander to a probe and back that way to satisfy requirements. If you're looking for "probe" type only or "lander" type only, it would be better to check for crew = 0 or crew > 0. Also: I finished Eve Probes, and Eve Probes is available... yet again! You'd think that once you complete a particular probe/program it would become unavailable. 3rd comment: It seems 'Program' recognizes OPM planets and adds programs for them, but Probes doesn't? I've got Sarnus V program, Urlum III program... but none of the OPM planets have 'Probe' strategies.
  2. Is that just the 'max persistent debris' setting, or is the something else?
  3. I've finally got a base on Minmus that is generating LfO+Ox. So now I'm looking to be able to get from Kerbin to Minmus, land and refuel, and fly back to Kerbin. Anyone have an SSTO design that is able to do this? I completely suck at plane design. Thanks!
  4. Ah, you know what. The power pack acts as a distributor... and I don't use it, I went solar.
  5. Why do dropped KIS containers sometimes vanish? I separated two containers from my lander, came back a little while later, they had vanished.
  6. May also be MKS/UKS and not just MKS Lite, but: What's the correct use for the Sunflower Portable Light kits? They can't be KAS attached. They don't have enough battery power to keep lights going through all of a dark side, making them not very useful as area-lights. Most annoying (to me), they act as a separate vessel, so if you deploy them on their own, they all show up in the Tracking Station, cluttering it up. You can 'fix' that by moving them to Debris or something, but it's still kind of a hack.
  7. I want to use this, but the installer for the MCR failed with and "Error 1935". I tried to take a screenshot but apparently Windows doesn't like taking screenshots of sub-windows. Help?
  8. Yeah, that doesn't make sense, at least to me. I modified the tanks myself to hold other types.
  9. That's really it. If I was playing no-revert, with random failure, tho...
  10. May not be directly MKS Lite, but: Is there a reason the radial Kontainers don't allow for the same options as the other Kontainers? Eg, why can't I put fertilizer in a 0.313m round Kontainer.
  11. I never actually thought they were that effective until reading a recent thread in which the poster did actual experiments with cones/fairings and total distances travelled. Now I'm putting them on everything that launches from Kerbin.
  12. I've done exactly that for secondary stages for long interplanetary missions. You need to add a bit of cooling (read: radiators).
  13. Is there a how-to on using winches and magnets? Those are still dark magic to me.
  14. You know what would make this even more awesome? The ability to 'lock' dV on a direction (prograde/retrograde, radial/antiradial, etc.). So many times I've been futzing with one of them and pulled another and gone ARGH and had to reset one direction to zero.
  15. Nice, thanks for all the spot-on advice. Follow-up question: Best method to control attitude while ascending? Vernor engines, reaction wheels, or monoprop thrusters?
  16. Alright, here we are. I actually did try with the larger Kerbodynes, and I think they *might* work. I still feel like I need more dV. First, whole thing: Second, just payload and upper stage:
  17. This is some of the best !!SCIENCE!! I've seen in ages. Guess I'm putting adpaters all over my stages now....
  18. So I'm looking to put down an ISRU+Miner on Minmus so I can make fuel there. My complete miner-lander runs about 30t: ISRU, tank for the fuel, 4x miners, small nuclear plant (from mods), skycrane engine, and a few radiators. Since I need to get this to Minmus and land it, my upper stage (Kerbin->Minmus) is another engine+tank which gets me about 1200m/s. This brings the weight up to around 90t. So now I'm trying to build a first stage (Kerbin->orbit) that will lift that 90t, and I'm having a devil of a time. Mammoth engine with the largest Mk3 tank, and then 4x KS-25s under the orange tanks, set up in an asparagus system: This is only getting me about 3300m/s, which is not *quite* enough to get to an orbit I can work with. Is there a better way to launch really big payloads from Kerbin? Anything larger than what I have seems to be seriously diminishing returns. Better to launch dry and fuel in orbit, and launch a separate fuel can?
  19. Thanks for all the helpful answers. In this case, I have a base on Minmus which is not exactly on the equator, and I was looking to put my orbital station in an orbit which would assure easy launches to resupply the base. I also wanted to find an orbit that would allow me to do easy landings at the base. Looks like I may end up moving the orbital base to a pure equatorial base, since that will be "close enough".
  20. Re #3: Is it supposed to do that (charge even when the sun is down) even when NOT in warp? Because it happens under normal time for me.
  21. So here's a "simple" question: Given an orbit already around a body, how do you change the orbit so that the craft always passes over a particular point on the surface (eg, a landing base) on every orbit?
  22. Well, I managed to solve some of my problems (config file change referenced earlier in this thread for the Ag module - would be nice if that was back-added to the 1.0.5 release). I have a decent base going on Minmus now, but I've got a few issues: * When switching away to another off-planet vessel and back, a number of things stop working. The Junior mining excavator and the portable strip miner have to be restarted, as does the Regolith sifter. The life support status (USI) in the Ag module and the hab module state 'inoperative', even thought it appears they are actually still working. * My solar panels keep producing power even when the sun is down!
×
×
  • Create New...