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More Boosters

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Everything posted by More Boosters

  1. I understand, but I wanted to make sure the said execution is actually possible, and I wanted to make sure I wasn't underestimating what it would require, as I wouldn't want to promise people a mod I cannot deliver. I haven't made any models regarding the mod yet, nor have I even fully finished conceptualizing all the details which isn't something I think I should do on my own. Edit: So I'm not trying to keep anything secret for any reason other than not being sure if I can even do what I have in mind. ^^
  2. Hey, I know they're rated for Eve but I rarely seem to need them on re-entry. Can you share your experiences with Heat Shields? I once attempted a very aggressive return to Kerbin (like straight down) from the Mun with the front completely covered in heat shields hoping I would survive with spending most/all of my Ablator, but it didn't get rid of the heat quickly enough and exploded. What are they good for? Should I take them for Jool aerocaptures or stuff?
  3. Hello! I'm decent with Sketchup and Sketchup is the easiest 3D modelling program out there so I'm not an expert 3D modeller or anything but I think I can pull of stock-level quality. I have a mod concept with zero modding and or programming experience in KSP, though I have modded a few other games before so I'm not as green as a Kerbal. For obvious reasons I wouldn't like to share what exactly I have in mind in public so let me know if you might be interested. Just being very honest here, I will need to learn quite a bit down the road so if my willingness to build on my existing skills to realize my (could be our ) concept isn't enough motivation to co-operate with me, you should be warned in advance. Some clues that may affect your decision on whether or not you'd like to be a part: - It's a bit sci-fi ish. - It's going to be a parts pack with new mechanics based on infrastructure building. - It involves practically teleporting a ship from one point to another, though it's not entirely accurate. - The parts are mostly going to require their own ships instead of being parts that can be attached to any ship and work just fine. - Ships will have to equip parts of varying effectiveness to benefit from the transportation system. - The transportation will be as automated as it can be, automatically transporting anything that fulfills the prerequisites. Let me know!
  4. Hey guys, since you're actually trying to get close to that big ball of doom, can you tell me if a Kerbal on EVA will survive at 2.3 Gm? That's where one of my contractors somehow got themselves stuck... Thanks.
  5. I just crashed my module recovery vehicle while browsing the forums from Steam in-game.
  6. The lab is ridiculously overpowered and you can easily fill out the tech tree by just going to Minmus with it a few times. The time-based mechanic doesn't mean much when you need to time warp for interplanetary missions anyway.
  7. I don't blame you, the Mun is extraordinarily boring and with Minmus around there are very few reasons to visit it twice.
  8. I solve my problems by adding more solid rocket boosters.
  9. In caase you haven't found help, you should try adding a decoupler to your Command Pod. It usually has enough drag to slow down safely on its own.
  10. Force-closing KSP before the quickloaded file takes over the persistence file might work.
  11. Oh wow that's clearly unintended. I'll fix it now.
  12. Why would a ship need two pilots when one is of questionable usefulness? Edit: Nice looking pod however.
  13. Ladies and gentlemen, I present to you one of the simplest rockets to have ever been posted here. The Recoverable Sounding Rocket is true to its name. It's a sounding rocket that you can recover, to be used for one purpose and one purpose only. Actually now that I think of it you can use it for temperature scans on all layers of the atmosphere, anyway... What it's good for is that it has an antenna, a Thermometer and enough charge to send that data twice (for whatever reason) and land safely. It has an uncanny ability of always returning 96.3% once it's recovered. If you manage to get any other number (0% does not count!), please, take a screenshot. I launched this thing at least 15 times today for all those Science from space near Kerbin missions (now you know its purpose if you haven't guessed already) , and it did not deviate from that, not once. Its operating cost is 326 credits and it will bring you to the neighborhood of 90km Apoapsis. As much as it seems unlikely, you'll survive the re-entry. Instructions: 0. Have the Thermometer, Radial Parachutes, Stayputnik and the Z-100 Battery Pack unlocked. 1. Fire the rocket with whatever time-warp you want. 2. Collect temperature data. 3. Send the temperature data to Kerbin. 4. Slow down thanks to the rocket's massive drag on return 5. Open the radial parachutes at a safe altitude. Warranty void if altered in any way. (Doesn't get outside the atmosphere with a goo unit or a materials lab) Works exactly the same if you replace the Thermometer with a Barometer due to them sharing the same mass and mechanics. If you do that you should add another battery which does not impact the rocket's abilities much. Download Hope this thing helps at your early career games!
  14. Because you have the freedom, unlike many of us, to go where you damn please. Go out there, follow your dreams! Install all the planet packs out there and then visit every single one of them! I recommend more Rhinos instead of Mammoths as Rhinos actually have remarkable vacuum ISP though.
  15. Hey, for your exploration theme, here are some ideas: - 1.25m Hitchiker with storage for 2. - A circular rail mounted very long range flashlight with limited up/down movement. - 3.75m/5m Drogue Chute - A particularly large and effective radial mounted vacuum engine, with low thrust but very high ISP. Used to land medium sized pods wherever you need it without too much expenditure
  16. I believe Spark has the best TWR? Edit: Confused the two, Twitch is useless lol. Edit 2 : Would it be okay to leave the pod behind, enter a command seat and launch with a Spark?
  17. What are you guys up to? Multiplayer air combat with planes of your own design in a semi-realistic setting? Are we playing the same game or are you a glitch in the matrix and I'm just imagining you?
  18. Hey, thanks for the generous offer, but it's a new save I started today. I had 3 dinky probes on Mun, Minmus and Kerbol orbits, so I'll just delete those and get on my way. Thanks ^^
  19. In what way are they affected? Do the mod parts simply disappear or do weird things happen to the ships?
  20. Hey y'all. I downloaded MechJeb two days ago and I've been loving the maneuver node editor and the autopilot lander. However! I don't really want to use an autopilot even if just for landing and I've been making Mechjeb do the precise burns, which kinda makes the in game SAS useless, at least the marker oriented ones. With that in mind, I would like to ask the following questions to see if it's safe to delete MechJeb: 1. Is there a standalone precise node editor? Because that feature is amazingly useful. If so, can I have a link? 2. Is there some sort of landing assistance so I can land precisely (like one that suggests maneuvers for me) without doing it for me? If yes, link please? 3. Will deleting it affect my current saves? (I also intend to delete another parts-based mod so I need to know) Thanks! Though I still think high level pilots should have something that distinguishes them from the avionics hub; this precise burn thing maybe.
  21. I agree completely. The novelty of EVA'ing on the ground and hanging onto the ladder to get a "flying over wherever" bonus got old long ago. Now it's just a hacky way of going through a kind of grind that should not be there. Just for reference, how much science do you start with? One time I started with science I felt dirty so I deleted that save and started again. After all, a single Hammer can get you above 70k and that feels a bit cheaty.
  22. I suffer the same problems but the SoundingRockets mod I just downloaded helped quite a bit. If you insist on going stock only, well, I have this help to offer: You'll get a lot of easy money from science from space around Kerbin contracts, so you should try my Recoverable Sounding Rocket design if you don't already have one. It's exactly as it sounds, it survives reentry and gives you some funds back while doing the mission. x6 Basic Fins on the bottom x1 Hammer Booster x1 Stayputnik x1 Z-100 Battery Pack ** x1 Communotron 16 ** x1 2 HOT Thermometer ** x2 Radial Chutes ** : Place on the Stayputnik Gets to around 90 km apoapsis and falls fairly close to KSC. I did not try it with other science equipment yet, however. Set the Hammer to 46 thrust, this gives you a TWR of 2.39 on take-off, fairly appropriate for a rocket of this size. A bit lower thrust may be more efficient but pushing yourself against the air faster is better for stability and no setup will get this to space high over Kerbin, and I'd be surprised if there existed an early game single stage design that could get to that kind of altitude and survive the re-entry. I usually get around 96% return on the vehicle so the operating cost is about 300-400. Saving 2.400 may not seem like much but it matters in the long run with how many of these things I launch. Edit: Also try to do the tourist contracts at Kerbin as those give a lot of reputation to unlock the bigger missions earlier.
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