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Everything posted by Moonk
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Aircraft Troubleshooting
Moonk replied to Kyrt Malthorn's topic in KSP1 Gameplay Questions and Tutorials
Early in game i had issues on runway. Usualy problem was with wheels. It is best to attach them at the near bottom of lower part, and then "offset" them to needed place. -
Resque Misson launched
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i sign this petiotion
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challenge accepted
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Sry for noob question. But why do u do this? Is this mod? what the purpose of positioning satellites?
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Flying on Duna in 1.0.4 -- Some General Guidelines
Moonk replied to Geschosskopf's topic in KSP1 Tutorials
About 40-60 m/s and something about ground i used 2 Drague Chutes and when touched ground 2 Mk-2R Chutes - was easy landing less then 10 miter to the target ) Screens befor launching to Kerbin orbit, it was my 1st ship from Runway to Orbit. Probably there are to much air intakes. -
Flying on Duna in 1.0.4 -- Some General Guidelines
Moonk replied to Geschosskopf's topic in KSP1 Tutorials
With pleasure )) I use 8 Spark Engines, she can easely went to orbit after landing. But landing.... it is really hard, going to add parachutes tomorrow. -
Flying on Duna in 1.0.4 -- Some General Guidelines
Moonk replied to Geschosskopf's topic in KSP1 Tutorials
Great thread, thank you -
Sure i will someday. They need new rover to get research points from nearby biomes. Then they need some more fast vehicle to transport all crew to fine flat spot for landing and launching. Probably this spot must have some ore for refueling and must be at high attitude above sea level. I play on 0.2 science , so i have only Skipper engines, so there resque will be after they farm enough science for more powerful engines.
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Yes, but how could engine consume more fuel per second? it should produse less impulse , but not consume more fuel per second..
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I landed a rover on Eve, it uses RCS engines to move. RCS consumes much more fuel in second then on Kerbin, about x10 or x20 more. Why? I know i could use electric powered wheels, but i bring my RCS rover with me, just curious why it consumes much more fuel then maximum engine info?
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Did double check with other ship and same result. Then check everything in numbers. And found that problem was not with Mining, but with Converting. Looks like during time warp ISRU converter dont work when i have 0 ore at the begining of time warp. Thats why ore quantity goes high during time warp. Everything is fine with total numbers during few repeated time warps So the only problem , is Solar Panel working 24/7 on Minmus Equator but not working on Poles
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KSP Version: 1.0.4 Steam (build id = 00861 2015.06.23 at 17:19:17 CEST)Windows-7 64-bit What Happens: 'Drill-O-Matic' Mining Excavator works much better during timewarp. Mods / Add-Ons: All Stock I build my 1st Mining Station on Minmus. To test extraction rate i put 2 'Drill-O-Matic' Mining Excavator on my vehicle. Result on normal spead 0,014676 ore each. Witch is excect according to formula on wiki. = 0,05*0,0331(ore)*9(skill) ISRU converts all ore to fuel much more faster then ore is being mined. So i dont have ore in stock Then i go to KSC and press time warp till next morning ... and Spend few minutes on normal speed, and: Link to save file https://www.dropbox.com/s/bu2c4vwhhv05b32/quicksave.sfs?dl=0 Vehicle name "Miner 2" And during warp solar panel works 24/7 on Minmus equator, but dont work on Minmus Poles, where they should work fine 24/7 cos they work fine on poles during normal time. Same problem with panels http://forum.kerbalspaceprogram.com/threads/118983-Bug-Solar-panels-generate-power-while-the-sun-is-blocked-by-Minmus?highlight=Solar+Panel I am not sure should i make new thread with screens and save files about solar panel bug? or its just "Not Fixable Engine Issue"
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LY-10 Small Landing gear is not Wheels?
Moonk replied to Moonk's topic in KSP1 Gameplay Questions and Tutorials
So looks like only powered wheels count? Only RoveMax? - - - Updated - - - I have found solution Alt+F12 http://forum.kerbalspaceprogram.com/threads/104842-The-outpost-must-be-on-wheels -
Why this ship collapsed in space?
Moonk replied to Moonk's topic in KSP1 Gameplay Questions and Tutorials
Thanks u guys, mk2 looks cool, gives more space and weights 50 ks less. Going to use only them instead of round. -
Why this ship collapsed in space?
Moonk replied to Moonk's topic in KSP1 Gameplay Questions and Tutorials
i prefer mk2, it weights less. thanks u ) -
Hello, i would like to ask expirienced players. I have a ship with such composition in cargo bay She went to Mun orbit, made docking, took crew and left Mun SOI. After few maneuvers heading to Minmus, she falls on 3 parts. I didnt saw blow up, just find that now i have few ships after timewarp and manuvering other ship. Cabin with some staff missing in cargo Engine and Fuel bank Staff from cargo bay I havnt found Monop-t tanks, but i have debris=0 So what goes wrong? Full size ship and closer look at Mono-tanks, as u see they are somewhat inside Reaction Wheel So the problen is with mono tanks disposition ? Or it was just kraken? Maybe it was some kind of overheating from the Sun? or radiation from the Atomic Engine? - - - Updated - - - I made such changes and going to dock crewcabin to save it and went to my business on Minmus.
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+1 Kerbonaut fell under ground. it brokes all idia of playing without save games...
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i loaded my save few times, and it helps. i will never never use ladder to downstairs
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yes, and u have to rename this save to "persistent.sfs" to load it playing hard diff
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I have just made great landed Sci Station on North Pole of Minmus. It looks great and has light 24/7 But one of my kerbonautes fall from stairs head down. and Boom! Empty Galaxy, few times reload game with same empty galaxy, and at last i see parts of my station flying somewhere out of Kerbin SOI. Now i see why ppl are afraid of Kraken ) I play on hard diff, and looks like it is good idia to save game few times a day and then manualy rename saves if such happens.