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sardia

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Everything posted by sardia

  1. What's the proper ratio of drills to refinery to fuel cell arrays so that's optimal for this craft? It only works when I time accelerate at 3% ore concentration so I was surprised. Should I add more drills? [IMG]http://i.imgur.com/44hEGGR.jpg[/IMG]
  2. Why does the MSV 2000 container series weigh so much more than the equivalent Hex cans? 2838 units at 4.15 tons vs 1700 units at .6 tons. It looks like different creators made their own sets, and they got added together without balancing them. It's a shame too, because the MSV series looks way prettier than the Hex cans. [IMG]http://i.imgur.com/AlkQl4c.jpg[/IMG]
  3. [quote name='Venusgate']As far as I understand, you need enought battery storage to completely do a full transmission. no longer can you each out a transmission, byte at a time, while your solar panels pump out electricity[/QUOTE] If you timewarp fast enough, the solar power gain can match the electricity losses, letting you complete your transmission. This is of course a bug.
  4. Ah. What about the message about transferring resources on the recycler? Is that message accurately noting when it's crunching and when it is done? I did some time warping, and the message didn't go away until I switched vessels or turned the recycler off. Based on what you said, sounds like the message isn't updating accurately.
  5. Quick question on Recyclers, how much metal are you suppose to get out of things? I crunched down an old station and it only gave me 300-400 metal for it. It was a poodle, orange tank, and a full set of science/command/lab/rcs parts. Also I noticed that the recyclers state 1/tn rate, but it looks like the recyclers work instantly.
  6. I've tried that, and it works fine except that it eats my rcs, mono tank and a probe core, minimum every time. So it's only worth it to do that for huge wrecks. I'm just trying to recycle some old parts that are docked to my orbital yard. You know, empty tanks, old engines, decouplers etc etc. I have this inefficient technique where I place it by the recycler, and push it in. Then I quickly reverse in EVA, and hope I don't have to use my quick save. It works, but I was just wondering if there was a better way.
  7. Is there a way to use recyclers in space without mulching my kerbals? I quicksaved in case they coded it that way, and it totally ate Jeb. My goal is to push old parts into a recycler using KIS/KAS but without attaching the a set of probe/rcs parts.
  8. Does anyone know how to edit KIS so that nonengineers can attach things? It's hard recruiting enough engineers, I got nothing but pilots and scientists. It says they need the repair skill, so I probably want to edit that restriction out.
  9. I still do that, just because I'm too lazy to install ladders on my ships.
  10. I'm not sure if this is the right forum, but does anyone know why my Extraplanetary launchpad mod isn't working? It's not letting me enter the GUI that builds the ship. Is there a special requirement to turn it on or did I install it wrong? I see the button that says show or hide UI but clicking on it doesn't do anything. Edit: Turns out I was right, they patched the mod and fixed it.
  11. Wasnt there a scene where the falcon evades the enemy by lazily drifting to the right?
  12. You could use kis and kas mod to attach radiators to your ship. Hope it helps
  13. How does the vector engine stack up in sandbox mode? Or is this complaint only relevant in career or science mode?
  14. Is it cheaper than a rocket to LKO? Or does the supercheapness come after we get more tech?
  15. I suppose you could mod it into a rapier that also works in space? Reverse thrusters are nice.
  16. Haha, of course the solution to too many mods is to add another mod. Thanks, that's what I'm looking for. Hope it works as advertised.
  17. For example, how do I remove the icon for a mod, such as IR at the top right? I happened to have installed 7 mods, and each has their own icon. They're starting to interfere with each other, display wise. My current issue, is KER HUD display is has a mod icon overlayed onto it. Is there a way to remove the icon, preferably as an easy setting somewhere? I don't want to uninstall the mod, but I couldn't find an easy way to remove unnecessary icons. I'm sure there is, just not sure how.
  18. How did you make that first picture_? Is it generated by something?
  19. Success, I managed to not only make it to the moon and take off, I also managed to land within 2.2 km of the stranded kerbal. That was pretty good thing considering I didn't actually bring a kerbal with me. That's right, I used the rescue kerbal to plant the flag on the mun to complete them both. Did you know that this rocket is strong enough to tip over without breaking into pieces? I was quite surprised when that happened. I had to tip it back up, and then fire the rockets to take off. There's some strange behavior with heat and the lander legs. It looks like the legs overheat quickly when retracted, but cool off when extended. Maybe a bug with how the game draws their cubes? asds
  20. As a rescue ship, my biggest consideration is cost. Sure I could make a super efficient 2 stage rocket to rescue a single kerbal, but the profit margins there are slim. Sending a rocket that cost 10-20k more but rescues 2-3 kerbals improves my profit margin tremendously. This especially helps now that the kerbals are spawning around the mun or minmus now. For my munshot/rescue from surface, I'll do either tiny 1 man rescue lander + probe using this rocket as a base, or make an actual rockets with expensive parts that I took out to save $$$, like adding radial liquid boosters, fins, and SAS. Then I can asparagus stage the crap out of it while maintaining good control. Oh, and research docking ports. Question, is it possible to have a lander with a poodle engine on the moon? It looks much cleaner though I suspect I need radial engines or bigger landing legs.
  21. I made some adjustments to improve my second stage allowing me to conserve my 3rd stage for rescuing kerbals as far as minmus. 1. No more mun lander. 2. Poodle + fuel tank as improvised heatshield. 3. Replaced command module and added an extra chute. 4. Put tail cones onto SRBs. The cost seems questionable, given the performance gains. I think its worthwhile to put a cone on top, but not anything expensive. Maybe replace them with parachutes and go install stage recovery mod, but that's more trouble than it's worth. 5. KIS wrench for orbital unpacking of cargo bay. (RCS, solar panels) 6. Six SRBs added, more boosters, but with a lower burn rate to get me higher. This allows Skipper to fire at 1.1 TWR. I stay vertical longer, but it's more stable given I cheaped out on tail fins. 7. Lowered the SRB attachment point so it collides with main stack less often. My previous rocket went dead when it ran out of juice behind the moon, so I had to revise it into the below pic. Now there's 3 guys to be rescued, and two failed rescue rockets all orbiting the mun.
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