seamutt
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KSP Interstellar Extended Support Thread
seamutt replied to FreeThinker's topic in KSP1 Mods Discussions
New Intersteller user here. I'm having trouble understanding why different sub-assemblies of virtually identical mass have such widely different effects on delta-v (in space). And if this is indeed a bug, if there's anything I might do to work around it. Example - my big, modular interplanetary rocket using 'Liquid Core Reactor' engines carrying a ballast load of 4 stock jumbo 2.5m fuel tanks for demonstration purposes (total attached mass of 72 tons) yields a Delta-V of 7,560 on the first stage: https://imgur.com/a/RgJO3KN (Sorry, insert image link is not working for me. Cntrl plus + can zoom a browser window.) Whereas attaching two landers instead with a slightly lesser total mass of 69 tons actually yields a greatly decreased Delta-V of 5,381? https://imgur.com/a/3XMbNua Thanks for any observations or advice. And remember, fly safe! (Note, I'm using 1.7.X game and mods) -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
seamutt replied to blowfish's topic in KSP1 Mod Releases
Yes, I am using both the B9 and 'Interstellar' mod. Thanks for the information. Edit: I did try removing the 'Interstellar' mod, and the biplane engine is still flaming out on me (it never really seems to even start). Although I am assuming that an air scoop is NOT required with this engine? Because I don't have one yet, air scoops are still a long way down the tech tree. The engine info box message reads: Status: Flameout! Cause: Intake Air Deprived- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
seamutt replied to blowfish's topic in KSP1 Mod Releases
Well, I'm also having an air intake issue but it's just with the basic "biplane" engine (because this is only as far as I've gotten in the game). I Rclick and open the built in air intake of the engine, try to start it, and then I get a 'flamed out' due air deprivation message. I'm trying to run B9 in KSP 1.7.1, and I wonder if the mod may now have become incompatible with the latest game version? I'll add, I was careful to install only the latest versions of B9's dependencies.- 641 replies
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KSP Interstellar Extended Support Thread
seamutt replied to FreeThinker's topic in KSP1 Mods Discussions
I'm returning after years away from KSP so I probably shouldn't even be commenting here (I'm a bewildered newb once again), but I couldn't get this mod to install correctly. I got an "Unsupported Version, please use 1.5.1" for 'Filter Extensions', and the same thing with Photon Sailor saying to use v1.7. I just installed from Steam yesterday, and my game version is listed as 1.7.1.2539 -
Thanks you guys. As suggested, I just F5 saved and decided to see what would happen. I did not fool around with trying to add more parachutes using KIS, etc.. Here's the report: Kerbodyne S3-3000 Fuel Tank - This was my first recovered part try, and as mentioned nothing seemed to work here. I got the impact speed down to 3.8 (this part has a listed impact tolerance of 6.0), and it was still no go. I just cancelled the mission. One further thought occurred to me, though. Perhaps the tank had fuel in it and that made a difference. With a fuel tank recovery it might help transferring the fuel out before touchdown. The claw connection can apparently do this. If you have the "TAC Fuel Balancer" mod (with it's dump feature), it would be easy. Otherwise, maybe not so easy if you don't have enough space in your primary vehicles tanks. Poodle Engine - Impact Tolerance 8.0, my touchdown was at 6.8. No problem here. MK3 Cockpit - (This is the big space shuttle type cockpit) Impact Tolerance 60.0, touchdown 8.4. No problem. 4th Part - Okay, I screwed up. I didn't have a 4th recovery contract. Last thought. As I saw mentioned in a few other posts and videos, many of these recovery contracts, and especially parts in Kerbin orbit, pay extremely poorly. They are probably best avoided in the first place.
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Scott Manly has numerous Kerbal youtube videos out (many of them now outdated), but I really loved his newer "Career Mode Tutorial" series. This guy is intelligent, funny, and interesting. And if you play the video series on one side of your screen, and follow along with KSP running in windowed mode on the other side of your screen, you'll be up to speed pretty quickly. And yes, he covers a lot of the issues you mention and that folks here are trying to help you with. But it's all rather involved, so... Fly safe!
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Docking ports: just how do they work???
seamutt replied to jeancallisti's topic in KSP1 Gameplay Questions and Tutorials
On this one, I've had a very similar problem a few times now on my space station. I r-click and select "undock", then nothing happens. I try it again and now the undock option no longer appears. It's apparently a long standing bug. This fix works great, but I pity you trying to use it if you don't have a good understanding of the Steam/Kerbal file directory tree, or how to search and edit using Notepad etc.. http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 As for parts not attaching properly, they will have a slight red hazy appearance. But to be sure, I just click on the root part and move the whole rocket a little. Just like you do to move the rocket up or down. If the part in question doesn't move with the rocket, then it's not properly attached. GL -
Is the only way to recover a part to use a cargo bay and grabber, or build a legged lander and grabber which will prevent the part from contacting a surface on landing? Unfortunately I have 4 recovery contracts in various stages going, and I was thinking that a reasonable parachute touchdown speed would work (the best I could get on the first mission to return by hanging onto my engine for a last minute retro burn was 3.8 m/s, and even that didn't work on either land or water- the part just rolls over and dies on contact). I'm simply reluctant as heck to scrap all these contracts. I put a lot of work and money into them. However I guess my question has more to do with what my methods will be in the future regarding recovery missions. Note - I do have Kerbal Inventory System, but no engineers in the barn right now to go up and try to fix things. However I do suppose I could wait a couple of weeks in game time for an engineer to return to Kerban. But even then, how would he be able to rendezvous with ships on elliptical orbits returning from the Mun and Minmus? And also, after sending off a truly massive expedition to Duna and Ike during this same period, I now only have $450,000 in funds left. So this has all become a huge pain in the rear to deal with. Thanks for any information or suggestions.